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Official CO List (Sargon Second Pass)
- Advance Wars is the type of game that should be playable within the span of a typical lunch break at work.
- In online multiplayer, AW4 enforced a 20-turn limit. Which, as it happens, takes about 20-30 minutes to play, e.g. the span of a typical lunch break.
- AW4 mechanics, such as damage table, damage formula, weather, etc. are in play unless otherwise stated.
- All units from all four games are in play.
- If a unit exists in both AW3 and AW4, the AW4 version is used.
- All terrain and properties from all four games are in play.
- If a terrain/property exists in AW3 and AW4, the AW3 version is used.
- New Mechanics will be kept to a minimum.
- COs can have drastically different abilities from their original versions.
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D2D: +10% offensive luck (all units) 
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COZ: Default Boost (+10/+10) 
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COP: Default Boost (+10/+10) 
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SCOP: Default Boost (+10/+10) 
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CO Swap: Switches the active CO with the secondary CO. 
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Tag Break (TB): Activates active super CO power first, then swaps COs and activates secondary COs super power 
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CO Power: Catch-all term for COP, SCOP, and TB. - These apply to all owned units unless otherwise specified.
 
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Zone Bar: Consists of twelve squares, which are each filled by dealing 5HP damage from within COZ. Charging 6 squares widens COZ by 1 tile in all directions, and charging 12 squares widens COZ by an additional tile in all directions. 
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Zone Pop: When the zone bar is full, the CO unit can take a special "pop" action. Popping the COZ sends your CO back to HQ, and COZ covers the map for the remainder of the turn. All normal CO HQ mechanics are enabled. Former CO unit remains at veteran rank. If the COZ has a 1-time effect at the beginning of the turn (such as repairs) it applies again upon popping. 
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Tag Team: The term for using two COs instead of one. 
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Synergy: A unique bonus the other CO receives immediately after switching, or during TB, typically related to D2D. 
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CO HQ: The CO is in HQ by default. D2D is enabled. 
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CO Unit: Cost 0.5x unit cost to load CO Unit, must load on allied property. D2D buff is disabled; negative effects remain. Zone bar is enabled. If CO Unit is destroyed, you use a CO Power, or switch COs, the zone bar is set to zero, and CO HQ resumes. The former CO Unit loses all levels, if applicable. - In a Tag Team, one CO can be in a unit while the other stays at HQ, allowing their COZ to stack with the other CO's D2D and CO Powers. The deployed CO's D2D weakness remains, so pick your team carefully!
 
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Rank I: Stat boost. (+5/+5) 
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Rank II: Stat boost. (+10/+10) 
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Veteran Rank: Stat boost. (+20/+20) 
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Medal Rank: CO Unit stat boost. (+20/+20) 
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Rank Up: Owned units rank up +1 by destroying enemy unit. 
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Seaplane Materials: A Carrier can build 4 Seaplanes. 
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Temporary Building Materials: APCs can build 1 temporary building. 
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Material Re-supply: Certain CO Powers can refill spent materials. 
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Communication Towers: Global (+5/+5) boost per owned tower. 
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Radars: 5 vision around this building. 
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Labs: Units can be marked as "lab units" during game setup. Owning at least one lab allows production of these units. 
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Weather: Anytime the conditions are not clear. 
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Snow: Applies -1 move, double fuel consumption to all units. 
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Rain: Applies -1 vision to all units, -1 move tread and tire units. - Fog of war does not need to be active for vision penalty to apply.
 
