recursal/Fanatic-Fandom huggingface dataset:
Sam Peel

Sam Peel is the main antagonist in Kidulthood and protagonist in Adulthood and Brotherhood he is portrayed by Noel Clarke.

## Kidulthood

Sam Peel is the main antagonist in Kidulthood. When he acts like a school bully and steals a Game Boy from Jay, Trevor "Trife" Hector and Moony the boys try to retrieve it they steal Sam's cannabis and Jay has sex with his girlfriend Claire. Sam returns and threatens the boys Trevor hits him with a keyboard and the boys attack him. They then escape along with Claire they knock Sam's mum to the floor and Sam gets revenge. Trevor arrives at the party he finds Alisa and confesses he loves her Alisa said she never slept with Sam and that the baby belongs to Trevor. Sam arrives and beats up Trevor with a baseball bat, he picks up the bat and hits Trevor. he gets back into his car and drives away. Trevor dies before the ambulance and police arrived and Sam gets sent to jail.

## Adulthood

Sam Peel appears but as the protagonist he was sent to jail for 6 years for killing Trife he is released from jail. during the course of the film it is revealed that Sam has changed dramatically and not the person he was 6 years ago. He has learnt from his mistakes and is still haunted by his crime. On his way home Sam is attacked by Jay. Sam realizes that Jay is just like he was 6 years ago and cannot bring himself to commit murder. Safe in the knowledge that Jay is not really dangerous, he leaves the fight. As all this happens, Sam, having nowhere to go, wanders aimlessly through the streets. He finds that Lexi has left a message on his phone asking him to spend time with her, and makes his way to her flat. He struggles to get there due to all the injuries he received during the past day, though he manages to make it to Lexi's flat, and the two smile as he enters.

## Brotherhood

Sam Peel appears but as the protagonist, he is facing up to the new world he realizes it also comes with new problems and new challenges that he must face that he knows will require old friends to help him survive new dangers.
Ballista (Dynasty)

## Unit Order

**Ballista** is the twenty-seventh level of the Dynasty campaign in Totally Accurate Battle Simulator.

## Survey

Two phalanxes are present containing of four Shield Bearers, four Hoplites, and four Sarissas going in that order in the phalanx. Now at the very back, there are three Ballistas. Yowch!

Total units: 8 Shield Bearers, 8 Sarissas, 8 Hoplites, 3 Ballistas.

## Strategies

* Use 2 Dragons facing the sarissa, hoplite and shield formations to destroy most of them and Firework Archers to kill the rest of the army.
Cannonball

## Statistics

###

Artillery - Ranged

###

###

###

0 s

###

###

5 s

###

###

0.6 WM

###

25 WM

## Additional Statistics

###

1 s

###

45 WM/s

###

10 s

###

###

20

###

0.1

###

0

###

0 s

###

0

## Usage

###

 500

###

The **Cannonball** is a ranged weapon from the Pirate faction. It is used by the Cannon.

## Characteristics

The Cannonball packs a lot of force and can easily knock out low-medium health units. It is collision-based, and thus can damage through shields.
On impact, the Cannonball will shatter into three pieces, which are just as powerful as if they were whole. These fragments of the Cannonball may further damage the first target if they were to survive the initial impact, or spread out to hit another poor soul.

Among other artilleries, the Cannonball is a balance between rate of fire and power, it being powerful against single target units and small clusters, yet only having a medium cooldown after shot. Its range however leaves more to be desired, which is outclassed even by the Medieval Bow.

## History

In the early days of cannons, it was considered a serious waste to make cannonballs out of precious metal, so cannonballs made of stone were popular. At that point, the structure of the cannons was simple, so there was no big problem with the firing of anything, and there was no big difference in the material of the cannonball because explosive shells hadn't been invented yet. Also, Stone cannonballs were better than metal in some ways because it breaks on contact and caused additional damage by breaking into sharp pieces of stone. Thanks to this, the stoneworkers of the time gathered at a quarry during the winter, when civil engineering was not possible, made money by carving and selling these shells.
Chicken Man Man

*Back in my day...*This Page Is Displaying Info From a Long Time Ago. No Further Info Is Known.

## Usage

### Attack Type

Regular; special (summons) chicken men that (summon) chickens

 **Not to be confused with its smaller counterpart Unit, the Chicken Man.**

## Overview

The Chicken Man Man is a unit in the Miscellaneous Faction and is the final boss of the campaign in the Open Alpha.

It is a giant Chicken Man that produces Chicken Men who then spawn chickens and tramples enemies.

## Appearance

The Chicken Man Man appears to be a bigger Chicken Man, having a brown coat. Otherwise, it has no other defining features.

## Usage

It is one of the toughest units, having 40,000 health, making them nearly impossible to defeat on the campaign.

Due to the Chicken Men it spawns and its amount of health, sustained DPS is needed to take them out, removing Hwachas and Barrel Rollers as options. Catapults can knock it back, while the M16 unit can spam out bullets. Good choices for defeating a Chicken Man Man are Samurai, Samurai Masters, Ballistae, masses of Spearthrowers, Energy Swords, 1-2 Super Peasants, 1 Dark Peasant, and 1-4 Super Boxers. These were tested in Sandbox, but not on Level 20.

The Chicken Man Man can easily overwhelm an enemy army if given the chance to mass-produce Chicken Men.

