Charger

Armored war-beast, the backbone of any army.

Overview

The Charger is a treads unit that fights at close range, against units on neighbouring tiles. It plays the role of the Tank in Advance Wars, with the same stats.

Attacks

Base damage against full-health targets on open ground, before commanders, luck and terrain. The primary weapon uses ammo (9 shots); the secondary never runs out.

Secondary weapon

Threats

What hits the Charger hardest, in base damage (the stronger of the attacker's weapons).

Movement

Movement points each terrain costs a treads unit (6 a turn).

  • Grass1
  • Tall Grass1
  • Thicket2
  • Brambles—
  • Trail1
  • Boulder—
  • Hollow1
  • Creek—
  • Pond—
  • Lily Pads—
  • Shore1
  • Base1
  • Workshop1
  • Dock1
  • Roost1
  • Outpost1
  • Storehouse1

Transport

Can ride in: Raft

Commanders

Commanders whose abilities or powers change the Charger. Every power also gives all units +10% attack and defense, which isn't listed.

CommanderEffect
Dusty+10% attack (Super CO Power), +1 movement (Super CO Power)
Talon+20% attack, +10% attack (CO Power), +1 movement (CO Power), +30% attack (Super CO Power), +2 movement (Super CO Power)
Bandit−10% attack
Ridge+2 movement (Super CO Power)
Grimjaw−20% attack
Bjorn−10% attack
Rumble+10% attack, +10% attack (CO Power), +1 movement (CO Power), +30% attack (Super CO Power), +2 movement (Super CO Power)
Kira+30% attack, +30% defense, +20% attack (CO Power), +20% attack (Super CO Power), +20% defense (Super CO Power)
Tanuki+1 vision, +1 vision (CO Power), +1 vision (Super CO Power)
Sensei−10% attack
Goro+30% attack, −20% defense, +20% attack (CO Power), +50% attack (Super CO Power)
Wriggle+1 movement (CO Power), +2 movement (Super CO Power)
Carapace+10% attack
Hivemind+20% attack, +20% defense
Cinder+1 movement (CO Power), +2 movement (Super CO Power)
Vesper+10% attack, +10% defense