Advance Wars: Dual Strike/Force rank abilities

Force Rank Abilities
Some force abilities may be missing

Force rank abilities are extra abilities that can be equipped to a CO. Up to 4 abilities can be equipped at a time. ^Will fix this intro, just want to add the abilities list for now.^

About Effects
All effects will affect only your units unless explicitly stated otherwise. When I say all units, you can assume I am saying all of your units.

Guideline For Force Rank Abilities

 * [Ability Name]:[Effects]
 * [Special Notes, if there are any]

Level 1

 * Lucky: Become luckier, more likely to do +1 HP damage (Need probabilities for lucky)
 * Pay Off: Gain money when inflicting damage, 2% of damage inflicted.
 * Snipe: Indirect attacks do +5% damage
 * Snipe Guard: All units get +8% defense from indirect attacks
 * Tackle: Direct attacks do +5% damage
 * Tackle Guard: All units get +8% defense from direct attacks

Level 2

 * Hide: Daily fuel cost -1 for hidden stealths and subs
 * Power of Tower: Towers' attack bonus now gives +5% extra to attack
 * Transguard: Transport type units get +10% defense from all attacks

Level 3

 * Domino (Sami) March: Infantry and mechs get a +1 bonus to their capture rate
 * This bonus is factored in AFTER Sami's 50% capturing bonus


 * Price Down: Cost of units decreases by 5%
 * Repair Plus: Repairs heal +1 HP per day, costs increase proportionately
 * Support Star: Increase attack of all units by 5%. When equipped, the other CO gets the power boost.
 * View Plus: All units get +1 to their vision range

Level 4

 * City Star: All units on cities get +10% to attack
 * Forest Star: All units on forests get +10% to attack
 * Hide Star: All hidden units (subs and stealth when hidden) get +15% to attack
 * Marine Star: All units on sea (air units included) get +10% to attack
 * Mountain Star: All units on mountains get +10% to attack
 * Road Star: All units on roads get +10% to attack

Level 5

 * Cannon Guard: Black Cannons and Mini Cannons do -2 HP damage to all units
 * Missile Guard: Missiles (from Missile Silos) do -1 HP damage to all units
 * Store Guage: CO Gauge (Break Gauge) fills faster, multiply the base amount by 1.1
 * Trans Move: Transport units get +1 movement points

Level 6

 * Field Free: All units have a movement cost of 1 in plains
 * Forest Free: All units have a movement cost of 1 in forests
 * Gold: Each property you control gives +10% money (1100 in default mode)
 * Hide 2: Daily fuel cost -1 for hidden stealths and subs
 * Support Guard: Increase defence of all units by 10%. When equipped, the other CO gets the power boost.

Level 7

 * Rain Star: When it is raining, all units get +20% to attack
 * Snow Star: When it is snowing, all units get +20% to attack
 * Storm Star: When there is a sandstorm, all units get +20% to attack

Level 8

 * Snipe 2: Indirect attacks do +8% damage
 * Snipe Guard 2: All units get +12% defense from indirect attacks
 * Tackle 2: Direct attacks do +8% damage
 * Tackle Guard 2: All units get +12% defense from direct attacks

Level 9

 * Price Down 2: Cost of units decreases by 8%
 * Support Star 2: Increase attack of all units by 8%. When equipped, the other CO gets the power boost.

Level *

 * Mistwalker : All units are "hidden", sort of like every unit is in a forest, even air units. The enemy cannot see you unless they are besides you.
 * Domino (Sami) March 2: Infantry and mechs get a +2 bonus to their capture rate
 * This bonus is factored in AFTER Sami's 50% capturing bonus


 * Repair Plus 2: Repairs heal +2 HP per day, costs increase proportionately
 * Soul of Hachi: Units can be deployed from cities during a Super CO Power. The price of the unit will not change.
 * View Plus 2: All units get +2 to their vision range