It is essential to clear out the Chicken Men shortly after they spawn or take down the Chicken Man Man quickly; otherwise, any army could drown in a tsunami of chickens.

## Trivia

* It's "little sibling unit", is the Chicken Man, which the Chicken Man Man also produces.
* In one video, it is lifted by a lot of Ballooners (or sticky hand balloons).
* There is much debate over whether the plural of Chicken Man Man is Chicken Man Mans, Chicken Man Men, Chicken Men Man, or Chicken Men Men.
* Their voice is deeper than most units.

## Gallery

Is it possible to lift the chicken man man?CHICKEN MAN MAN
Marina Sawada

**Marina Sawada (沢田麻理菜 *Sawada Marina*)** è una delle idol disponibili in THE iDOLM@STER Cinderella Girls: Starlight Stage. La sua carta di base è di rarità Normale.

## Descrizione

Marina is a cool surfer from Nagano who talks as if the Producer is
her little brother, such as using the suffix "-kun" and saying things
like "Leave it to your big sister!". She changes from loose hair to a
ponytail from time to time, and has a bit of a complex when she's in a
unit with idols younger than her.

Marina is known to be a big sister type for the other idols. She is one of the witnesses of Uzuki Shimamura’s “normal” running score and trains with Otoha Umeki, Emi Namba, and Satomi Sakakibara. Atsumi Munakata
 attempts to exploit Marina’s big sister attitude in order to grope her
but is foiled when Marina pretends that it’s Producer who is doing the
groping instead. She is clearly impressed by Helen,
 who got Atsumi to give her a foot massage in exchange for a fondling.
When she wears a wedding dress for an event, she admits that she’d like Clarice to be a witness for her and for Tamami Wakiyama as her trainbearer.
Bottle

## Statistics

###

82

###

0.75 s

###

109.33

###

0.5 WM

## Additional Statistics

###

0.5 s

## Usage

###

20

###

N/A

The **Bottle** is a Miscellaneous melee weapon. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Bottle is a narrow-necked contained used as an improvised bludgeon. It inflicts weak to moderate damage with each hit and is quick to swing.

Units using the Bottle will start their attack by striking it downward at their enemies, followed by directional swings that can hit the center mass of the enemy directly.
A Few Catapults

## Unit Order

**A Few Catapults** is the twenty-first level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

Just a measly amount of 8 Catapults in two lines.

## Strategies

Have 2 super cheap units in a varying distance form each other in front, away from your attack team. The catapults will go for the cheap units first, giving your attack team time to get close and take out the enemy.

Or a Tree Giant
Cannon

* Cannon
* Cannon Operator

* Red
* Blue

## Statistics

###

###

 1,000

###

500

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

Artillery

###

###

N/A

###

None

## Additional Statistics

###

###

1932460658

###

Ranged Unit

###

Enemy

###

Early Access 0.7.0

* Red
* Blue

## Statistics

###

###

 1,000
 30 (Bug)

###

40

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

None

## Additional Statistics

###

###

1932460658

###

Melee Unit

###

Enemy

###

Early Access 0.7.0

## Characteristics

The Cannon is a gunpowder based artillery unit of the Pirate Faction, it is manned by a Cannon Operator. The Cannon fires the heavy cannonball at enemy units, capable of knocking out even the strongest units with shields.

## Appearance

The Cannon looks like a basic cannon. It has a crosshair on it and two black wheels. The rider wears a white, striped shirt with a bandanna and rolled up pants, as well as boots.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Usage

The Cannon shoots out deadly cannonballs which send units flying and deals a lot of damage. Upon striking an enemy unit, the cannonball breaks into three "shards" like a frag bomb, each of which can damage other Unit if they maintain momentum. The cannon fires from a distance, trying to take down the light melee and long-range units before they attack it. They have a relatively short cooldown, although still requiring infantry support. It's a great counter to the Cactus.

The Pirate (Map) has artillery batteries on each ship which can keep the Cannons stationary.

## Trivia

* There is a small crosshair on the front of the cannon - it doesn't seem to have any real use other than for aesthetics.
* It is one of the oldest unit in tabs since pre-alpha/closed alpha.
* It was known before as the Cannon Crew and was Napoleon-themed, due to it being apart of the scrapped faction, Napoleon. The Wobbler controlling it even wore the characteristic french shako.
* The Ballista, Hwacha, Da Vinci Tank and Cannon all have similar voices.
* The rate of fire of cannon is the fastest of artillery units.
* The first campaign level the cannon appears in is A Rival Captain.
Arnold

## Statistics

###

Gun - Ranged

###

###

1 ()

###

5

###

0.15 s

###

15 () | ()

###

0.65 s

###

5.5 s

###

230.77 | ()

###

7 WM

## Additional Statistics

###

0.35 s

###

65 WM/s

###

25

###

2 s

###

2,000 ()

###

###

10

###

0

###

0 s

###

10

## Usage

###

 200

###

N/A

The **Arnold** is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Arnold is a lever-action shotgun, a short ranged weapon that offers high knockback and damage. It is capable of quickly firing ten pellets per shot in good speed. A meatshot from the great amount of projectile can blast units away, leaving them struggling to get on their feet. It is even more powerful at point-blank range and can send units to the edge of the map with its exceptional knockback.

