recursal/Fanatic-Fandom huggingface dataset:
Blunderbuss (Weapon)

## Statistics

###

Gun - Ranged

###

###

1 ()

###

0 s

###

40 ()

###

8 s

###

20

###

5 WM

## Additional Statistics

###

1 s

###

30 WM/s

###

20

###

2 s

###

650 ()

###

###

9

###

0

###

0 s

###

0

## Usage

###

 30

###

The **Blunderbuss** is a ranged weapon from the Pirate faction. It is used by a unit with the same name, the Blunderbuss.

## Overview

The Blunderbuss is the Weapon belonging to the Blunderbuss Unit it shoots many bullets but also has a high recoil. The drop on shot is actually an ability that comes with the gun itself, and not the sheer recoil caused by the gun.

The blunderbuss is basically a shotgun with a cylinder front.

## Appearance

the Blunderbuss resembles a normal flintlock blunderbuss, though the TABS Blunderbuss has some major differences from its Real Life counterpart. One of them being that the gun is a bit big for the actual thing, another one is the slightly enlarged front.

## History

The Blunderbuss was essentially an early Shotgun, same goes to the Dragon Pistol which is basically a smaller version of the blunderbuss. The Blunderbuss was mainly used by Mounted Soldiers and Dragoons who had to fight infantry in numerical disadvantageous situations, and was also used in narrow areas such as prison guards, mail wagon escort, boarding battles on board ships, and indoor battles, similar to the use of shotguns. They were most commonly used by Colonist from the early 15th Century to the mid 18th Century.

## Trivia

* The Blunderbuss used to be wielded by an early version of the Blunderbuss (Unit) that didn't wear armour and could be easily taken out by arrows.
Blizzard

## Unit Order

**Blizzard** is the thirty-first level of the Dynasty campaign in Totally Accurate Battle Simulator.

## Survey

The cold has set in, and the Vikings are shaking in their boots! It seems as if the fight can't last too much longer if it's getting this chilly!

Seven Brawlers are seen standing in front of twelve flying Valkyries, who are ready serve Odin's punishment upon any army.

Total units: 7 Brawlers, 12 Valkyries

## Strategies

* Use Monks in the front to tank and Ninjas in the back to kill.
Cannon Barrage

Cannon Barrage is an ability used by Blackbeard. The ability summons a storm of cannonballs (8 cannonballs) coming from the sky toward the enemy dealing an extremely high damage high damage if one of the cannonballs fell on the enemy, but it misses its target most of the time(unless it has a large hitbox), each cannonball can deal 2,000 damage.

## Strengths

* Large units (can two shot Ice Giant, they will take more than a single cannonball because of their big hitbox).
* Tanks.
* Very high damage (each cannonball can one-shot Minotaur).
* AoE damage.
* Good range.
* Quick reload time (5 seconds).

## Weaknesses

* It is rather inaccurate, and will miss the target several times before causing damage.
* Can damage the unit possessing cannon barrage if it got a cannonball (this can be avoided by adding one of the projectile blocking abilities to the unit).
* The cannonballs can be deflected by any kind of projectile blocking abilities.

## Trivia

* When the ability is used on a unit that has the Dark Peasant Hands ability, the cannonballs will not be grabbed and returned to the unit (even though they are cannonballs), instead, the hands will stop them just like Arrows.
* The ability cannonballs are considered as hit projectiles and can be deflected, even by the weak deflection of the Samurai.
* The Cannon Barrage is able to 2 shot the Ice Giant and one-shot the Da Vinci Tank.
* A single cannon barrage can do similar damage to Hwacha barrage and it has less cooldown, but Hwacha barrage is more accurate.
* Armored units are immune to its cannonballs.
* The Cannon Barrage's cannonballs will actually stick to the units body upon hitting them, unlike normal cannonballs shot by the Cannon will simply break into pieces when hitting a unit.
* Theoretically, it is one of the longest projectile range in the game due to its extremely high velocity, it can even reach from the end to the other end of the Simulation map if shot by a unit. But this is practically impossible because the projectile will despawn even before hitting the ground.

Blackbeard using the ability vs an Ice Giant
Bridge

## Overview

**The Bridge** is a Map in TABS, listed as the second Simulation Map option after Simulation (Map) and Bridge With Rails. It is a very minimalist map option, providing two large blocks for each team to place their units, connected by a long and narrow "bridge" that gives the map its name. In the Simulation Campaign, it is used as the first map for Bridge Battle.

