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Infantry - Karate Man

Appearance: Basically Akira from Virtua Fighter.

The Karate Man is the default unit in the game by which all other units are measured. He's very average in every way, but like most infantry units he has Fortify. Also, he can scare enemy units off with his Karate Moves.


Cost - 100

Count - 15

Attack - 15

Armor - 15

Speed - 4

Vision - 4

Movement Type - Foot

Abilities - Fortify(+50% defense, takes entire turn), (Level 3) Karate Moves (normal attack, but guarantees a retreat)


Ranged - Robot

He's more durable (having 10 armor) than most ranged units, but also less mobile because he's on Wheels. He also has a ranged Missile attack that he can use once per match.


Cost - 180

Count - 10

Attack - 10

Armor - 10

Speed - 4

Vision - 4

Movement Type - Wheel

Abilities - Missiles (area of effect attack, deals 3 wounds to a 3x3 area, usable once per mission), Supporting Fire


Air - Fighter Jet

A deadly, but very expensive air unit. Don't lose it! Because of its low vision, it's not a great scouting unit and is greatly helped when it has someone else spot for it.

Cost - 400

Count - 10

Attack - 40

Armor - 10

Speed - 6

Vision - 3

Movement Type - Wing

Abilities - None


Siege - Tank

Cost - 250

Count - 10

Attack - 20

Armor - 25

Speed - 4

Vision - 4

Movement Type - Wheel

Abilities - Siege Attack (Can attack two tiles away with no return fire except by other Seige units, disregards Fortify bonuses), Siege Aid (helps adjacent units who are attacking a fort)


Mounted - Dinosaur

Cost - 150

Count - 15

Attack - 10

Armor - 0

Speed - 6

Vision - 4

Movement Type - Mount

Abilities - Charge Attack (Attack Bonus +10 for attacking after having moved in the same turn)