However, the Arnold has a very short range and wide bullet spread, making it ineffective in long-range firefights as a pellet itself inflicts extremely low damage. Sometimes, the unit wielding this weapon also might be unable to aim it properly and shoot to their top left. It also has a clip size of five shots, which will requires more time to reload after all shots has been fired, leaving it vulnerable during the reload time span.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. Shields can also stop its bullets as well as absorbing the knockback.

## Trivia

* The ammunition it uses in the game is misspelled in the Unit Creator.
* There is another variant of its ammunition called "Doublebarrel Bullet", which only has one projectile.
* It is called Arnold as a reference to *The Terminator*, which had the titular character — played by actor Arnold Schwarzenegger — using the gun.
* The Arnold is based on the Winchester Model 1887.
	+ It was one of the first successful repeating shotguns.
* The Arnold can fire 12-gauge or 10-gauge ammunition in real-life, depending on the model.
Arena

## Overview

**Arena** is a Simulation Map with a large circular ring going around it. There are four gates that each lead to a small platform outside with a bigger one above the gates.

## Trivia

* The map looks very similar to the Colosseum map shown by the developers.
	+ The Colosseum map was thought to be scrapped but is unsure.
A Few Zeus

## Unit Order

**A Few Zeus** is the fifty-eighth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

A group of 6 Zeus forms the shape of a triangle.

## Strategies

* Use a Tree Giant and an Ice Giant.
* Use very long-range units like Deadeyes and Ballista, But keep in mind that these units have low health, and can be easily demolished by the attacks of the six Zeus, so they should be positioned at a very long and safe distance.
* A Samurai Giant, Though he will fare worse than the other giants.
* Use Super Boxer.
Animal Uprising

**Animal Uprising** is the eighteenth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

Nine Raptors and three Raptor Riders form two V-formations in front of a Mammoth.

**Total units**:

1 Mammoth, 9 Raptors, 3 Raptor Riders.

## Strategies

* Place several Gunslingers around the map and 2 dynamite Throwers for distraction.
Blackbeard's Crew

**Blackbeard's Crew** is the thirty-second level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

Two Captains cover-up Blackbeard in the back, with three Flintlocks and another Captain on each side of them. On the outer side of the army, two Blunderbusses, seen near the Flintlocks and Captains.

**Total units**:

6 Flintlocks, 4 Blunderbusses, 4 Captains, 1 Blackbeard.
Ancient 2

## Overview

**Ancient 2** is a walled-in map with a large Greek temple complex in the back. While units *can* be placed within the complex, it is more common for units to get stuck inside the tangle of buildings, so units are normally deployed on the green field.

## Secret Units

The following Secret units can be found here:

## Trivia

* The temple complex seems to have features similar to Minas Tirith, a city from the Lord of The Rings series. One of the major things that are similar about the two is that both cities appear to be layered.

* The whole map is actually a giant peace symbol.
* The Mammoth statue that appears in the map is the 2.0 animation model for the Mammoth.
* In one of the monuments, a Greek inscription "ΛΑΝΔΦΑΛΛ ΓΑΜΕΣ" is shown. this is Greek for "Landfall Games", studio responsible for the creation of TABS itself.
Big Headbutt

## Statistics

###

Ability - Melee

###

###

5 s

###

###

4.5 WM

###

11.5 WM

## Additional Statistics

###

## Usage

###

 50

###

## Characteristics

Units perform the Big Headbutt by leaning back and propelling their whole body forward. This "big" variant packs more impulse force and can send the unit over a great distance. Upon the user of this ability landing, the unit creates a big, disruptive shockwave.

While it packs a lot of force, the Big Headbutt's damage output is miniscule in comparison to the regular Headbutt. Instead, it trades damage for mobility and knockback. By plunging into enemy ranks, the shockwave sends enemy units flying and scattered while the headbutter can find their feet and attack.

Being designed for the Blackbeard base, the Big Headbutt can feel more incompatible when equipped on a normal sized unit like a Wobbler. Most commonly, the shockwave will trigger prematurely while the unit is leaning for the attack. Even if the unit succeeded in launching themself, they may find themself clipping through the ground upon landing.
Bomb Rush

## Level Order

**Bomb Rush** is the fifth level of the Legacy campaign in Totally Accurate Battle Simulator.

## Survey

Seventeen Peasants lined up against the front line and scattered around the church. Two groups are located further back, each containing one Flag Bearer, three Boxers lined up behind it, and three Barrel Rollers on the edge of the Flag Bearer's radius. Six more Barrel Rollers are lined up behind the rest of the army, reaching as far back as the clearing near the red camp.

**Total units**:

17 Peasants, 12 Barrel Rollers, 6 Boxers, 2 Flag Bearers.

## Strategies

### Disarmament

Create two formations in front of the two charging groups. In each formation, place 3 Samurai, 2 Monks, and 3 Ninjas. Make sure that the Monks and Ninjas are a fair distance behind the Samurai.

The Samurai are just there to absorb the initial blast from the Barrel Rollers. The Ninjas can take out the row of Barrel Rollers in the back one by one before they can get close enough to go off. The Monks can soak up the damage from the Boxers while your Ninjas clear through their ranks.
Chicken Man

## Icon

 **Not to be confused with its much larger counterpart Unit, the Chicken Man Man.**

## Overview

The **Chicken Man** is a Miscellaneous Unit in Totally Accurate Battle Simulator. It is a Wobbler wearing a brown coat that spawns Chickens. The Chickens roll towards enemy units and jump at them to attack. It was in the Pre -Alpha, Open Alpha and Closed Alpha but removed after that stage ended.