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Sandstorm: Applies (-30/+0) to all units, -1 range to indirect and ballistic units. 
- Default Boost: A stat buff that all COs have. Stacks with other buffs and debuffs.
- Direct: (1~1 range) Can move and fire in same turn
- Indirect: (1~1+ range) Can only move or fire in a turn, not both
- Ballistic: (1~1+ range) Can move and fire in same turn
- Hidden: Enemy must be adjacent to see or attack this unit
- Immunity: No penalty from that weather. Causes that weather type to have +7% more chance to happen in random weather
- Penalty: Stacks these weather effects onto specified weather
- Healing: Anytime a unit recovers HP for no cost.
- Repair: Anytime a unit recovers HP for cost. 1HP = 10% of purchase cost.
- Stun: Unit is unable to move. Can still attack.
- Reanimate: A unit that has already performed an action that turn may move and act again.
- +10% positive luck
- +20% positive luck
- +20% positive luck
- +40% positive luck
- +5% positive luck
- Bland.
- +1 HP Heal
- +3 HP Heal
- (+20/+0)
- +6 HP Heal
- (+20/+0)
- +1 move
- +1 HP Heal {units adjacent to enemy units}
- (+20/+0) {non-solider direct units}
- -1 range {indirect and ballistic units}
- (+40/+0) {non-solider direct units}
- (+30/+0) {non-solider direct units}
- (+60/+0) {non-solider direct units}
- (+10/+0) {non-solider direct units}
- +50% capture rate {soldier units}
- (+30/+0) {soldier units}
- (-10/+0) {non-soldier direct units}
- +1 move {transport units}
- (+60/+0) {soldier units}
- +50% capture rate
- +1 move {transport units beginning action within zone}
- (+30/+0) {soldier units}
- +1 move {soldier units}
- (+60/+0) {soldier units}
- +2 move {soldier units}
- +2000% Capture Rate {soldier units}
- +50% capture rate {soldier units}
- -10% deployment costs
- Friendly properties have 16 capture points instead of 20.
- -20% deployment costs
- -30% deployment costs
- -30% deployment costs
- Cities function as bases, but deployment cost is normal
- City deployment may be affected by popped zone
 
- -5% deployment costs
- +1 HP Repair on owned and allied properties
- Firepower boost vs more expensive units
- (+1/+0) per 100g price difference.
- Luck boost vs more expensive units
- +1% luck per 500g price difference
- 3 5x5 diamond 3HP damage missile {soldier HP, unit value, unit HP}
- +1 HP Repair on owned and allied properties
- (+40/+0) {ground units}
- (+30/+0) {naval units}
- (-10/+0) per terrain star
- (+50/+0) {ground units}
- (+40/+0) {naval units}
- (+20/+0) {ground units}
- (+15/+0) {naval units}
- (-15/+0) per terrain star
- +1 range {indirect and ballistic units}
- (+40/+0) {ground units}
- (+30/+0) {naval units}
- (-20/+0) per terrain star
- +2 move {ground non-soldier units}
- +1 range {indirect and ballistic units}
- (+10/+0) if 1 or fewer terrain stars {ground and naval units}
- Snow Immunity
- Snow Penalty {in rain}
- (+30/+30) in snow.
- D2D remains enabled.
- Snow Weather (2 days)
- -1 HP damage {enemy units}
- Snow Weather (2 days)
- -2 HP damage {enemy units}
- Snow Immunity
- +1 range {indirect units}
- (-20/+0) {non-soldier direct units}
- (+0/-20) {soldier units}
- +1 range {indirect units}
- (+20/+0) {indirect units}
- +1 range {indirect units}
- (+50/+0) {indirect units}
- +2 range {indirect units}
- (+50/+0) {indirect units}
- (+20/+0) {indirect units}
- -20% deployment costs
- (-10/-10)
- (+0/+1) per 600G current funds {start of turn ~ start of next turn}
- Current funds increased by 25%
- (+1/+0) per 300G current funds {activation ~ start of next turn}
- -10% deployment costs
- +10% income from all owned properties
- 50% Conversion of damage to funds.
- Morale Bar drained by [(Current Funds / 50000G) * 100]% {enemy players}
- +50% Conversion of Damage to Funds
- Stacks with popped zone
 
- +100g income from all owned properties
- (+15/+10) {air units}
- -2 Daily Fuel {air units}
- (-10/+0) {naval units}
- (+30/+20) {air units}
- Fuel and Ammo Resupply {air units}
- (+25/+20) {air units}
- (+25/+20) {air units}
- Reanimate {non-infantry units}
- -2 Daily Fuel {air units}
- Rain Immunity
- Rain Penalty {in sandstorm}
- (+0/+20) {naval units}
- (-30/+0) {air units}
- (+30/+30) in rain
- (+10/+40) naval units
- D2D Rain Immunity remains enabled
- Rainy Weather (2 days)
- -1 HP Damage {enemy units}
- -50% remaining fuel drain {enemy units}
- Rainy Weather (2 days)
- -2 HP Damage {enemy units}
- -50% remaining fuel drain {enemy units}
- Rain Immunity
- Communication towers grant an additional (+0/+10)
- (+0/+20) vs indirect attacks
- (+0/+40) vs indirect attacks
- Communication towers grant an additional (+0/+20)
- Communication Tower effects doubled
- (+0/+40) vs. indirect attacks
- Communication Tower effects tripled
- (+0/+60) vs. indirect attacks
- (+0/+20) vs indirect attacks
- [Hit] Dandelions
- [Miss] Unfit Commanders
- (+20/+0) {non-infantry ground units}
- (-10/+0) {air and naval units}
- (+40/+0) {non-infantry ground units}
- +1 move {non-infantry ground units}
- (+20/+0) {non-infantry ground units}
- Fuel and Ammo Resupply
- +2 move {non-infantry ground units}
- (+40/+0) {non-infantry ground units}
- Fuel and Ammo Resupply
- (+10/+0%) {non-infantry ground units}
- +20% deployment costs
- (+20/+20)
- (+40/+40)
- (+30/+0)
- (+30/+30)
- (+300/+30) counterattacks
- (+10/+10)
- HP Hidden
- (+50/+0) counterattacks
- (+10/+0) {enemy units on hiding places}
- Fog of War does not need to be enabled.
 
