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 Post subject: [CRAP] Crap Wars References
PostPosted: Mon Jan 07, 2013 2:26 pm 
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Because, why not. Since I have been soundly locked out of the Crap Wars production offices and the wiki has kindly died off, these are from memory.

Code:
[ ORANGE STAR ]

- Andy 3/6 (ooo000)
   100/100
   130/110, +2 HP
   130/110, +5 HP, +1 move

- Max 3/6 (ooo000)
   120/100 directs, 90/100 other, +1 minimum range indirects
   160/110 directs
   190/110 directs

- Sami 3/7 (ooo0000)
   120/100 infantry and mech, x1.5 captures
   160/110 infantry and mech, +1 move inf
   160/110 infantry and mech, +1 move inf, x2.0 captures

- Nell 3/6 (ooo000)
   100/100, 0~20 luck range
   110/110, 0~40 luck range
   120/120, 0~60 luck range

- Hachi 3/5 (ooo00)
   100/100, 90% costs
   100/100, 80% costs
   100/100, 200% costs, cities act as bases

- Jake 3/6 (ooo000)
   100/100, 100/110 when attacking, 110/100 when defending
   130/110, 130/130 when attacking, 130/110 when defending, resupply
   130/110, 130/160 when attacking, 160/110 when defending, resupply

- Rachel 3/6 (ooo000)
   100/100, +1 repairs
   110/110, 0~30 luck range
   110/110, x3 2 radius 3 dmg missiles sorted by:
            highest number of infantry units
            highest monetary worth of enemy units
            highest HP concentration of enemy units

- Sophie 2/6 (oo0000)
   100/100, 100/120 when attacking
   110/110, 110/200 when attacking (no counter damage)
   110/110, 110/120 when attacking,
            units attack twice in a row but enemy counters both times

- Nana 4/6 (oooo00)
   100/100, explosive indirects: 1 damage to adjacent tiles
            if an indirect deals 1 or more damage
   130/110, 1 damage to nearest, most expensive unit
            if an attack uses ammo
   130/110, explosion radius +1, applies to directs

- Artemis 4/6 (oooo00)
   100/110, rain immune
   110/120, causes rain
   110/120, causes rain, nulls enemy terrain defense

- Robo-Andy 3/8 (ooo00000)
   110/100, 90/100 at 3 stars charged
   120/110, cannot use after 4 stars charged
   100/110, 2 unblockable damage to enemy unit that destroys allied unit

[ BLUE MOON ]

- Olaf 3/7 (ooo0000)
   100/100, +20 offense in snow, immune to snow penalty
   110/110, causes snow for 2 turns (overrides previous weather if any)
   110/110, causes snow for 2 turns, 2 mass damage

- Grit 3/6 (ooo000)
   130/100 indirects, 90/100
   160/110 indirects, +1 max range indirects
   190/110 indirects, +1 max range indirects

- Colin 2/6 (oo0000)
   80/100, 90% costs
   90/110, 80% costs
   90/110, current funds divided by 500 = attack bonus

- Sasha 2/6 (oo0000)
   100/100, 110% income
   110/110, proportionally depletes enemy CO bar by current funds
   110/110, 50% refund on all damage received

- Alexander 2/7 (oo00000)
   100/100, x1.5 captures
   100/120, cancels enemy captures in progress
   100/120, x2.0 captures
            enemy receives no income

- Tempest 4/7 (oooo000)
   100/100, immune to all weather penalties
   120/120, causes sandstorm for 2 turns
   120/140, causes snow for 2 turns

- Aira 2/6 (oo0000)
   100/100, hidden HP
   120/100, x0.5 enemy fuel
   120/100, 2 mass damage enemy units under 10000 in cost

- Edge 3/7 (ooo0000)
   100/100, 130/100 when attacking more expensive unit
   110/110, 160/110 when attacking more expensive unit
   110/110, 160/110 when attacking more expensive unit
            first strike counters vs more expensive unit
            90% costs

[ YELLOW COMET ]

- Kanbei 4/7 (oooo000)
   120/120, 150% costs
   140/140
   140/140, x2 counter strength

