» » GUNS UP! - Compact List of Cards

GUNS UP! - Compact List of Cards

Sep 23, 2017     Guides
GUNS UP! - Compact List of Cards

Attack Cards



This section will teach you about all the attack cards you can take into battle along with their functions.

Army Surplus
Decrease unit deployment costs by 10%



Berserk
Your units go berserk! Boost their movement, health, and strike fear in the enemy as they get up close and personal.



Big Head Mode
A science experiment gone horribly wrong! The effects appear to be cosmetic only.



Unit Damage
Increase the damage dealt by your units by 10%



Fatigue
Decrease enemy movement speed by 20%



Fire Rate
Increase your army's rate of fire by 15%



Influenza
Decrease enemy health by 10%



Unit Heatlh
Increase the starting health of your units by 10%



500 Munitions
Bring 500 extra Munitions into battle.



1000 Munitions
Bring 1000 extra Munitions into battle.



2000 Munitions
Bring 2000 extra Munitions into battle.



3000 Munitions
Bring 3000 extra Munitions into battle.



Plague
Decrease enemy movement speed by 20%, health by 15%, and increase stagger chance.



Proving Grounds
Increase accuracy by 15% and reload speed by 15%



Tactical Boots
Run right through Barbed Wire and increase stagger resistance.



Tight Formation
Group up! All your units have the same range and move at the same speed.



Unit Cap +2
Increase your unit cap by 2 for the duration of battle.



Unit Cap +4
Increase your unit cap by 4 for the duration of battle.



Unit Cap +8
Increase your unit cap by 8 for the duration of battle.



Special Attack Cards



Important things to note for the following 4 Attack Cards:

  • These next few cards are known as, Special Attack Cards.
  • While these are also considered Attack Cards, they are instead used and activated by the player during the battle.
  • They have a slight delay (attack animation) before use, plan ahead!
  • Can be SHOT DOWN by Anti-Aircraft Guns if used in range.
  • CAN DAMAGE YOUR OWN UNITS! 

Bombing Run
Watch destruction fall from the sky by calling in strategic bombers.



Missile
Precision missile strike - call in coordinates and watch the fireworks.



Fire Bomb
Rain fire from the sky and ignite everything it touches.



Paratroopers
These elite units can be dropped anywhere on the battlefield.



Note: These attack cards are used right when placed, no delay at all and can be placed anywhere!

Rally Flag
Rally your units and give them the best possible fighting chance. (Units will run towards and gather up at the flag's position while it stands.)



Decoy
Enemies find this decoy to be an irresistible target. (Including Bunkers and Sniper Towers!)



Tear Gas
Cloud your enemy's vision and stop them in their tracks. (ALSO AFFECTS YOUR UNITS!)



Focus Fire
Focus your army's fire and they'll ignore everything else.



Command Cards



This section will list out all the current command cards in this order:

  • Special Support
  • Last Stand Units
  • HQ Defenders
  • HQ Squads (Part 2)
  • Other (Part 2)

Special Support



Important things to note:

  • These cards will only activate when the enemy is within a certain distance of your base.
  • (Like the rest of the Last Stand Cards) They will only go off when your base is being attacked.
  • Each card will only activate ONCE for each player you attempts to attack you, meaning that if you have one Missile card, it will only launch one Missile.
  • Cards are STACKABLE!

Bombing Run
Adds a Bombing Run to your loadout while defending, automatically deploys Bombing Runs while away.



Missile
Adds a Missile to your loadout while defending, automatically deploys Missiles while away.



Fire Bomb
Adds a Fire Bomb to your loadout while defending, automatically deploys Fire Bombs while being away.



Paratroopers
Adds Paratroopers to your loadout while defending, automatically deploys Paratroopers while away.



Last Stand Units



Important things to note:

  • Like the Special Supports, these cards will only trigger when the enemy's units gets into certain range of your base.
  • EXCLUDING the Grunts, Assaults, and Mercenaries, all the other last stand cards will spawn with ONE UNIT!
  • The number next to the names of some of the cards (Example: Grunts) will tell you how many will spawn.
  • Like the Special Supports, each card will only activate ONCE for each player you attempts to attack you, meaning if you have one Engineer card, it will only spawn in one Engineer.
  • Cards are STACKABLE!

Grunt Squad (5)
Need some extra firepower? Summon a squad of Grunts to defend your HQ as a last line of defense.



Assault Squad (4)
Need some extra firepower? Summon an Assault squad to defend your HQ as a last line of defense.



Grenade Launcher
Need some extra firepower? Summon a Grenade Launcher to defend your HQ as a last line of defense.



Engineer
Need some last minute repairs? Summon an Engineer to defend your HQ as a last line of defense.



Flamer
Need some extra firepower? Summon a Flamer to defend your HQ as a last line of defense.



Riot
Need some last minute support? Summon the Riot to defend your HQ as a last line of defense.