- -5% negative luck
- 1 Vision
- (+100/+0) counterattacks
- (+20/+0) {enemy units on hiding places}
- Fog of War does not need to be enabled.
 
- +2 Vision
- D2D HP Hidden remains enabled
- +1 vision
- Reveals hiding places
- (+20/+0) {enemy units on hiding places}
- Fog of War does not need to be enabled.
 
- (+100/+0) counterattacks
- +2 vision
- Reveals hiding places
- (+40/+0) {enemy units on hiding places}
- Fog of War does not need to be enabled.
 
- First-strike counterattacks at 100/100
- Can still be buffed by zone pop
 
- HP Hidden
- (+20/+0) {copter units}
- (+20/+0) {soldier units}
- (-10/+0) {non-soldier ground and naval units}
- +1 move {transport units}
- (+40/+0) {soldier units}
- (+40/+0) {copter units}
- +1 move {transport units beginning action within zone}
- Spawns 5HP Infantry on all owned cities, ready to move
- (+20/+0) {copter units}
- +1 move {transport units}
- Spawns 5HP Mechs on all owned cities, ready to move
- (+20/+0) {copter units}
- +1 move {transport units}
- +1 move {transport units}
- (+40/-20)
- (+80/+0)
- (+40/+0)
- (+80/+0)
- (+20/+0)
- (+10/+0)
- (+20/+0)
- +1 HP Heal
- -1 HP Damage {enemy units}
- +2 HP Heal
- -2 HP Damage {enemy units}
- (+5/+0)
- (+40/+0) on properties
- (+40/+0) on properties, temporary buildings, ruins, and missile silos.
- (+40/+0) on properties
- -3 HP damage on properties {enemy units}
- (+80/+0) on properties
- (+3/+0) for every owned property
- (+20/+0) on properties
- Sandstorm immunity
- Sandstorm penalty {in snow}
- (+30/+30) {in sandstorm}
- D2D remains enabled.
- Sandstorm Weather {2 Days}
- +1 move
- Sandstorm Weather {2 Days}
- +2 move
- Sandstorm immunity
- (+30/+0) {attacks that consume ammo}
- 2x ammo consumption
- (+60/+0) {attacks that consume ammo}
- (+30/+0) {attacks that consume ammo}
- (+60/+0) {attacks that consume ammo}
- (+15/+0) {attacks that consume ammo}
- -1 move
- Minimum of 1 move range
 
- Attacking a less expensive enemy inflicts stun status.
- "Less expensive" is determined before enemy price modifiers.
 
- All attacks inflict stun status.
- So powerful, he doesn't need a CO Power
- 1 5x5 diamond 5 HP damage bolt (highest combined HP or highest funds value)
- Bolt inflicts stun status.
 
