Battle Mechanics

By: Kireato
1. Damage Formula
2. Damage Formula during Counter-Attacks
3. CO Power Bar
4. Data section

1. Damage Formula

This is used to calculate the damage shown when attacking an enemy unit with your own unit.

( ( ( ( ( ( IA * BD ) * AN ) * ID ) * DN ) * AH) * (( 100 – TC * DH ) / 100) )
Note that the value inside each parenthesis must be rounded down.

IA = Attacking unit’s inherent firepower
:::This will vary depending on the CO you use. For instance, Max’s direct attacks are 50% stronger resulting in an IA of 1.5. On the other hand Grit has a 20% decrease in direct attacks and has an IA of 0.8. Values out of and during powers can be found in the CO Guide. Note that some COs have an increase of their inherent firepower during power.:::

BD = Base damage
::: this is the damage percentage shown when IA, AN, ID, DN, AH and DH are worth 1 while TC is worth 0. It can be obtained by matching Andy with other Andy units, units being full health and being on terrain providing no terrain stars. The base of our calculation for which you can find the values in our Damage Chart..:::

AN = Attacking unit’s norm
:::Outside CO Power, all COs have a norm for defence and for offence of 1. However most COs will acquire a norm of 1.1 when attacking and a norm of 0.9 when defending, when using their CO Powers. Exceptions are Sturm, Kanbei which both keep a norm of 1 and Eagle, whose norm is 0.8 when attacking and 1.3 when defending. Check the Data section for more information.:::

Linkman’s note: This is done this way because that’s how the game calculates the damage, and it’s important to do it in the right order because of rounding. It’s important to take the norm into account when doing the IA, or inherent firepower item; for instance, Max has 187% attack during his power. If you take into account his attacking norm is 1.1, then his inherent firepower is 187/(1.1), or [1.7]. In other words, the game considers Max’s firepower to be 170%, but then proceeds to factor in the 110% CO Power bonus, resulting in 187% attack. I hope that’s clear.

ID = Defending unit’s inherent defence
:::This will vary depending on the COs in the same way as IA. More often than not it’s simply 1 normally and 0.9 during Power, but there are a few exceptions like Kanbei or Eagle. Check the Data section for more information.:::

DN = Defending unit’s norm
::: See AN explanation: 1 for all COs out of power, 1 for Sturm and Kanbei in Power, 1.3 for Eagle in Power and 0.9 for all the other COs. Again, refer to the Data section.:::

AH = Attacking unit’s HP
:::A unit has 10 HP when deployed and it isn’t shown, however it will lose some in the course of battle and the HP left is displayed over the unit. Don’t forget that the value AH is a fraction out of the maximum of HP: 10.:::

TC = Terrain cover
:::Over certain terrain, units can acquire defence. The efficiency of the increase in defence is displayed through stars. Each star represents a 10% decrease in damage taken. A 4 star terrain, like an HQ or a Mountain will thus have a TC value of 40. A 3 star terrain 30, etc.:::

DH = Defending unit’s HP
:::However, the efficiency of the terrain cover is directly proportional to the HP of the defending unit. This is calculated in the same way as AH except the HP is taken off the defending unit.:::

For example:
Let’s say I’ve got a 4 HP Max Tank (which still have primary weapon ammo) attacking during Power a 7 HP Kanbei recon which is also in Power mode and over a City.

IA is 1.70 as that is Max’s inherent firepower in Power.
BD is 85 as the Tank still has ammo. Otherwise it would have been 40 as can be found in the Damage Chart.
AN is 1.1 as Max has a 1.1 norm in Power.
ID is 0.7 as Kanbei’s defence decreases enemy attacks by 30% during Power.
DN is 1 as Kanbei has a 1 norm at all times.
AH is 0.4 as Max’s Tank has got 4/10 HP.
TC is 30 as City provide 3 cover star.
DH is 0.7 as Kanbei’s recon has 7 HP left.

1.7 * 85 rounded down = 144
144 * 1.1 rounded down = 158
158 * 0.7 rounded down = 110
110 * 1 rounded down = 110
110 * 0.4 rounded down = 44

Now for the terrain cover defence:
100 – 30 * 0.7 rounded down and divided by 100 = 0.79

44 * 0.79 rounded down 34%
This means that the Max Tank will display a 34% damage percentage when wanting to fire a Kanbei recon in the previous given conditions.

