Dusty
Methodical
A raccoon tinkerer who can patch up anything with twine and pluck. No strengths, no weaknesses.
CO Power Patch Job
All units recover 2 HP.
Super Full Overhaul
All units recover 5 HP, gain +10% attack and +1 movement.
Every army is led by a commander with everyday strengths, a CO Power and a Super CO Power.
Armies are cosmetic: units cost and fight the same in every colour. Commanders are where the differences live. Each has abilities that are always on, a CO Power and a stronger Super CO Power. The power meter fills as your units take and deal damage; spend it with three stars, or save up for the super. Either power also gives every unit +10 attack and defense while it lasts.
Methodical
A raccoon tinkerer who can patch up anything with twine and pluck. No strengths, no weaknesses.
CO Power Patch Job
All units recover 2 HP.
Super Full Overhaul
All units recover 5 HP, gain +10% attack and +1 movement.
Aggressive
A hawk who swoops straight in. Direct combat units are strong; indirect ones weak and short-ranged.
CO Power Dive
Direct combat units gain +10% attack and +1 movement.
Super Talon Strike
Direct combat units gain +30% attack and +2 movement.
Reckless
A raccoon scout who lives off the land. Foot soldiers fight and capture well, transports move further; other direct units are weaker.
CO Power Quick March
Foot soldiers gain +1 movement and +10% attack.
Super Midnight Raid
Foot soldiers gain +2 movement, +30% attack, and capture in a single turn.
Aggressive
An opossum captain blessed with uncanny luck. Her attacks can deal surprising damage.
CO Power Four-Leaf
Luck rises sharply: attacks can deal far more damage.
Super Fortune's Favour
Luck soars: attacks can deal massive damage.
Methodical
An old armadillo trader who knows every supplier in the woods. Units cost 10% less.
CO Power Haggle
Units cost half price.
Super Trading Post
Units cost half price and can be mustered at storehouses.
Aggressive
A young coyote who loves open country. Units fight better on grass.
CO Power Stampede
Units on grass gain +10% attack; ground siege engines gain +1 range.
Super Open Range
Units on grass gain +30% attack; vehicles gain +2 movement.
Cautious
A hawk medic who keeps her troops in the fight. Units repair 1 extra HP on properties.
CO Power Second Wind
Luck rises: attacks can deal more damage.
Super Hailstorm
Three volleys of stones strike the enemy's densest groups for 2 HP each.
Methodical
A hedgehog veteran of a hundred winters. Snow doesn't slow her troops.
CO Power Hoarfrost
Snow falls until her next turn.
Super Deep Winter
Snow falls and all enemy units lose 2 HP.
Cautious
A badger marksman. Indirect units hit harder and reach further; direct combat units are weaker.
CO Power Long Shot
Indirect units gain +1 range and +20% attack.
Super Deadeye
Indirect units gain +2 range and +20% attack.
Methodical
A young fox heir with deep pockets. Units cost 20% less but have 10% less firepower.
CO Power Family Fortune
Funds grow by half.
Super Bought Loyalty
Attack rises with funds: +3.3% per 1000 held.
Cautious
A stoat heiress with a knack for business. Each property earns 100 extra funds.
CO Power Run on the Bank
The enemy's power meter drains by 10% for every 5000 funds she holds.
Super Spoils of War
Gains funds worth half the damage her units deal.
Aggressive
A cheetah who commands the skies. Fliers are strong and use less stamina; boats are weak.
CO Power Updraft
Fliers gain +5% attack and +10% defense.
Super Lightning Pounce
Every unit but foot soldiers can move and act again.
Methodical
An elephant admiral. Boats move further and defend better, rain doesn't bother him; fliers are weak.
CO Power Trumpet Wave
All enemy units lose 1 HP and half their stamina.
Super Monsoon
All enemy units lose 2 HP and half their stamina, and rain falls.
Aggressive
A rhino who trusts in armour. Vehicles hit harder; everything else is weaker.
CO Power Charge Up
Vehicles gain +10% attack and +1 movement; all units are resupplied.
Super Full Gallop
Vehicles gain +30% attack and +2 movement; all units are resupplied.
Cautious
A noble lion knight. Units shrug off indirect fire.
CO Power Shield Wall
Even more defense against indirect fire.
Super Pride's Bulwark
Indirect fire barely scratches his units.
Aggressive
A red panda empress whose elite troops are strong in attack and defense, but cost 20% more.
CO Power Rallying Cry
Units gain +20% attack.
Super Imperial Guard
Units gain +20% attack and defense, and counter-attacks deal 50% more.
Methodical
A trickster who hides his army's strength. Enemies can't see his units' HP; +1 vision, but poorer luck.
CO Power Second Sight
Units gain +1 vision and see into thickets and lily pads.
Super Turnabout
Defenders strike back first; +1 vision and sight into cover.
Aggressive
An old crane master of the air. Copters and foot soldiers are strong, transports move further; vehicles and boats are weak.
CO Power Call the Flock
Militia with 9 HP appear on every empty storehouse.
Super Sky Drop
Halberdiers with 9 HP appear on every empty storehouse.
Reckless
A macaque brawler. Massive firepower, flimsy defense.
CO Power Knuckle Up
Units gain +20% attack.
Super Haymaker
Units gain +50% attack.
Reckless
A hulking skunk who fights wild. Damage swings with luck, good and bad.
CO Power Brute Swing
Luck swings wider: more damage, and more misses.
Super Rampage
Luck swings wildly: huge hits, or near misses.
Cautious
A mole tactician who uses every fold of the ground. Units gain attack for each terrain star they stand on.
CO Power Undermine
All terrain costs 1 to move through.
Super Warren Network
All terrain costs 1 to move through, and terrain defense doubles.
Aggressive
A shrew who slips through any gap. A stronger power meter makes up for no other gifts.
CO Power Slither
All units gain +1 movement.
Super Tunnel Rush
All units gain +2 movement.
Methodical
A pangolin general who wears his foes down. Units have 10% more firepower.
CO Power Blight
All enemy units lose 1 HP; all his units recover 1 HP.
Super Black Blight
All enemy units lose 2 HP; all his units recover 2 HP.
Methodical
The anteater matriarch who rules the deep. Strong in attack and defense, and her army crosses any ground at cost 1.
CO Power Cave-In
The ground collapses on the enemy's densest group: 4 HP damage around it.
Super Sinkhole
A huge collapse: 8 HP damage around the enemy's densest group.
Reckless
An aardvark sapper in riveted iron armour. Erratic: damage swings with luck.
CO Power Overwind
Luck swings wider still.
Super Spring Snap
Luck swings to extremes.
Aggressive
A mole marshal who drives troops down every trail. Units fight better on trails.
CO Power Forced March
Units gain +1 movement; units on trails +10% attack.
Super Scorched Trail
Units gain +2 movement; units on trails +20% attack.
Aggressive
A naked mole rat socialite who rules the burrow-towns. Units on properties fight much harder.
CO Power Rot
Enemy units on properties lose 3 HP; units on properties gain +40% attack.
Super High Society
Units on properties gain +90% attack, and all units +3% per property she owns.
Cautious
An ancient bat who sleeps beneath the roots. Units are stronger in attack and defense. No CO Power.
Super Root Shock
3 HP damage around the enemy's densest group, and those units can't act next turn.