Commando
Bring out the big guns, summon a Commando to defend your HQ as a last line of defense.



Bombardier
Bring out the big guns, summon a Bombardier to defend your HQ as a last line of defense.



Mercenary Squad (2)
Bring out the big guns, summon a Mercenary squad to defend your HQ as a last line of defense.



Sharpshooter
Bring out the big guns, summon a Sharpshooter to defend your HQ as a last line of defense.



Sergeant
Bring out the big guns, summon a Sergeant to defend your HQ as a last line of defense.



Colonel
Bring out the big guns, summon a Colonel to defend your HQ as a last line of defense.



Surgeon
Need some last minute support? Summon a Surgeon to defend your HQ as a last line of defense.



HQ Defenders



Important things to note:

  • Cards are STACKABLE!
  • They only become active (start shooting) when enemy units are in range of the base.
  • They function just like normal units would, with the same reloading time (Rocketeer) and same fire rates (Machine Gunner).

Assault
Bolster your HQ's firepower by adding an Assault unit to its defenses.



Grenade Launcher
Bolster your HQ's firepower by adding a Grenade Launcher to its defenses.



Sniper
Bolster your HQ's firepower by adding a Sniper to its defenses.



Machine Gunner
Bolster your HQ's firepower by adding a Sniper to its defenses.



Rocketeer
Bolster your HQ's firepower by adding a Rocketeer to its defenses.



HQ Squads



Important things to note:

  • Cards are NOT STACKABLE!
  • These are the groups of units that spawn periodically between set time intervals, the first one listed below is the first HQ Squad all players start out with.
  • While some may seen very similar, the big differences to look out for lie with the spawn times.

Default Squad
Spawn 4 Grunts and 2 Assault units from your HQ every 60 seconds.



Basic Squad 1.0
Spawn 5 Grunts and 5 Assault units from your HQ every 60 seconds.

Basic Squad 2.0
Spawn 5 Grunts and 5 Assault units from your HQ every 50 seconds.



Grunt Squad 1.0
Spawn 12 Grunts from your HQ every 60 seconds.



Grunt Squad 2.0
Spawn 8 Grunts from your HQ every 50 seconds.



Assaults + Flamer
Spawn 4 Assault units and 1 Flamer from your HQ every 40 seconds.



Mercenaries + Assaults
Spawn 4 Mercenaries and 4 Assault units from your HQ every 60 seconds.



Grunts + Rangers
Spawn 5 Grunts and 4 Rangers from your HQ every 60 seconds.



Grunts + Sharpshooters
Spawn 5 Grunts and 2 Sharpshooters from your HQ every 60 seconds.



Rangers + Grenade Launcher + Engineers
Spawn 3 Rangers, 1 Grenade Launcher, and 2 Engineers from your HQ every 60 seconds.



Grunts + Sergeant + Grenade Launcher
Spawn 6 Grunts, 1 Sergeant, and 1 Grenade Launcher from your HQ every 60 seconds.



Grunts + Assaults + Medic
Spawn 4 Grunts, 5 Assault units, and 1 Medic from your HQ every 60 seconds.



Strong Squad
Spawn 5 Rangers, 1 Medic, 1 Commando, and 1 Rocketeer from your HQ every 120 seconds.



Commando Squad
Spawn 2 Commandos from your HQ every 45 seconds.



Other Command Cards



Important things to note:

  • Cards are STACKABLE! (Besides Ego)
  • These are the last few Commands Cards that don't really fit into any of the other catagories mentioned above.

General Contractor
Your structures have 10% increased health.



Tachymetric Control
Increase Anti-Air detection range by 10%.



Ego
Defenders have abnormally large heads; boosts health by 5%.



Boosts



This part of the guide will show the boosts you can purchase from the store and (more less so) find in card packs.

Important things to note:

  • The number of battles a boost lasts for is randomly determined if found in a card pack.
  • It can also be bought for a known amount from the store itself.

Bonus Card Boost
Earn a bonus card for a limited number of battles (PVP only).



2x Munitions Boost
Earn double Munitions for a limited number of battles (PVP only).



4x Munitions Boost

Earn quadruple Munitions for a limited number of battles (PVP only).



2x XP Boost
Earn double XP for a limited number of battles (PVP only).



4x XP Boost
Earn quadruple XP for a limited number of battles (PVP only).



Event Cards



This section will list out Event/Seasonal Exclusive Cards.

Important things to note:

  • Most (if not all) of the listed cards will be unavaliable because of their seasonal appearences.
  • More cards will be added as more Events start to roll around (I'm looking at you Halloween).

Saint Patrick's Day



Four-Leaft Clover
Increase Special drop rate by 50% or combine to earn a Rainbow!



Rainbow
Reduce offensive deployment cooldown by a significant amount or combine to earn a Pot O’ Gold!



Pot O' Gold
The Pot O' Gold at the end of the Rainbow! Contains 60 Gold!

Written by ZTok.