As you can see the formula is rather complicated and while I’ve not tested it out with every possible matchups and situations, I’ve built it from scrap from a couple of hypothesis and some testing which enabled me to find the right order in which the different values are ordered.

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2. Damage Formula during Counter-Attacks

Some might have noticed that counterattacks are weaker than they should be. Seriously, match up Max against Max, Recons against A-Air and you will notice a fair difference between the amount of damage predicted when you take first strike and the amount of damage done when counterattacking with the same unit. Especiallly when the battle conditions don’t seem to have changed at all.

Well there is a difference and that difference lies in the health mechanics:
When we look at a unit we see a certain value determining it’s health and used to calculate damage done when taking first strike. When we look at a unit in combat we notice a health bar which seems to fluctuate for the same HP. At the same time we notice that damage predicted isn’t always the damage done. A 55% prediction can turn out to deal 5 or 6 HP damage.

When hacking AW2 we’ve been able to find random damage values and see the difference between when it was turned on or off and the results depending on its value.

Well simply put, this is my hypothesis: the health bar contains 100 parts for each decrease of 10 parts the unit shows a loss of 1 HP. Some have additionally noticed that a 55% damage usually resulted half the time in a 6 damage value and half the time in a 5 damage value. This is random damage. The damage prediction shows the actual minimal damage done and most COs have a random factor which can add up to 9% damage. This means that a 55% damage can result in 55, 56, 57, 58, 59, 60, 61, 62, 63, 64 damage done to the 100 health bar. As you can see, 5 of the values will result in 5 damage and the 5 other result in 6 damage, however, the unit countering will counter with its actual health. A unit countering with 5 HP but which has really taken 59% damage will have an AH of 0.41 instead of 0.5 which it would have had if it were taking first strike.

Note that some COs have special luck values. Sonja also has bad luck, and trusting her AW2 value, that means she has 2 random values to add to her damage: one is positive and can reach up to 9 and the other is negative and can also reach up to 9. This means that she’ll randomly deal less damage than predicted at up to -9 of damage if she maxes her bad luck and minimizes her good luck. Nell on the other hand is lucky. She’s used to dealing even greater amount of positive damage. +19 in AW2.

Additionally while bad luck didn’t seem affected by anything, good luck was affected by the attacking unit’s HP, and the opponent’s defence. However, the damage formula has changed from AW to AW2 and while I’m sure luck is proportional to HP, I’ve yet to do testing with enemy defence.

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3. CO Power Bar

To enter Power mode COs have to charge up an energy bar: the Power bar. Note that Power mode lasts only one day and after Power mode, the bar starts out empty as it originally was.

The energy which charges the Power bar is very simply the damage dealt and the damage taken by a CO’s units during combat. This means that when damage is dealt outside of combat, it doesn’t fill the Power bar. Drake’s TSUNAMI special effect 1 HP spread enemy damage and Sturm’s meteor are two of these special opportunities of damage dealt outside of combat.

Damage is expressed in funds. For example, if during an attack a Tank unit takes 2 HP damage, then it will have taken 2/10 of it’s total cost in funds. As a Tank’s cost for Andy is worth 7000 G, then the 2 HP damage will be worth 1400 G. When calculating damage in funds it is important to remember a special case: Kanbei’s cost are 1.2 times higher than normal, this affects proportionally the worth of damage taken in funds.

A rule is that when dealing damage, a CO bar will only fill by a fourth of the amount of damage dealt in funds. However, when taking damage, the bar will fill by the full amount of damage taken in funds.

Another rule is that when in Power mode, a CO will never accumulate any energy. A CO out of Power will always accumulate energy till his bar is filled.

After each Power trigger the Power bar will increase by 20% and after the tenth use the Power bar will permanently set itself at 200% of its original worth.

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EXAMPLE:

A Kanbei Tank is attacked by an Andy Tank. Both units are on Road terrains and are full health.

The outcome is that both units have taken 4 damage.