- Sonja 3/5 (ooo00)
   100/100, -10~10 luck range, 150/100 during counters, hidden HP
   110/110, summons fog of war, piercing vision, -1 enemy terrain stars
   110/110, 100/100 counters but counters strike first, -2 enemy terrain

- Sensei 2/6 (oo0000)
   120/100 infantry and copters, 90/100 other non-air
   150/110 infantry, 150/110 copters +1 move
   150/110 infantry, 200/150 copters,
           spawns 3 HP mechs on non-occupied allied cities unable to move

- Grimm 3/6 (ooo000)
   100/80, +1 move
   110/90, +2 move
   110/90, +3 move

- Rattigan 3/7 (ooo0000)
   110/100 vs units adjacent to other enemy units, 90/100 otherwise
   130/110 vs units adjacent to other enemy units, resupply, +1 move
   160/110 vs units adjacent to other enemy units, resupply, 1 mass damage

- Minamoto 3/6 (ooo000)
   120/100 on plains and mountains
   120/120 on plains and mountains
       dealing damage over 50% knocks enemy unit 2 spaces away
       if target cannot be pushed farther 0.5 additional damage is dealt
       per space not moved
   140/140 on plains and mountains
       dealing damage over 50% knocks enemy unit 4 spaces away
       if target cannot be pushed farther 0.5 additional damage is dealt
       per space not moved

[ GREEN EARTH ]

- Eagle 3/8 (ooo00000)
   120/100 air -2 daily fuel cost, 90/100 naval
   130/110 air +1 move, +1 move ground units 7000 and under
   100/80 air, 80/80 other, reanimate non-infantry

- Drake 4/7 (oooo000)
   120/100 naval no daily fuel cost, 90/100 air
   130/110 naval, 1 mass damage,
                  causes rain for 1 turn, x0.5 enemy fuel
   130/110 naval, 2 mass damage,
                  causes rain for 1 turn, x0.5 enemy fuel

- Jess 3/6 (ooo000)
   120/100 ground vehicles, 90/100 other
   140/110 ground vehicles +1 move, resupply
   160/110 ground vehicles +2 move, resupply

- Javier 3/6 (ooo000)
   100/100, 100/120 vs indirect attacks
   130/110, 130/130 vs indirect attacks
   160/110, 160/160 vs indirect attacks

- Conrad 3/7 (ooo0000)
   100/100, 150/100 during counters
   110/110, +1 HP before receiving an attack
   110/110, first strike counters

- Smitan 4/8 (oooo0000)
   100/100, 120/100 when target is in range of allied indirects
   110/110, +1 max range indirects, indirects may move after firing
   110/110, +1 max range indirects, indirects may move after firing, indirects may fire twice

- Peter 2/6 (oo0000)
   110/100 ground, -10 attack per enemy terrain star
   130/110 ground
   130/110, 2 damage to non-transport enemy ground and naval units
           that are not on urban tiles (cities, bases, ports, etc.)

- Jeanne 2/5 (oo000)
   120/100 vs units that can't counter, 80/100 indirects
   130/110 vs units that can't counter,
       deploys 6 HP battle copter to unocuppied spot of choice
   160/110 vs units that can't counter,
       drops 4 HP megatank anywhere destroying enemy unit if present, choice
       dropping megatank on terrain it can't be on destroys the megatank too
       (Crap Wars's megatanks have mech movement)

[ BLACK HOLE ]

- Sturm 5/10 (ooooo00000)
   100/100, perfect move, no terrain defense
   120/120, 4 HP missile aims at highest number of enemy units
   120/120, 8 HP missile aims at highest number of enemy units

- Flak 3/6 (ooo000)
   120/100, -30~0 luck range
   160/110, -50~0 luck range
   210/110, -50~0 luck range

- Lash 4/7 (oooo000)
   100/100, +10 attack per terrain star
   110/110, perfect move
   110/110, perfect move, double terrain stars

- Adder 2/5 (oo000)
   100/100
   110/110, +1 move
   130/110, +2 move

- Hawke 5/9 (ooooo0000)
   110/100
   120/110, +1 HP and 1 mass damage
   120/110, +2 HP and 2 mass damage
   