## Appearance

It looks like a Wobbler that is wearing a coat.

## Usage

The Chicken Man's advantage over less costly units is the speed at which its spawns Chickens and their damage. Because the Chickens are not projectiles, they won't cause friendly fire: because of this, it can be easily protected while still outputting their deadly Chickens. As of the Closed Alpha, it has to walk into range before it can start "producing" Chickens, which makes them less effective. Protect the Chicken Man at all costs; buy them enough time to amass a (small) army of chickens, and you should easily defeat the enemy: the longer it lives, the more Chickens they can stockpile. It should be placed in the back of your army with maybe a few units to protect them from flanking Units.

## Trivia

* The Chicken Man Man is a larger version of the Chicken Man that produces Chicken Men.
* Chicken Men spawned by the Chicken Man Man "produce" Chickens at a slower speed than a normal Chicken Man.
* In the first rendition of the Pre-Alpha, it was named the Petter, and was seen defending St. Pettersburg at 1216; the name comes from Landfall's Petter Henriksson. (Pre-Alpha video)
* The Chickens cannot be targeted, making it so the Chicken Man can easily kill glass cannons.
* The Random Chickens could be a throwback to this Unit returning, or just for fun.
Cavern Snatcher

## Unit Order

**Cavern Snatcher** is the twelfth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

The team line is flipped so that the player is on the mountainous side of the map. The enemy team consists of eight Clubbers at the front line, as well as Mammoth in betweeen two groups of five Spear Throwers.

**Total units**:

8 Clubbers, 10 Spear Throwers, 1 Mammoth.
Bull Horn

## Unit Order

**Bull Horn** is the forth level of The Challenge campaign in Totally Accurate Battle Simulator.

## Survey

At the front of the cave is a line of forteen Protectors; to the back their right is a row of eight Clubbers with a Chieftain at the rear, while the back of their left is another row of seven Clubbers with a Chieftain at the rear as well.

Total units: 15 Clubbers, 14 Protectors, 2 Chieftains.
Bullets and Chains

**Bullets and Chains** is the eighth level of the Wild West campaign in Totally Accurate Battle Simulator.

## Survey

Six Cacti split into two groups on both sides on town, three in each group. Ten Ball 'n' Chains are seen following both of the cacti groups in a similar structure, with the ten units split in half per group (Five Ball 'n' Chains each). Finally, two Gunslingers fill in the middle opening of the sided forces at the very back of the army.

**Total units**:

6 Cacti, 2 Gunslingers, 10 Ball 'n' Chains.

## Trivia

* This level introduces the Ball 'n' Chain unit.
Blue

## Overview

The Blue team is the enemy team in Totally Accurate Battle Simulator, however can also be switched to the friendly team via the Options menu. They behave identically to the Red team, however visually differ from them, as their skin, clothes, and sometimes even weapons are all blue rather than red. In the Campaign, the Blue team is always your opponent.

## Trivia

* Landfall tends to use Blue Units in their Unit showcases to show off the new Units.
* Much like most other video games, such as Team Fortress 2, Totally Accurate Battle Simulator used the colors red and blue to differentiate the two teams.
* The Blue team was unplayable in the game's alphas, however this was changed in the Early Access as the player is given the option to make the Blue team their army.
* If both of the last Red and Blue Units die at the same time, it will default to giving the win to the Blue team.
Ancient Fan

* Ranged
* Melee

## Statistics

###

Polearm - Ranged

###

###

1

###

0.7 s

###

###

0.5 s

###

###

1.4 WM

###

10 WM

## Additional Statistics

###

0.35 s

###

35 WM/s

###

0

###

2 s

###

###

0

###

0

###

0

###

0 s

###

0

## Statistics

###

Polearm - Melee

###

45

###

5 s

###

9

###

3 WM

## Additional Statistics

###

0.45 s

###

25

## Usage

###

 180

###

The **Ancient Fan** is a Secret melee and ranged weapon from the Ancient faction. It is used by the Fan Bearer.

## Characteristics

The Ancient Fan is a polearm that creates wind when swung, slowing all units within the 3 x 9 WM area in front of it. It has a very quick reload, but is not enough to stop a normal Wobbler by itself. When en masse though, they can keep enemy units from approaching to blowing them far away. Bigger and heavier units will be much more resilient to the wind, with unit weight affecting wind resilience the most.

Subtly, the wind of the Ancient Fan can cause extremely low damage to all units swept by it; this includes ally units. If an enemy unit gets too close, the fan can also be swung for a weak melee attack. For a small burst damage, it has a very long cooldown period before it can melee attack again. Its cooldown timer is also hidden and cannot be changed in the Unit Creator.

## Appearance

A long bronze shaft with a team colored fan on the end. The Ancient Fan's fan blade is attached by a semicircular bronze crest box with two prongs at the bottom.

## Trivia

* If the unit has a lower damage multiplier, its knockback will be lower as well.
* If an opposing unit is placed under a unit with the Ancient Fan, the first wind blow can damage the unit below just as a melee attack.
* The fan blades of the fans at the time were typically made of feathers.
Artemis Bow

## Statistics

###

Bow - Ranged

###

###

5

###

###

90 ()

###

0.5 s

###

900

###

25 WM

## Additional Statistics

###

0.25 s

###

40 WM/s

###

15

###

2 s

###

150 ()

###

###

3

###

15

###

0 s

###

3

## Usage

###

 3,500

###

The **Artemis Bow** is a Secret ranged weapon from the Ancient faction. It is used by Artemis.