## Layout

Like most other Simulation-style maps, the layout of the whole map is stripped down to its most basic geometric shapes, preventing any significant exploitation of props or design quirks to sway the battle in one team's favor.

The bridge itself is a long stretch of track that spans 53 unit footprints in length, while also only having around 5 of width. This makes the walk for either side of the bridge very susceptible to units with exceptional range, or range that inflicts splash damage due to how the bridge causes approaching units to bunch up. Units like Catapults, Ballistas, and so forth are very powerful assets as a result.

Each side of the arena is expanded for both teams to properly set up a team before entering the narrows of the bridge, being a moderate 20 x 19 unit-footstep-sized area. While placing many large units may result in several being lost by mutual shoving off the arena when attempting to funnel into the bridge itself, placing units in a single file can reduce unintended casualties.

The ground itself, as well as the walls of the arena are a grey block design, helping to make the arena feel much more cold and sterile. The skybox has a contrasting sunny and blue opening above the horizon, which is otherwise dominated by thick cloud cover.

## Trivia

* It is essentially Bridge With Rails but without the rails.
Dagger

## Statistics

###

Knife - Melee

###

260

###

1 s

###

260

###

1 WM

## Additional Statistics

###

0.3 s

###

15

## Usage

###

 100

###

N/A

The **Dagger** is an unused Miscellaneous melee weapon. **It** is not available in the Unit Creator.

## Characteristics

The **Dagger** is a chipped knife just like the Mongolian knife. However, **it** has a longer cooldown and does more damage than the Mongolian knife.

Although boasting in speed, the **Dagger** is still a melee weapon and can only be used in very short distances. Once in such distance though, units will speedily strike the **knife** down on their opponents, followed by multiple cuts and slices after each second.

The **Dagger** cannot be accessed from the Unit Creator, but can be accessed by using mods.

## Trivia

* This **knife** seems to be a 'khet khutga' which is a traditional Mongolian knife.

## Gallery

What a khet khutga looks like in real life
Balloon Backpack

## Characteristics

The Balloon Backpack ability makes units instinctively dive into their enemies when attacking. It also gives their melee weapons the ability to stick onto units they hit.

Upon a successful hit with a melee weapon, a balloon will be deployed from the backpack and the unit along with whomever they are stuck to will rise into the sky. After 3 seconds in the air, the balloon will detach from the backback and all parties will plummet to the ground. Fortunately, the ability also makes the unit immune to fall damage, allowing them to land without taking any damage; though the unit they snatched will not have the same pleasant landing.

The backpack however is one-use only. It will also not deploy if the unit hit a target with a ranged weapon.

Once in a while, the plummeting unit may turn into a meteor instead, crashing to the ground with a spectacular explosion. The impact will cause 140 - 180 damage in a 5 WM radius. The chance of this happening is rare, where only 10% of plummeting backpackers can turn into a fiery meteor.

## Trivia

* Despite what the Balloon Backpack's icon may suggest, only one balloon is deployed from the backpack.
* Unit gravity will glitch if the unit with the Balloon Backpack uses a non-unarmed weapon like a sword, as the game does not consider the stuck unit's weight when lifting.
	+ As such, even a heavy and colossal unit like the Mammoth can be lifted by a single balloon.
	+ Some units may fall slowly and unnaturally when released from great heights.
	+ This phenomenon also appears to lower the chance of the unit becoming a meteor when falling.
* If a unit with the ability perished while the balloon is deployed, they will float in the air, dangling from their balloon.
	+ The balloon in this case will not detach from the backpack.
* The balloon also falls when it gets detached.
* If selected in the Unit Creator, the backpack may deploy its balloon and lift the custom unit into the skies while editing.

## Gallery

A custom unit with the Balloon Backpack lifting a HalberdA dead Ballooner dangling from their balloonRare sighting of a meteor strikeA giant Mammoth lifted into the air by a single balloon effortlessly
Explosive Bullet

## Statistics

###

###

0.35 WM

###

90 WM/s

###

15

###

2 s

###

The Explosive Bullet is a modern bullet that explodes on impact. It is only available as a projectile in the Unit Creator.