Kanbei’s bar will fill by a fourth of 4/10 of Andy’s Tank cost and by the total worth of 4/10 of his Tank:

4/10 * 1/4 * 7000 + 4/10 * 1 * 7000 * 1.2 = 4060 G
Kanbei’s bar will fill by 4060 G

Andy’s bar will fill by a fourth of 4/10 of Kanbei’s Tank cost and by the total worth of 4/10 of his Tank:

4/10 * 1/4 * 7000 * 1.2 + 4/10 * 7000 = 3640 G

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One must know that the different COs have different Power bars. There are 4 length of Power bar

existant.

-25000 (Sami)

Use 1 : 25000
Use 2 : 30000
Use 3 : 35000
Use 4 : 40000
Use 5 : 50000
Use 6 : 55000
Use 7 : 60000
Use 8 : 65000
Use 9 : 70000
Use 10 : 75000
Use ++ : 50000

-30000 (Andy/Max/Olaf/Grit/Sonja/Nell)

Use 1 : 30000
Use 2 : 36000
Use 3 : 42000
Use 4 : 48000
Use 5 : 54000
Use 6 : 60000
Use 7 : 66000
Use 8 : 72000
Use 9 : 78000
Use 10 : 84000
Use ++ : 60000

-40000 (Drake)

Use 1 : 40000
Use 2 : 48000
Use 3 : 56000
Use 4 : 64000
Use 5 : 72000
Use 6 : 80000
Use 7 : 88000
Use 8 : 96000
Use 9 : 104000
Use 10 : 112000
Use ++ : 80000

-50000 (Kanbei/Eagle/Sturm (campaign)/Sturm (versus))

Use 1 : 50000
Use 2 : 60000
Use 3 : 70000
Use 4 : 80000
Use 5 : 90000
Use 6 : 100000
Use 7 : 110000
Use 8 : 120000
Use 9 : 130000
Use 10 : 140000
Use ++ : 100000

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4. Data section
In this section, you can find data about all the COs in the game. Refer to it for any doubts, or to check the data to use in the Damage formulas.

Terminology:
Soldier: Infantry and Mech.
Direct vehicle: Recon, Tank, Md. Tank, Anti-Air.
Indirect vehicle: Artillery, Rockets and Missiles.
Aircraft: Fighter, Bomber, B-copter.
Direct ship: Cruiser and Sub.
Indirect ship: B-Ship.
Transport: APC/T-copter/Lander given in this order.

Note:
During Power mode, some COs are influenced by a norm multiplier in both defence and offence.
Real firepower is displayed in parenthesis next to inherent firepower.

Note:
Luck is untested as of now. But I will “try” (not soon) and hack the rom to get the real values.
But I’m guessing it works the same way as in AW2.

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Nell

Skill:

Firepower modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00

Damage taken modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00
Transport : 1.00 / 1.00 / 1.00

Unit attributes:
– Units are lucky

Power:

Norm multiplier:
– Nell is a standard CO and thus affected by the standard 1.10 firepower and 0.90 damage taken. However her inherent ratings are conserved.

Inherent rating:
– None

Firepower modifiers:

Soldier : 1.00 (1.10)
Direct vehicle : 1.00 (1.10)
Indirect vehicle : 1.00 (1.10)
Aircraft : 1.00 (1.10)
Direct ship : 1.00 (1.10)
Indirect ship : 1.00 (1.10)

Damage taken modifiers:

Soldier : 1.00 (0.90)
Direct vehicle : 1.00 (0.90)
Indirect vehicle : 1.00 (0.90)
Aircraft : 1.00 (0.90)
Direct ship : 1.00 (0.90)
Indirect ship : 1.00 (0.90)
Transport : 1.00 (0.90) / 1.00 (0.90) / 1.00 (0.90)

Unit attributes:
– Units are very lucky

Special Power effect:
– None

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Andy

Skill:

Firepower modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00

Damage taken modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00
Transport : 1.00 / 1.00 / 1.00

Unit attributes:
– None

Power:

Norm multiplier:
– Andy is in the norm.