## Characteristics

The Artemis Bow is an extremely fast firing bow that shoots 5 Artemis Arrows in one shot, which leave a trail of leaves when in midair. While the arrows deal half the damage of Regular Arrows, the sheer projectiles the Artemis Bow can output completely outclasses the other bows in terms of DPS.
Beretta 93R

## Statistics

###

Gun - Ranged

###

###

3

###

20

###

###

20 () | ()

###

0.065 s

###

5 s

###

923.08 | ()

###

12 WM

## Additional Statistics

###

0.05 s

###

90 WM/s

###

25

###

2 s

###

2,000 ()

###

###

1.5

###

1.5

###

0 s

###

10

## Usage

###

 200

###

N/A

The **Beretta 93R** is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Beretta 93R is a machine pistol, an incredibly fast-firing weapon with outstanding firepower. It fires a burst of three small rounds every shot, but in such extreme speed that it can shred through units and knock away shields with its immensely high knockback.

While limited in range, The Beretta 93R has exceptional accuracy and performs greatly. The weapon also has a clip size of 20 shots, which requires a short while to be reloaded after all shots has been fired, denting the weapon's damage-per-second tremendously.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. And while the powerful knockback can expose shield bearers to its bullets, the shield itself cannot be pierced by the bullets.

## Trivia

* The Beretta 93R uses the same ammunition as the PPSh-41 in-game.
* Due to its reload time for each shot being faster than its warm-up, the first shot may fire a burst of six bullets.
* The Beretta 93R fires 9×19mm Parabellum ammunition in real-life.
* The "R" in 93R stands for *Raffica*, meaning "burst" in Italian.
Bread and Butter

## Unit Order

**Bread and Butter** is the tenth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

The light infantry of the five factions is here! From front to rear are five Clubbers, five Farmers, five Squires, five Shield Bearers and lastly, five Headbutters.

**Total units**:

5 Clubbers, 5 Farmers, Five Squires, Five Shield Bearers, Five Headbutters

## Strategies

**Clubber Infection...... and a Peasant**

Put 1 Peasant and after that, pure clubbers, control 1 clubber
Fire Bow

## Statistics

###

Bow - Ranged

###

###

1

###

1.2 s

###

10

###

5 s

###

2

###

22.5 WM

## Effect Statistics

###

4 s

###

32.75/s ()

###

0/s

## Additional Statistics

###

1 s

###

30 WM/s

###

15

###

5 s

###

150

###

25

###

1

###

40

###

5 s

###

5

## Usage

###

 140

###

The **Fire Bow** is a ranged weapon from the Spooky faction. It is used by the Skeleton Archer.

## Characteristics

The Fire Bow fires a Fire Arrow does not deal any damage on impact, but rather light units on fire. Units that are aflame and have their health drained, and even may spread it to adjacent units. They will also become charred based on their health. Units stacking on burning units have the highest chances of catching on fire. Dead units do not spread fire, even if their corpse is still burning.

Despite mostly made out of wood, shields are completely flame retardant. This includes Hay Bales and Cacti. Shields and weapons will only burn if the Fire Arrow hit the unit, though weapons becoming charred is just a visual effect and does not affect its stats.

## Appearance

The Fire Bow seems to be made of two curved bones that have red straps on them. They are connected by something (probably a sort of rod) and wrapped in more red straps. String is tied almost taught at each end of the bones. The arrow looks the same colour as the bone, so it is assumed that it is carved out of it, and with four red feathers at the end.
Blowdarter

* Red
* Blue

## Statistics

###

###

 220

###

80

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Early Access 0.12.0

## Characteristics

The Blowdarter is a ranged Unit that once belonged to the Aztec Faction, but now belongs to the Legacy Faction. The Unit attacks with a blowdart gun, which appears to do little to no damage to an enemy unit with every dart shot, but when a dart hits a target, the hit unit gets poisoned and slowly dies.

## Appearance

The Blowdarter appears as a Wobbler either red or blue while holding a blowgun placed against its lower pores. It wears a feathery scarf-type accessory and brown pants with a team-color band. They also have feathery knee guards.

## Unit Voice

 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Usage

The Blow Dart seems to do little to no damage to an enemy unit with every dart shot, but the unit hit by a dart gets poisoned, resulting in movement speed slowing down, inability to shoot properly (Ranged units only), and the legs and arms of the affected unit fall to the ground (slightly similar to the Potionseller) resembling a kneeling position. The unit slowly turns green. Ultimately, in the end, the affected unit dies. Poisonous darts may not help against heavy armor, but weakly protected enemies, particularly short-range, are easily defeated. Other than that, the Blow Dart has fairly long range and combined with its poison ability, it can be used as a flanking troop. One strategy with the troop could be to get the enemy army to clump up in the center with your melee or bait units (like Peasants) and then with the Blowdarters at the flanks, they will be able to fire as much as they want, poisoning the enemy resulting in their defeat. The enemy units in the center won't have enough time to reach the Blow Darts once they have been poisoned. A small group of these units should be able to easily overpower a much more powerful unit, if not quickly, due to blow dart poison slowing down enemy units so much that it immobilizes them, then kills them.

