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The structure of our group relies heavily upon interdependent units who recognise each other's utility. No individual could possibly survive without the rest of the community - Security forces clearly understand the need for Laboratory and Farm workers, just as those workers comprehend the purpose of Security. The proper combination of discrete elements provides necessary cohesive forces to maintain the entire dynamic. As prolonged survival requires this division of labour system, it also requires the tolerance of every man and woman for every other.
~ Leon Walton, Descendant Professor and head of research in Cybernetic Neurological Structures.
Them Psionics give me the creeps!
~ Carrip Muk, Obblinox Herdsman.

The different factions all have varying kinds of units available to them. Here is a list of general unit types.

Workers[ | ]

Use workers to collect resources and construct buildings, which are necessary to train new units, upgrade existing units, store resources, etc. Workers can also repair damaged buildings or vehicles. They can fight, though they make better soldiers when they're trained and upgraded into other, more powerful units.

Warriors[ | ]

This is a broad category including any unit whose primary function is combat rather than construction or magic. The bulk of your forces most likely consists of warriors. These units can be trained or granted cybernetic upgrades, giving them significant advantages in combat. Different warrior units possess various combat abilities, and should be used accordingly. A demolitions expert, for instance, may not fight well in close quarters. Be aware of each unit's fighting strengths and weaknesses in order to utilise your forces effectively.

Mages[ | ]

The four original races of Yavaun, Tha'Roon, Obblinox, Eaggra, and Shama'Li, are all capable of using magic. Magic can have many uses, from aiding in combat to harvesting resources. The higher a mage's magical ability, the more spells that unit can cast. Each spell costs the mage energy, measured in Mana points. Humans on Yavaun possess magical abilities that are very different from the other races. Specially trained humans can use invention to create special items, ultimately forming useful technological advancements on behalf of their faction. For a detailed description of spells, see the section entitled Spells on page 71.

Drones, Droids, and Other Automated Units[ | ]

Most factions can produce automated units. These can serve different functions: some automated units can harvest resources, some act as scouts over enemy territory, some are designed for combat only. Unlike vehicles, these units are independent, but they consume Butanium rather than Supplies.

Vehicles[ | ]

Vehicles can carry multiple units within, and cannot move without at least one unit inside. Vehicles are not restricted to any specific race or faction. In other words, members of any faction may occupy an empty vehicle, regardless of who built it. However, only units of the same faction may occupy a vehicle at the same time. You can only repair the vehicles of your faction.

Leaders[ | ]

Leaders are the guiding force of every faction. They provide the will behind your troops, and are often quite skilled themselves. But take care how you use your leader. If your leader is killed during a scenario, the game is over. All leaders have the ability to persuade new units to join at a reduced cost. For more information about the Persuasion skill, see page 70. All leaders also have some "song" ability. Songs are essentially rallying cries that can energise your forces for 30 seconds. Leader songs affect every unit in your faction, and cost 2500 Influence for War, Travel, and Magic/Inspiration songs, 1250 Influence for a Work song.

  • War Song: All units in the faction get 10 hit points of healing, +5 damage on all hits, one level increase in their rate of fire, and a +10% hitting bonus. No spells may be cast by units within the faction under the effects of the War Song.
  • Work Song: All builde rsin the faction work at double speed in construction and harvesting resources. All structures under construction can take double the damage before being destroyed .
  • Travel Song (Retreat Song): All units in the faction increase reaction times by two levels, and unit speeds are raised by two. During the Travel Song, no units may attack or cast spells. In addition, all retreating units receive a -30% chance to be hit.
  • Magic/Inspiration Song: All units in the clan recover 30 Mana points. All Mana point costs are half of the normal amount. All resource costs for spell training, learning, or research are halved. All magical damage is doubled (this includes spell-casters' regular attacks).

Recruitment[ | ]

Many of the liberated Eaggra are reluctant to merge with the Shama'Li and freely join the S.U.N. I cannot understand this particular set of principles. We have all fought the Tha'Roon and Obblinox, and every Eaggra recognises them as a common enemy. Can it be that our people are not above the same prejudices which drive Tha'Roon to conquer, Obblinox to destroy? I pray it is not so, and trust that my Eaggra brothers only require a word of guidance to know the righteous path.
~ Lavegil Woodmaker, Eaggra Druid
Any human trash doesn't want to join the Marines gets dead.
~ Malcolm, Marine Commander, following an unprovoked Marine attack on a Descendant camp.

New units can be recruited from existing, neutral townspeople on the map. They can be hired directly, or you can use your group leader to persuade new units to join (at a reduced cost). When hired, townspeople automatically become workers for most factions. Tha'Roon townspeople become soldiers when hired into the Overlord faction.

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