## Characteristics

As with most modern firearm bullets, the Explosive Bullet follows the way of balance in - high rate of fire; less damage per shot. Its power is mid-tier in the bullets, outputting an impact damage similar to an AK-47's bullet, but with an added spark of boom to it. Unfortunately, the explosion radius is so tiny the damage gets reduced to a quarter even on a direct hit.

Shields are the bane of this projectile; not only that the bullet cannot penetrate though shields, the explosion cannot harm the shield bearer either as they are just far enough from its tiny radius.

## Trivia

* It emits a green trail when swung around in the Unit Creator.
Boom and the Units Go Down

## Unit Order

**Boom and the Units Go Down** is the twenty-fourth and final level of the Pirate campaign in Totally Accurate Battle Simulator.

## Survey

All Seven Fencers stand in front of all five Halberds while all seven Musketeers make a V formation behind everybody at the back.

**Total units**:

7 Fencers, 7 Musketeers, 5 Halberds

## Strategies

* 7 Blunderbusses in a line, a Pirate Queen 3 WM at the back, and 3 Flintlocks another 3 WM away from the Queen.
* 1 Cannon at the back, with Flintlocks sprinkled everywhere on the allowed ground.
* Spam Blunderbusses.

(Credit to GameSkiller)
Early Access

## Overview

**Early Access** is the final preview version after Closed Alpha. This update included several bug fixes and new features, one of the most prominent features being the Secret Faction. The TABS Early Access was made available to the public on April 1 2019. Originally TABS early access was going to go until sometime around 2020 but due to the pandemic it got delayed to 2021.

## Additions

* 12 new and old Factions.
* Removed some of the random or OP closed alpha units. (Although some returned under the Legacy Faction)
* Lots of new maps.
* Removed all of the closed alpha maps.
* Unit possession.
* Removed climbing system.
* Over 100+ units.
* Bug DLC. (Downloadable content)
* Bug fixes.
* Sandbox mode.
* Map and unit designs were upgraded.
* Units have clothes.
* Win Conditions.
* Workshop Support.
* Battle / Campaign Creator.
* Unit Creator.
* Faction Creator.
* Re-added the pre-alpha map.
* New animation system 3.0
Centaur

## Overview

The **Centaur** is a currently unreleased unit possibly coming to TABS. It is unknown what it can do, with the exception of it's main form of attack being it's swords.

## Appearance

It appears as a Peasant with another lower half behind it's legs, and due to it's incomplete model, it will likely receive a more suiting model.

## Trivia

* It is based on the ancient Greek creature with the same name.
* It has a longer, slightly disturbing version called the centipede which has multiple bottom torsos connected in a long line, this might be a reference to the film series The Human Centipede.
Bomb Spin

## Statistics

###

Ability - Ranged

###

###

7

###

 ()

###

8 s

###

###

3.5 WM

###

6 WM

## Additional Statistics

###

5 WM/s

###

10

###

5 s

###

150

###

 ()

## Usage

###

 500

###

## Characteristics

When engaged in a fierce battle and surrounded by enemies, the unit can drop 7 bombs around them and jump into the air, spinning around while doing the splits, avoiding being a victim to the bombs. Whilst jumping, the unit is invulnerable for 2.5 seconds. The ability deals very high AoE damage and it is extremely effective at crowd control.

The Bomb Spin requires a 8 second cooldown before it can be activated; however, it will not tick on its own when at the start of the battle. Instead, one must be within about 6 WM from their enemy and either attack or get attacked for the timer to go down. Leaving the range of an enemy units will stall the timer. Once the ability is ready, it can be activated anytime, anywhere, as long as an enemy is within sight. After a spin and landing on the ground, another 8 second cooldown will ensue.

## Strengths

* Very high AoE damage.
* Large AoE area.
* Dealing damage while helicopter kicking (this could be good for the large units, like Mammoth).
* Crowd control.

## Weaknesses

* The unit takes a serious fall damage after falling (this can be avoided by Ballooner Backpack ability).
* Friendly fire.