## Trivia

* In the video where it was first shown off, the first time it fired, it shot a cannonball instead of a dart, as a joke by Landfall Games.
* Some people could be fooled into thinking that the Potionseller also does poison damage, but in actuality it is currently the Blowdarter Unit alone with a poison weapon.
* It does around 20 damage per dart, excluding the poison damage.

## Gallery

The Blowdarter compared to its concept art.Totally Accurate Battle Simulator- Aztec Blowdarter
Axe Throw

## Statistics

###

Throwable - Ranged

###

###

1

###

0.35 s

###

250

###

2 s

###

125

###

23 WM

## Additional Statistics

###

1 s

###

20 WM/s

###

20

###

8 s

###

5,000

###

0

###

0

###

5

###

2 s

###

0

## Usage

###

 150

###

N/A

The **Axe Throw** is a ranged weapon from the Viking faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Axe Throw is a throwable double-headed axe with an impressive load of damage output. The weapon is thrown in an arc, which helps it score headshots much more easier. Like most projectiles, a shot in the head will inflict double of its damage. After throwing, it will take a couple of seconds to reload before it can throw again.

Units can attack with the Axe Throw from a good range. The axes cannot travel to the max range though, and will always land a few steps before the target. And if the target moves to the axe's max traveling distance, the projectile hitbox gets janky and will pass through the target. It is only when target close where the weapon is the most effective and can attack properly.

The Axe Throw has a magical variant wielded by Ullr, known as the Ullr Axe Throw.
Archer

*This article is about the Release version of Archer. For the Alpha version of this unit, see Archer (Alpha).*

## Archer

* Red
* Blue

## Statistics

###

###

 140

###

40

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Early Access 0.1.0

## Characteristics

The Archer is a ranged Unit enlisted within the Medieval Faction. They have long range, reasonable accuracy, and sufficient damage per hit. They are one of the most basic ranged Units in the game. In the full game, their cheaper counterpart are the Poachers, whom have shorter range.

## Appearance

The Archer is a Wobbler wearing a hood with a liripipe along with a medieval shirt and pants. They also wear vambraces and have a pair of archer boots.

## Unit Voice

 Bite Vocals
 [[File:{{{Effect}}} HD Icon.png|70x70px]]{{{Effect}}}
 Death Vocals

## Usage

Archers can kill most units in 1 - 3 hits, though get less accurate the closer the enemy approaches. Archers will need cover to be able to kill as many Units as possible - Place your melee units in front to try to distract and harm the enemy army whilst the Archers fire at them. Also, Archers can't take many hits so try to protect them if you can (assuming they don't kill themselves from fall damage). Nonetheless, the Archers can be regarded as one of the strongest cheap ranged units in the game, beating the Spear Thrower in accuracy as well as beating out the Catapult, Cannon, Ballista, and other similar siege engines in combat, due to the overall strength.

## Trivia

* The Archers in Pre-Alpha were underpowered, then in same version they become overpowered. Then they became average in both Alphas. Now they can be considered above average.
* Archers do not close their eyes when shooting, unlike what was shown by Landfall.
* As of Versions 0.13.0 Beta, Archers now draw their bows.
	+ In fact, all Units equipped with a bow draw the arrow back.

## Gallery

Ready aim FIRE!A Single ArcherTotally Accurate Battle Simulator- Archers 2.0Ready to shoot...A real bowAimin nowhere but the groundOn the peak of death!Old Archer 🏹 looks like a skeleton Archer
All the Bones

## Unit Order

**All the Bones** is the seventh level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

An army of necrotic bones surround the warm fireplace; a line of seven Protectors shielding seventeen Bone Mages.

**Total units**:

7 Protectors, 17 Bone Mages

## Strategies

### Bait

* Place a unit in the front like Clubber in the front to distract the bone mages and a unit like Mammoth to kill them.
Boxer's Glove

*This article is about the Boxer's glove. For the Super Boxer's, see Super Boxer's Glove.*

## Statistics

###

Unarmed - Melee

###

70 - 140

###

1.2 s

###

116.67

###

2.9 WM

## Additional Statistics

###

0.7 s

###

35

## Usage

###

 140

###

The **Boxer's Glove** is a melee weapon from the Legacy faction. It is used by the Boxer.

## Characteristics

Units wearing the Boxer's Glove will lunge and punch their opponents with the Boxer's Glove; while only capable of inflicting moderately low damage, it has a short cooldown period. A shockwave effect can be seen when the glove punches a unit.
Black Hole

## Overlook

The **Black Hole** is a feature added in the Bug DLC of Totally Accurate Battle Simulator.

The Black Hole is an anomaly created by bugged Halflings. The buggy Halfling implodes into a black hole two seconds after the battle starts. The implosion does not deal any damage, but it creates a microscopic black hole. The Black Hole will slowly expand, becoming bigger and bigger. Units who get caught in it will get stuck in it and quickly die. As the Black Hole gets larger, it will also suck in nearby units like a vacuum, and ultimately consume the entire map before imploding back into nothing. It is extremely hard to escape, and impossible when close enough. Once created, the Black Hole cannot be destroyed and every unit within a certain range will eventually succumb to it. It is possible to prevent the Black Hole by killing the Halfling prematurely.