Inherent rating:
– None

Firepower modifiers:

Soldier : 1.00 (1.10)
Direct vehicle : 1.00 (1.10)
Indirect vehicle : 1.00 (1.10)
Aircraft : 1.00 (1.10)
Direct ship : 1.00 (1.10)
Indirect ship : 1.00 (1.10)

Damage taken modifiers:

Soldier : 1.00 (0.90)
Direct vehicle : 1.00 (0.90)
Indirect vehicle : 1.00 (0.90)
Aircraft : 1.00 (0.90)
Direct ship : 1.00 (0.90)
Indirect ship : 1.00 (0.90)
Transport : 1.00 (0.90) / 1.00 (0.90) / 1.00 (0.90)

Unit attributes:
– None

Special Power effect:
– At Power mode trigger, all units are repaired by 2 HP

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Max

Skill:

Firepower modifiers:

Soldier : 1.00
Direct vehicle : 1.50
Indirect vehicle : 0.90
Aircraft : 1.50
Direct ship : 1.50
Indirect ship : 0.90

Damage taken modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.10
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.10
Transport : 1.00 / 1.00 / 1.00

Unit attributes:
– Indirect vehicle and Indirect ship have – 1 maximum range, minimum range unchanged.

Power:

Norm multiplier:
– Max is in the norm.

Inherent rating:
– Direct vehicle, Aircraft and Direct Ship all receive a 0.20 boost in firepower

Firepower modifiers:

Soldier : 1.00 (1.10)
Direct vehicle : 1.70 (1.87)
Indirect vehicle : 0.90 (0.99)
Aircraft : 1.70 (1.87)
Direct ship : 1.70 (1.87)
Indirect ship : 0.90 (0.99)

Damage taken modifiers:

Soldier : 1.00 (0.90)
Direct vehicle : 1.00 (0.90)
Indirect vehicle : 1.10 (0.99)
Aircraft : 1.00 (0.90)
Direct ship : 1.00 (0.90)
Indirect ship : 1.10 (0.99)
Transport : 1.00 (0.90) / 1.00 (0.90) / 1.00 (0.90)

Unit attributes:
– Indirect vehicle and Indirect ship have -1 maximum shooting range, minimum range unchanged.
– All non Indirect and non Soldier unit have +1 movement range.

Special Power effect:
– None

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Sami

Skill:

Firepower modifiers:

Soldier : 1.20
Direct vehicle : 0.90
Indirect vehicle : 1.00
Aircraft : 0.90
Direct ship : 0.90
Indirect ship : 1.00

Damage taken modifiers:

Soldier : 0.90
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00
Transport : 1.00 / 1.00 / 1.00

Unit attributes:
– Soldier have 1.5 capture rate rounded down.
– Transport unit have +1 movement range.

Power:

Norm multiplier:
– Sami is in the norm.

Inherent rating:
– Soldier firepower increase by 0.20 and Soldier damage taken decrease by 0.10

Firepower modifiers:

Soldier : 1.40 (1.54)
Direct vehicle : 0.90 (0.99)
Indirect vehicle : 1.00 (1.10)
Aircraft : 0.90 (0.99)
Direct ship : 0.90 (0.99)
Indirect ship : 1.00 (1.10)

Damage taken modifiers:

Soldier : 0.80 (0.72)
Direct vehicle : 1.00 (0.90)
Indirect vehicle : 1.00 (0.90)
Aircraft : 1.00 (0.90)
Direct ship : 1.00 (0.90)
Indirect ship : 1.00 (0.90)
Transport : 1.00 (0.90) / 1.00 (0.90) / 1.00 (0.90)

Unit attributes:
– Soldier have 1.5 capture rate rounded down.
– Transport unit have +1 movement range.
– Soldier unit have +1 movement range.

Special Power effect:
– Soldier unit have 1 movement cost over all terrain they can go through in all weather types.

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Olaf

Skill:

Firepower modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00

Damage taken modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00
Transport : 1.00 / 1.00 / 1.00

Unit attributes:
– Snow movement cost is the same as movement cost in clear for a normal CO
– Rain movement cost is the same as movement cost in snow for a normal CO

Power:

Norm multiplier:
– Olaf is in the norm.