## Trivia

* The *jump to avoid explosions* is in a similar manner to the spinning bird kick from street fighter.
Flaming Sword

## Statistics

###

Sword - Melee

###

###

2.5 s

###

###

1.5 WM

###

3.2 WM

## Effect Statistics

###

4 s

###

32.75/s ()

###

0/s

## Additional Statistics

###

0.9 s

###

## Usage

###

 230

###

N/A

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

## Characteristics

The Flaming Sword is a blazing two-handed sword that can set alight units it hits. Ignited units will burn in a fiery for almost three seconds, where they will rapidly lose hitpoints and have the potential to puff out fire particles, spreading their flame to adjacent units.

Even without the incendiary aspect, the Flaming Sword is still an exceptionally powerful weapon, where its heavy swing can take out groups of units at once. Though due to its bulk, it is slightly sluggish to wind-up and swing. After attacking, the weapon will have a slightly long cooldown before it can attack again.

The grand size of the Flaming Sword gives it more than twice the attack range of most melee weapons, allowing the unit to start their swing before their shorter ranged opponents. They will swing the sword from side to side, maximizing the weapon's area of attack.

## Trivia

* The Flaming Sword has the same design as the King's Sword, but set ablazed with its blades glowing red.
	+ Its red-glowing blade is not shown in its icon.
Halberd (Weapon)

## Statistics

###

Polearm- Melee

###

###

2 s

###

###

3.6 WM

## Additional Statistics

###

1.45 s

###

20

## Usage

###

 190

###

The **Halberd** is a melee weapon from the Renaissance faction. It is used by a unit with the same name, the Halberd.

## Characteristics

The Halberd is a long and poleaxe that deals varying damage, from moderately low to very high damage, depending on which part of the Halberd hit. A full strike from the axe blade to the head will result in the highest damage, but a strike from the mounted spike will only deal the same damage as the body of the Halberd.

Units will use it to strike downwards at opponents; as the Halberd is very heavy, units may lose balance when striking with it and is very vulnerable to attacks when retracting their Halberd. Units with the weapon will also skip back when their opponents are too close.

## Appearance

The Halberd is a light brown pole with a light grey blade at the top.
Cheerleading Pom

## Statistics

###

Pom-pom - Ranged

###

N/A

###

1

###

0.35 s

###

0

###

0.55 s

###

0

###

10 WM

## Additional Statistics

###

1 s

###

N/A

###

N/A

###

5 s

###

N/A

###

0

###

0

###

0

###

0 s

###

0

## Usage

###

 250

###

The **Cheerleading Pom** is a Secret ranged weapon from Misc. It is used by the Cheerleader.

## Characteristics

The Cheerleading Pom is a tuft of fibrous material used to cheer and boost units. When used on a unit, the pom-pom casts them an effect that creates confetti around them and increases their attack speed by 5 times. However, the effect's duration is very short as it decays in half a second.

Additional Cheerleading Poms can be used to overcome the short duration, and even grant greater attack speed than if they were to be used separately.

Units use the Cheerleading Pom by aiming at their targets and lift the tuft as high as they can. It is a one of a kind support weapon and does not inflict any damage. After a cheer, it has a one second cooldown.

## Gallery

A Cheerleading Pom on top of a stump at Tribal 1.
Hay

*Can't Load The Cannons*
This article needs INFO! Please help us expand it, or you may be defeated!

## Overview

**Hay** is a defensive Ability used by the Hay Baler. This Ability isn't an interactive where you push a button to activate the ability, but instead covers the whole torso(Or, it covers the body except for the head and legs) with **Hay**, which is basically a shield to every projectile even bullets. Hay can be found in the abilities section in the Unit Creator.

## Gallery

#'Cos every little thing is gonna be alright....#
Flag and Banners

## Level Order

**Flag and Banners** is the eighth level of the Legacy campaign in Totally Accurate Battle Simulator.

## Survey

Two Wizards, each accompanied by one Flag Bearer. One Banner Bearer in the center affecting all four units.

**Total units**:

1 Banner Bearer, 2 Flag Bearers, 2 Wizards.

## Strategies

### Sniper

Place 1 Deadeye considerable far from the battle.