## Activating the Bug

In the main menu, select Settings and select the [DLC] Bugs tab. In it, turn on "Halflings turn into black hole" to have black hole Halflings. It will take effect when the battle is reset.

## History

A black hole is a region in space time that the gravity is so strong that nothing can escape from it, even light. Black holes are typically formed when a massive star dies and collapse in itself, creating a great explosion, called a supernova and a black hole.

## Trivia

* The Halfling dies when they implode into Black Holes.
* Although extremely deadly, super units are able to survive the Black Hole.
* The Super Peasant is able to escape the Black Hole's gravitational pull.
* The Black Hole only effects units, it does not affect the map whatsoever.
	+ The Black Hole also does not affect projectiles in any way.
	+ The Void Monarch is invulnerable to Black Hole

* There was a bug in the legacy faction update that made it so that if a halfling died before the black hole activated, it would spawn an endless amount of black holes.

## Gallery

MajorArmBreak's Old Profile picture of the Black HoleThe Black Hole
Custom Factions

## Overview

    **Custom Factions** are Factions that to be made by the player in Totally Accurate Battle Simulator.

The player creates them by making units in the Unit Creator , then scrolling over and adding them to factions. You can use them in battle, and to do that you can go to the plus faction before the battle and add your custom faction to the bar of factions at the bottom of the screen.

The Faction Creator works in a similar way to the Campaign Creator, in which created units can be dragged and dropped into a new faction and saved to the Workshop or locally. Usually regular factions would only have a certain amount of units that doesnt go over how much is displayed when the faction is selected. In custom factions, there are 2 arrows on both sides of the first and last unit in the displayed faction bar, allowing for a numerous amount of units in a faction. These custom factions can also be download from the Workshop to be saved locally and used in battle.

## Trivia

* Using custom factions in Multiplayer is not an option.
Bomb (Level)

## Level Order

**Bomb (Level)** is the forth level of the Legacy campaign in Totally Accurate Battle Simulator.

## Survey

One Banner Bearer up front, with seventeen Barrel Rollers filling up the banner's radius. In the far back are two rows of seventeen Boxers and three Flag Bearers down the middle.

**Total units**:

1 Banner Bearer, 17 Barrel Rollers, 34 Boxers, 3 Flag Bearers

## Strategies

### Drop In

Place one Vampire and take control of it when the battle starts. Transform into a bat and wait until the group of Boxers run through the group of Barrel Rollers. When the two groups overlap, quickly fly straight into the center of the group and set off the barrels. Place a few ranged units of your choice in the far back to take care of any stragglers, but make sure they don't reach the front lines until after the explosion. This strategy may take several tries, as the timing is a little finicky. This level used to be much easier since ranged units had previously been able to set off Barrel Rollers.
Abyssal Storm

## Level Order

**Abyssal Storm** is the fifth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Two Void Cultists with a Tempest Lich behind them and two on the side cliffs, and eight Shadow Walkers in the back.

**Total units**:

8 Shadow Walkers, 2 Void Cultists, 3 Tempest Liches.

## Strategies

### Cowgirl's Bait 2

Again, place a cheap unit like a Peasant at the very left edge of the map. Make sure this is the first unit you place. Then spend the rest of your money on Deadeyes; place them at the end of the left path.

The Peasant serves as bait to get all Shadow Walkers to teleport to their death, leaving the Deadeyes safe to cleanse evil with lead. As their rifle outrange the Tempest Lich's staff, they should be completely safe from harm.
Charge

## Unit Order

**Charge** is the tenth level of the Renaissance campaign in Totally Accurate Battle Simulator.

## Survey

More Jousters are appearing after they've heard about their friends being beaten up now that the jousting tournament is over. Watch out.

Total units: 5 Jousters

## Strategies

Put Bards off to the side near the river. If a jouster comes in too fast they'll fly off to the side and into the water.
Ballista (Level)

*This article is about the level Ballista. For the unit, see Ballista.*

## Unit Order

**Ballista (Level)** is the fifteenth level of The Introduction campaign in Totally Accurate Battle Simulator.

## Survey

Two groups on the left and right of the open field, each with six Shield Bearers and a Ballista each behind them.

**Total units**:

12 Shield Bearers, 2 Ballistae

## Strategies

Spread out 7 squires across the border as cannon fodder. Hopefully, the ballista would target them and waste their shots. Put a knight in front of each shield bearer group (meaning there would be 2 knights in total). Use a catapult as support artillery to smash up enemy formations.
Banjo

## Statistics

###

Instrument - Melee

###

35 - 70

###

2 s

###

35

###

1 WM

## Additional Statistics

###

1.05 s

###

15

## Usage

###

 25

###

The **Banjo** is a melee weapon from the Medieval faction. It is used by the Bard.

## Characteristics

The Banjo is an instrument utilized as an improvised weapon; it inflicts low damage and has an average cooldown period. Units will use it to bash their opponents while playing a melodious tune.

## Trivia

* A tune can be heard when up close to the Banjo.
* The Banjo is anachronistic, as it was not invented until the 1840s, centuries after the medieval period had passed.
* While the Bard, the Unit using this "weapon" is from the Medieval Faction, the weapon itself is actually categorized as part of the Farmer Faction.
Absolutely Not Ambush

## Unit Order

**Absolutely Not Ambush** is the twenty-fourth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

Yes, it really is just 5 Squires!
And 24 Squires in and on the trees along with 9 more at the cliff passage.