Inherent rating:
– None

Firepower modifiers:

Soldier : 1.00 (1.10)
Direct vehicle : 1.00 (1.10)
Indirect vehicle : 1.00 (1.10)
Aircraft : 1.00 (1.10)
Direct ship : 1.00 (1.10)
Indirect ship : 1.00 (1.10)

Damage taken modifiers:

Soldier : 1.00 (0.90)
Direct vehicle : 1.00 (0.90)
Indirect vehicle : 1.00 (0.90)
Aircraft : 1.00 (0.90)
Direct ship : 1.00 (0.90)
Indirect ship : 1.00 (0.90)
Transport : 1.00 (0.90) / 1.00 (0.90) / 1.00 (0.90)

Unit attributes:
– Snow movement cost is the same as movement cost in clear for a normal CO
– Rain movement cost is the same as movement cost in snow for a normal CO

Special Power effect:
– At Power mode trigger, weather is set to Snow for one day.

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Grit

Skill:

Firepower modifiers:

Soldier : 0.80
Direct vehicle : 0.80
Indirect vehicle : 1.00
Aircraft : 0.80
Direct ship : 0.80
Indirect ship : 1.00

Damage taken modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00
Transport : 1.00 / 1.00 / 1.00

Unit attributes:
– Indirect vehicle and Indirect Ship have +1 shooting range maximum.

Power:

Norm multiplier:
– Grit is in the norm.

Inherent rating:
– Indirect vehicle and Indirect Ship have 0.50 increase in firepower.

Firepower modifiers:

Soldier : 0.80 (0.88)
Direct vehicle : 0.80 (0.88)
Indirect vehicle : 1.50 (1.65)
Aircraft : 0.80 (1.65)
Direct ship : 0.80 (0.88)
Indirect ship : 1.50 (1.65)

Damage taken modifiers:

Soldier : 1.00 (0.90)
Direct vehicle : 1.00 (0.90)
Indirect vehicle : 1.00 (0.90)
Aircraft : 1.00 (0.90)
Direct ship : 1.00 (0.90)
Indirect ship : 1.00 (0.90)
Transport : 1.00 (0.90) / 1.00 (0.90) / 1.00 (0.90)

Unit attributes:
– Indirect vehicle and Indirect Ship have +3 shooting range maximum.

Special Power effect:
– None

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Kanbei

Skill:

Firepower modifiers:

Soldier : 1.20
Direct vehicle : 1.20
Indirect vehicle : 1.20
Aircraft : 1.20
Direct ship : 1.20
Indirect ship : 1.20

Damage taken modifiers:

Soldier : 0.80
Direct vehicle : 0.80
Indirect vehicle : 0.80
Aircraft : 0.80
Direct ship : 0.80
Indirect ship : 0.80
Transport : 0.80 / 0.80 / 0.80

Unit attributes:
– Units cost is 1.2 that of a normal CO. (Affects deployment, repair and unit damage value)

Power:

Norm multiplier:
– Kanbei isn’t in the norm. No power increase of firepower and decrease od damage taken.

Inherent rating:
– All unit have 0.20 rise in firepower and 0.10 drop in damage taken.

Firepower modifiers:

Soldier : 1.40 (1.40)
Direct vehicle : 1.40 (1.40)
Indirect vehicle : 1.40 (1.40)
Aircraft : 1.40 (1.40)
Direct ship : 1.40 (1.40)
Indirect ship : 1.40 (1.40)

Damage taken modifiers:

Soldier : 0.70 (0.70)
Direct vehicle : 0.70 (0.70)
Indirect vehicle : 0.70 (0.70)
Aircraft : 0.70 (0.70)
Direct ship : 0.70 (0.70)
Indirect ship : 0.70 (0.70)
Transport : 0.70 (0.70) / 0.70 (0.70) / 0.70 (0.70)

Unit attributes:
– Units cost is 1.2 that of a normal CO. (Affects deployment, repair and unit damage value)

Special Power effect:
– None

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Sonja

Skill:

Firepower modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00

Damage taken modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00
Transport : 1.00 / 1.00 / 1.00

Unit attributes:
– Units are unlucky.
– Unit HP is hidden from opponents.
– Units have +1 vision range.