- Jugger 3/7 (ooo00000)
   80/100, 0~30 luck range
   90/110, 0~60 luck range
   90/110, 0~90 luck range

- Koal 3/5 (ooo00)
   100/100, 110/100 when on roads or bridges
   110/110, 120/110 when on roads or bridges, +1 move
   110/110, 130/130 when on roads or bridges, +2 move

- Kindle 3/8 (ooo00000)
   100/100, 115/100 when on urban tiles
   110/110, 130/110 when on urban tiles,
            2 damage to enemy units on urban tiles
   110/110, 130/110 attack when on urban tiles,
            paralyze enemy units on urban tiles

- Von Bolt 0/10 (0000000000)
   120/120 non-infantry, 80/80 infantry
   130/130 non-infantry, 90/90 infantry,
           3 radius 3 dmg paralyzing missile, randomly aims between cost and HP

- Ember 3/7 (ooo0000)
   100/100, 120/100 vs units at 9 HP or less, disband waiting units
   130/110, 160/110 vs units at 9 HP or less
   130/110, 160/110 vs units at 9 HP or less, 1 mass damage

- Melanthe 4/7 (oooo000)
   100/100, -1 repairs, +1 terrain star on green terrain (plains, forests)
   110/110, +3 HP on green terrain
   110/110, +1 HP, 2 mass damage on green terrain,
            +1 enemy move costs on green terrain

- Falcone 3/7 (ooo0000)
   100/100, 120/100 at 9 HP or less
   110/110, enemy loses 3 stars of charge
   110/110, enemy cannot build units, 2 mass damage
            enemy loses all funding at end of their turn

- Napolean 5/8 (ooooo000)
   100/100, 20% refund on damage taken
   110/110, null attack/HP decrease
   110/110, null attack/HP decrease,
            100% refund on damage taken

[ JADE COSMOS ]
  A custom army situated as an independent state.

- Amy 3/8 (ooo00000)
   120/100 hovercraft units
   130/110 hovercraft units, +1 move and range hovers
   130/110 hovercraft units, reanimate hovers

- Koshi 2/5 (oo000)
   90/90, +2 repairs
   90/90, +2 HP on use, +3 HP start of next turn
   90/90, +3 HP on use, +3 HP end turn, +4 HP start of next

- Adam 4/6 (oooo00)
   100/100, 100/120 at 9 HP or less
   110/110, paralyzes enemy units on bases
   110/110, 3 radius paralyzing missile, aimable

- Walter 3/5 (ooo00)
   105/105, views all HP to the decimal (10.0, 9.2, 5.5, etc.)
   115/115, depletes all enemy ammo
   115/115, depletes all enemy ammo
            hides allied and enemy HP from enemy,
            enemy HP is rounded down

- Jared 2/6 (oo0000)
   80/100, perfect move, hidden HP
   90/110, prevents enemy Power use, x0.75 enemy ammo and fuel
   90/110, prevents enemy Power use, x0.25 enemy ammo and fuel, 1 mass damage

[ AMBER CORONA ]
  A custom army with mercenary overtones.

- Sabaki 3/5 (ooo00)
   100/100, +1 HP after attacking
   110/110, +3 HP after attacking
   130/110, +2 HP after attacking

- Yukio 3/7 (ooo0000)
   100/100, enemy repair costs are increased by 50%
   110/110, enemy units built this turn are at 8 HP,
            enemy loses all funding at end of their turn
   110/110, enemy units built this turn are at 6 HP and are paralyzed
            enemy loses all funding at end of their turn

- Ozzy 3/6 (ooo000)
   100/100, +10 defense to own units that attack
   110/130
   110/130, x2 counter strength

- Edward 4/6 (oooo00)
   100/80, 90% costs
   110/90, steals half of enemy income, enemy receives half income next turn
   110/90, 100% costs, units are built ready to move

- Eric 5/7 (ooooo00)
   100/100, 120/100 at 10 HP
   110/110, 3 radius 3 damage aimable missile
   110/110, enemy units dealt 6 or more damage in one attack are paralyzed

- Carmen 3/6 (ooo000)
   100/100, 130/100 vs units on urban tiles
   110/110, 160/110 vs units on urban tiles, prevents enemy power charging
   130/110, 160/110 vs units on urban tiles, choose a city and that city becomes yours