## Strategies

most crowd control units works pretty well to defeat this battle.

* Use the Pirate Queen.
* Use the Reaper.
* Use the Sensei.
* Use the Tree/Samurai Giant.
* Use 4 Swordcasters.
* Use 2 Vlad.
* Use the Zeus.
Closed Alpha

*Back in my day...*This Page Is Displaying Info From a Long Time Ago. No Further Info Is Known.

## Overview

The **Closed Alpha** version is the one after the Open Alpha. This update included several bug fixes and new features, the most prominent one being the Neon Faction. The TABS Closed Alpha was made available to the public on March 12, 2018. Prior to this date, Landfall collaborators were given early access to the Closed Alpha. However, you can get it for free here.

## Additions

* Neon Update. (Consists of a new map, "Neon," and 8 new units. Also features levels 21-25 of the Campaign)
* Added a climbing system.

## Tweaks

* Revamped the Dark Peasant. (Now flies and kills units by sucking them in)
* Fixed the Super Peasant
* Moved the Ballista from the Medieval Faction to the Ancient Faction.
* Changed the Axe unit so it attacks correctly. (also upped the price from 200 to 400)
* Samurai Master now has a different attack charge front flipping to striking with its sword.
* Changed the landscape of Scotland, Sahara, Denmark, and Japan.
* Some other miscellaneous bug fixes.

## Trivia

* This is one of the two Alphas to be privately available, the other being the Pre-Alpha.
* This Alpha is the only one with a unlockable faction.
	+ In the full game, their are four. Secret. Fantasy Good. Fantasy Evil and Legacy.
AWP

## Statistics

###

Gun - Ranged

###

###

1

###

5

###

0.15 s

###

185 | ()

###

2 s

###

8 s

###

92.5 | ()

###

35 WM

## Additional Statistics

###

1 s

###

90 WM/s

###

15

###

2 s

###

5,000

###

###

0

###

0

###

0 s

###

5

## Usage

###

 200

###

N/A

The **AWP** (**Accuracy International Arctic Warfare**) is a ranged weapon from TABG. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The AWP is a bolt-action sniper rifle, a decent weapon with long range and decent stopping power. It fires a moderately powerful bullet that can penetrate through multiple units. The mildly high damage output comes at a cost of speed, as it takes much longer to start firing and reload between shots, especially when compared to other modern firearms. It also sports a high recoil on each shot.

Despite having an exceptionally long range, the AWP is immensely imprecise when shooting from afar and performs better mid-range. The weapon also has a clip size of five shots, which will require an extra long time to reload after all shots has been fired.

Like most modern firearms in the game, the time it takes to reload a clip cannot be altered in the Unit Creator. And despite its bullet being capable of penetrating through shields, units behind the shield will be completely unscathed by it.

## Trivia

* The AWP fires 7.62×51mm NATO/.308 Winchester ammunition in real-life.
* It being called "Arctic Warfare" came from its features that improved performance in very cold conditions.
Chakram

## Statistics

###

Throwable - Ranged

###

###

1 ()

###

0.35 s

###

40 ()

###

2.5 s

###

32

###

12 WM

## Additional Statistics

###

1 s

###

30 WM/s

###

20

###

5 s

###

500 ()

###

0

###

1

###

0

###

0 s

###

15

## Usage

###

 210

###

N/A

The **Chakram** is a Miscellaneous ranged weapon. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Chakram is a throwable semi-circular blade that is dual-wielded in one hand, forming a circle. These weapons spin horizontally when thrown by the user. When thrown, it will split into two and impact units in its way. They are usually big and because of their weight, take a longer time to be thrown as compared to the others. Though gruesome when struck, the thrown projectile inflicts little damage and has a short range. The weapon however has a very fast reload time that is almost on par with most melee weapons and can be thrown frequently.

## History

The Chakram was a throwing weapon from the Indian subcontinent. They were often worn on the turban to protect their heads from melee attacks. It is also known as a Chalikar or war-quoit. A smaller variant worn on the wrist is called a Chakri. The Chakri Dong was a staff with a chakri attached to it. Flying disc toys' shape were inspired by the disc of the Chakram.

## Gallery

A Chakram with a handleChackrams on a hat
Charge (Simulation Level)

## Unit Order

**Charge** is the sixth level of the Simulation campaign in Totally Accurate Battle Simulator.

## Survey

Three Jousters take the front middle while two Wheelbarrows take each side. Behind the Jousters, three monks are seen in front of all five Samurai and also the Monkey King. Finally, three Berserkers are near the right edge of the map.

**Total units**:

4 Wheelbarrows, 4 Berserkers, 5 Samurai, 3 Monks, 1 Monkey King,
3 Jousters

## Strategies

Using up the entire budget on 26 Musketeers placed in a staggered line proves to be surprisingly effective as most of the units in this level have low health and/or are melee. The complexity of the map will also give the Musketeers enough time to deal with any units that survived the first volley.
Bridge With Rails

## Overview

This map is very similar to the Bridge Map. It has two square platforms on both sides and a narrow passageway in the middle with rails to prevent units falling off more often, but it is still possible for the units to fall off. This is also where the two teams meet. This is a Simulation Map that has two square platforms on both sides and a narrow passageway in the middle where the two teams meet.