- (+10/+10)
- Bland
- +1 move {units beginning action in zone}
- +1 move
- +2 move
- +1 move {units beginning action on owned property}
- (+10/+0) per terrain Star
- (+20/+0) per terrain Star
- Perfect Movement
- 1.5x terrain stars
- Perfect Movement
- 2x terrain stars
- (+5/+0) per terrain Star
- (+20/+0) vs non-infantry directs
- (-20/+0) vs indirects
- (+40/+0) vs non-infantry directs
- (+30/+0) vs non-infantry directs
- (+60/+0) vs non-infantry directs
- (+10/+0) vs non-infantry directs
- Perfect Movement in clear weather
- (-20/+20)
- Perfect Movement, all weather {units beginning action within zone}
- (+0/+40)
- So powerful, he doesn't need a CO Power
- 1 7x7 diamond 5 HP damage meteor (highest combined HP or highest funds value)
- (+20/+20)
- (+0/+20)
- (+0/+10)
- (+0/+20)
- (+0/+20)
- 1 HP Heal
- Includes units inside transports
- +1 move {loaded transports}
- (+0/+30)
- 3 HP Heal
- Includes units inside transports
- +2 move {loaded transports}
- (+0/+5)
- (+5/+5) per vision
- (+10/+10) per vision
- +1 vision
- (+10/+10) per vision
- +2 vision
- (+10/+10) per vision {ground units}
- (+5/+0) per vision
- (+10/+0) {direct ground units}
- (+20/+0) {direct ground units}
- (+30/+0) {direct ground units}
- +1 move {direct ground units}
- (+60/+0) {direct ground units}
- +2 move {direct ground units}
- (+5/+0) {direct ground units}
- (+10/+0)
- (+20/+10)
- +1 move
- +1 range {indirect, ballistic units)
- (+10/+10)
- +2 range {indirect, ballistic units)
- +2 move
- (+30/+30)
- (+5/+0)
- (+10/+40) {naval, copter, seaplane units}
- 30% Boarding Cost
- Fuel and Ammo Resupply
- (+10/+40) {naval, copter, seaplane units}
- (+10%/+20%) {naval, copter, seaplane units}
- Temp. ports and temp. airports can deploy units, including seaplanes
- Full Resupply
- (+20%/+40%) {naval, copter, seaplane units}
- Temp. ports and temp. airports can deploy units, including seaplanes
- Units from these buildings deploy unwaited
- Full Resupply
- (+5/+20) {naval, copter, seaplane units}
- (+10/+20) {air units}
- (-20/+0) {naval units}
- (+20/+40) {air units}
- Reanimate {non-infantry units}
- Reanimated units can only move and wait.
- (+0/+270) {air units}
- Reanimate {non-infantry units}
- Reanimated units can only move and wait.
- (+5/+10) {air units}
- (+10/+10)
- (+10/+10)
- Instead of expanding, gain additional (+10/+10) per half of the Zone Bar filled.
- He is confident in his command ability.
- +1 Rank {all units}
- (+20/+20) {Veteran and Medal rank units}
- (+5/+5)
- (+10/+0) {indirect, ballistic, naval units}
- (+0/+10) {ground and naval units}
- (+20/+10) {indirect, ballistic, naval units}
- (+0/+20) {ground and naval units}
- (+20/+0) {indirect, ballistic, naval units}
- (+0/+20) {ground and naval units}
- +1 range {indirect, ballistic units}
- (+40/+0) {indirect, ballistic, naval units}
- (+0/+40) {ground and naval units}
- +2 range {indirect, ballistic units}
- (+0/+10) {ground and naval units}
- (+20/+0) {air units}
- (+20/+0) vs non-retaliating enemy units {direct units}
- (-30/+0) {naval units}
- (+40/+20) {air units}
- (+20/+0) vs non-retaliating enemy units {direct units}
- +1 move {air units beginning action in zone}
- +2 move {air units}
- (-50/+0) counterattack {enemy units}
- (+40/+0) vs. non-retaliating enemy units {direct units}
- +4 move {air units}
- (-50/+0) counterattack {enemy units}
- (+40/+0) vs. non-retaliating enemy units {direct units}
- (+20/+0) vs non-retaliating enemy units {direct units}
- Firepower boost vs cheaper units
- (+1/+0) per 100g difference
 
- Defense penalty vs more expensive units
- (+0/-1) per 200g difference
 
- (+50/+50)
- So arrogant, she never bothered with a CO Power.
- 1 5x5 diamond 8 HP damage missile (highest combined HP, gunboat mult 0.5x)
- Firepower boost vs cheaper units
- (+1/+0) per 200g difference
 
- Immune to Weather
- (+10/+10) in Weather
- D2D remains enabled.
- Random Weather for 3 days
- Random Weather for 3 days
- Random Second Weather Penalty for 3 Days {enemy units}
- Immune to Weather
- (+15/+15)
- +1 HP Repair on all tiles
- (+30/+30)
- +2 HP Repair on all tiles
- So powerful, he doesn't need a CO Power
- 1 5x5 diamond +10HP Repair (highest funds value of own units)
- +1 HP Repair on all tiles
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