- Mary 3/6 (ooo000)
   100/100, +5 capture to properties on which an enemy unit was destroyed,
            units attacked cannot be repaired
   130/100, enemy repairs and deployment are disabled
   130/100, enemy terrain benefits inverted

- Zandra 2/6 (oo0000)
   100/100, 100/110 if enemy unit must move to attack
   110/110, causes sandstorm
   110/130, causes sandstorm
            110/160 if enemy unit must move to attack

[ PARALLEL GALAXY ]
  The obligatory "evil" custom army with COs to match. It didn't follow the AW naming convention and was thus renamed to "Dark Matter." It didn't really stick, not that anyone cares.

- Epoch 1/4 (o000)
   70/100, nulls attack/HP decrease
   80/110, hides allied and enemy HP from enemy
   80/110, +1 max range indirects, +1 move directs

- Mina 4/6 (oooo00)
   90/90, 120/120 at 10 HP
   100/100, choose a unit, that unit takes 5 damage
   100/100, choose a unit, that unit is reanimated

- Graves 4/7 (oooo000)
   100/100, enemy units brought down to 2 HP by any means become paralyzed
   110/110, enemy units brought down to 3 HP by any means become paralyzed
            1 mass damage
   110/110, enemy units brought down to 4 HP by any means become paralyzed
            2 mass damage

- Varlot 3/7 (ooo0000)
   100/100, HQ and production facilities have 30 CP
   110/110, x1.75 captures, 90% costs
   110/110, x1.75 captures, 50% costs,
            enemy receives half income on their next turn

[ RUBINELLE ]
  Yeah, we went there.

- Brenner 3/6 (ooo000)
   100/110
   110/130, +1 HP
   110/130, +3 HP, resupply

- Lin 3/5 (ooo00)
   100/100, views all HP to the decimal, hidden HP
   130/130 ground
   130/130 ground, perfect move

- Will 3/6 (ooo000)
   100/100, x1.2 captures
   130/110, +1 move
   160/110, +2 move

- Isabella 4/7 (oooo000)
   110/110
   120/120, +1 move, +1 max range
   120/120, +2 move, +2 max range

[ LAZURIA ]

- Tasha 3/7 (ooo0000)
    130/100 air
    160/110 air, 130/110
    210/110 air, 160/110

- Gage 4/7 (oooo000)
   110/110 indirects and naval, +1 max range
   120/120 indirects and naval
   120/120 indirects and naval, +2 max range

- Forsythe
   115/115

[ NEW RUBINELLE ]

- Davis 3/5 (ooo00)
   100/100, +1 move pure transports
   110/110, +10 HP pure transports
   110/110, reanimate pure transports
   
- Greyfield 3/7 (ooo0000)
   90/130 air and naval, 90/110 land
   100/160 air and naval, 100/120 land, resupply
   100/160 air and naval, 100/160 land, resupply, +3 HP

- The Beast 3/6 (ooo000)
   130/80
   160/90
   190/90

[ INTELLIGENT DEFENSE SYSTEMS ]

- Penny 3/5 (ooo00)
   90/100, hidden HP
   100/110, 1 mass damage
   100/110, 1 mass damage, depletes all enemy ammo, x0.10 enemy fuel

- Tabitha 5/9 (ooooo0000)
   120/120 tanks, 90/90 other
   150/150 tanks
   150/150 tanks, choose an owned tank,
               that tank is now reanimated, fully repaired, upgraded and has 200/200 stats
              (tank to medium, medium to neo, neo to mega)
               BUG: DO NOT CHOOSE A MEGATANK

- Cyrus 3/6 (ooo000)
   80/120
   90/140, +1 HP end turn
   90/160, +2 HP end turn

- Caulder
   100/100, +2 HP start of every turn


Also, bunkers replaced comm towers, landers and black boats could capture properties, there was an in-game damage chart which didn't work, and a lot of other crap that I'll have to trawl my memory banks for.

By far the most, err, important feature of Crap Wars was the fact that units are able to move when unloaded.

_________________
AWBW; BHHQ; WC; WWN


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