Power:

Norm multiplier:
– Sonja is in the norm.

Inherent rating:
-None

Firepower modifiers:

Soldier : 1.00 (1.10)
Direct vehicle : 1.00 (1.10)
Indirect vehicle : 1.00 (1.10)
Aircraft : 1.00 (1.10)
Direct ship : 1.00 (1.10)
Indirect ship : 1.00 (1.10)

Damage taken modifiers:

Soldier : 1.00 (0.90)
Direct vehicle : 1.00 (0.90)
Indirect vehicle : 1.00 (0.90)
Aircraft : 1.00 (0.90)
Direct ship : 1.00 (0.90)
Indirect ship : 1.00 (0.90)
Transport : 1.00 (0.90) / 1.00 (0.90) / 1.00 (0.90)

Unit attributes:
– Units are unlucky.
– Unit HP is hidden from opponents.
– Units have +3 vision range.

Special Power effect:
-Units can see enemy units on Reef and Forest terrain in Fog of War when Reef or Forest is in vision range.

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Eagle

Skill:

Firepower modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.15
Direct ship : 0.80
Indirect ship : 0.80

Damage taken modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 0.90
Direct ship : 1.00
Indirect ship : 1.00
Transport : 1.00 / 1.00 / 1.00

Unit attributes:
– Aircraft burn 2 less fuel at the beginning of each day.

Power:

Norm multiplier:
– Eagle isn’t in the norm. Unit firepower is decreased by 0.20 and Unit damage taken is increased by

0.30.

Inherent rating:
– None

Firepower modifiers:

Soldier : 1.00 (0.80)
Direct vehicle : 1.00 (0.80)
Indirect vehicle : 1.00 (0.80)
Aircraft : 1.15 (0.92)
Direct ship : 0.80 (0.64)
Indirect ship : 0.80 (0.64)

Damage taken modifiers:

Soldier : 1.00 (1.30)
Direct vehicle : 1.00 (1.30)
Indirect vehicle : 1.00 (1.30)
Aircraft : 0.90 (1.17)
Direct ship : 1.00 (1.30)
Indirect ship : 1.00 (1.30)
Transport : 1.00 (1.30) / 1.00 (1.30) / 1.00 (1.30)

Unit attributes:
– Aircraft burn 2 less fuel at the beginning of each day.

Special Power effect:
– At Power mode trigger, all non-soldier unit are refreshed and can be used again.

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Drake

Skill:

Firepower modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 0.80
Direct ship : 1.00
Indirect ship : 1.00

Damage taken modifiers:

Soldier : 1.00
Direct vehicle : 1.00
Indirect vehicle : 1.00
Aircraft : 1.00
Direct ship : 1.00
Indirect ship : 1.00
Transport : 1.00 / 1.00 / 1.00

Unit attributes:
– Direct ship, Indirect ship and transport ship all benefit from 2 terrain star on any terrain they can go through.
– Direct ship, Indirect ship and transport ship all benefit +1 movement range.
– Terrain movement cost in rain is that of clear for a normal CO.
– Rain occurance increased in map with random weather set.

Power:

Norm multiplier:
– Drake is in the norm.

Inherent rating:
– None

Firepower modifiers:

Soldier : 1.00 (1.10)
Direct vehicle : 1.00 (1.10)
Indirect vehicle : 1.00 (1.10)
Aircraft : 0.80 (0.88)
Direct ship : 1.00 (1.10)
Indirect ship : 1.00 (1.10)

Damage taken modifiers:

Soldier : 1.00 (0.90)
Direct vehicle : 1.00 (0.90)
Indirect vehicle : 1.00 (0.90)
Aircraft : 1.00 (0.90)
Direct ship : 1.00 (0.90)
Indirect ship : 1.00 (0.90)
Transport : 1.00 (0.90) / 1.00 (0.90) / 1.00 (0.90)

Unit attributes:
– Direct ship, Indirect ship and transport ship all benefit from 2 terrain star on any terrain they

can go through.
– Direct ship, Indirect ship and transport ship all benefit +1 movement range.
– Terrain movement cost in rain is that of clear for a normal CO.
– Rain occurance increased in map with random weather set.

Special Power effect:
– At Power mode trigger, all enemy units will take 1 non lethal HP damage. (This means that out of a 100 bar, 10 damages are done and that minimum HP is 1/100)

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Sturm (campaign)

Skill:

Firepower modifiers:

Soldier : 1.30
Direct vehicle : 1.30
Indirect vehicle : 1.30
Aircraft : 1.30
Direct ship : 1.30
Indirect ship : 1.30

Damage taken modifiers:

Soldier : 1.20
Direct vehicle : 1.20
Indirect vehicle : 1.20
Aircraft : 1.20
Direct ship : 1.20
Indirect ship : 1.20
Transport : 1.20 / 1.20 / 1.20

Unit attributes:
– Terrain movement cost in Rain and Clear is set to 1.

Power:

Norm multiplier:
– Sturm isn’t in the norm.

Inherent rating:
– Unit have 0.20 rise in firepower and 0.10 decrease in damage taken.

Firepower modifiers:

Soldier : 1.50 (1.50)
Direct vehicle : 1.50 (1.50)
Indirect vehicle : 1.50 (1.50)
Aircraft : 1.50 (1.50)
Direct ship : 1.50 (1.50)
Indirect ship : 1.50 (1.50)

Damage taken modifiers:

Soldier : 1.10 (1.10)
Direct vehicle : 1.10 (1.10)
Indirect vehicle : 1.10 (1.10)
Aircraft : 1.10 (1.10)
Direct ship : 1.10 (1.10)
Indirect ship : 1.10 (1.10)
Transport : 1.10 (1.10) / 1.10 (1.10) / 1.10 (1.10)

Unit attributes:
– Terrain movement cost in Rain and Clear is set to 1.

Special Power effect:
– Meteor crashes and deals 8 HP damage to all units in a diamond formation.
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The diamond centre autoselects an enemy unit. HP loss by enemy unit is calculated as positive unit damage value and own unit HP loss is calculated as negative damage value. The enemy unit with the area having the highest positive unit damage value is hit. When all enemy unit area hit have negative damage value, meteor doesn’t strike.

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Sturm (versus)

Skill:

Firepower modifiers:

Soldier : 0.80
Direct vehicle : 0.80
Indirect vehicle : 0.80
Aircraft : 0.80
Direct ship : 0.80
Indirect ship : 0.80

Damage taken modifiers:

Soldier : 0.80
Direct vehicle : 0.80
Indirect vehicle : 0.80
Aircraft : 0.80
Direct ship : 0.80
Indirect ship : 0.80
Transport : 0.80 / 0.80 / 0.80

Unit attributes:
– Terrain movement cost in Rain and Clear is set to 1.

Power:

Norm multiplier:
– Sturm isn’t in the norm

Inherent rating:
– Unit have 0.10 rise in firepower and 0.10 decrease in damage taken.

Firepower modifiers:

Soldier : 0.90 (0.90)
Direct vehicle : 0.90 (0.90)
Indirect vehicle : 0.90 (0.90)
Aircraft : 0.90 (0.90)
Direct ship : 0.90 (0.90)
Indirect ship : 0.90 (0.90)

Damage taken modifiers:

Soldier : 0.70 (0.70)
Direct vehicle : 0.70 (0.70)
Indirect vehicle : 0.70 (0.70)
Aircraft : 0.70 (0.70)
Direct ship : 0.70 (0.70)
Indirect ship : 0.70 (0.70)
Transport : 0.70 (0.70) / 0.70 (0.70) / 0.70 (0.70)

Unit attributes:
– Terrain movement cost in Rain and Clear is set to 1.

Special Power effect:
– Meteor crashes and deals 4 HP damage to all units in a diamond formation.
___X___
__XXX__
_XXXXX_
__XXX__
___X___
The diamond centre autoselects an enemy unit. HP loss by enemy unit is calculated as positive unit damage value and own unit HP loss is calculated as negative damage value. The enemy unit with the area having the highest positive unit damage value is hit. When all enemy unit area hit have negative damage value, meteor doesn’t strike.