Possess the Deadeye and pick off the enemy units one by one. Make sure to not shoot the Banner Bearer or knock any units out of the Banner Bearer's effective range.
Bosses

## Overview

Each Faction in TABS has their own map and boss unit in the campaign. This is a list of boss units that appear in TABS. They are among some of the most powerful units in the game. The way units are considered boss units is by their cost, if their cost is the highest in the faction then they're the boss of the faction. (The only faction that doesn't follow this rule is the legacy faction as the dark peasant and super peasant cost the same)

## Bosses

* Mammoth - Tribal
* Scarecrow - Farmer
* King - Medieval
* Zeus - Ancient
* Jarl - Viking
* Monkey King - Dynasty
* Da Vinci Tank - Renaissance
* Pirate Queen - Pirate
* Reaper - Spooky
* Quick Draw - Wild West
* Super Peasant - Legacy
* Chronomancer - Fantasy Good
* Void Monarch - Fantasy Evil
* Ice Giant - Secret

## Trivia

* The only boss units you unlock are Ice Giant and the Super Peasant.
* The cheapest boss unit is the Scarecrow and Quickdraw.
* It was thought to be that the Gunslinger was the western factions boss unit.
* Artemis was originally the boss unit for the secret faction.
* The Jarl replaced the Longship as the Viking boss unit in the Unit Creator update.
Footman Shield

## Statistics

###

Shield - Melee

###

80 - 160

###

2 s

###

80

###

1.5 WM

## Additional Statistics

###

1.2 s

###

100

###

0.25x

## Usage

###

 420

###

N/A

The **Footman Shield** is a melee weapon from the Medieval faction. It is not used by any unit and is found only in the Unit Creator.

## Characteristics

The Footman Shield is a large kite shield, useful for protecting the user from projectiles and certain melee attacks. When close, units using the shield will thrust it forwards and bash their enemies with it, inflicting rather low damage, with its cooldown typical of most melee weapons.

## Appearance

The Footman Shield is a kite shield with two blue stripes on a red face with three horizontal white streaks across it. It has three prongs sticking out of the top.

## History

Developed for mounted cavalry, the dimensions of the Kite Shield were to approximate between the horse's neck and the rider's thigh. These shields gained popularity amongst western Europe and even at times appearing in Cairo in the 11th century, and in the Bayeux tapestry, the soldiers are mostly depicted wielding the Kite Shields, outnumbering those with simple round shields. The exact origins of the Kite Shield are still something of speculation, and the common theory of the Vikings first wielding currently lacks any documentations of them using it, as theoretically it would have been unsuitable for the Viking's style of highly mobile light infantry. The Kite Shield was widely introduced to the Middle East during the 1st Crusade, when the Byzantines and Arabs observed the shields being carried by the Norman Crusaders, which left such a favorable impression on them that by the mid-12th century, Byzantium had superseded their previous round shields.
Of course, these shields weren't going to be used forever, as by the mid to late 12th century, the Kite shield was faded out for the Heater Shield.
Bomb Thrower

* Red
* Blue

## Statistics

###

###

 250

###

150

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

###

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Early Access 0.7.0

## Characteristics

The Bomb Thrower excels in crowd control, they are equipped with bombs in both hands in which they will throw. The bombs create a big explosion, causing heavy area damage to units.

## Appearance

The Bomb Thrower wields two bombs, and wears a vest, belt, bomb pouch, ripped shorts, bandana, striped socks, and shoes.

## Unit Voice

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

## Usage

The Bomb Thrower throws its two bombs at units which light themselves right after being thrown and blow up shortly after. They can deal with crowds pretty well and are very cheap. They are great in groups. Bombs can sometimes also knock over and kill Units if it hits them in the face. The Bomb Thrower is also extremely good in numbers when countering a tight formation, especially a Phalanx as the Formation itself is powerful but the Shield Bearer and Sarrissa have low HP, so the bombs annihilates the Formation. But it is not recommend for an attack where your Units will fight the enemy in close combat as it will most likely hurt its own Teammates.

On death the unit will spawn a non-throwable bomb, which can be used as a final send-off to units extremely close to the Bomb Thrower.

## Trivia

* The Bomb Thrower was originally called the Pirate Grenadier.
* The Bomb Thrower was originally going to be scrapped. Later on in development, however, the devs decided to add it back as a Pirate Unit.[Verification Needed]
* It bomb itself does impact damage as well as explosion damage.
* The Bomb Thrower is a friendly fire hazard as the bombs can damage the thrower itself or allies that finds themselves too close to a bomb for its own good.
* A few people actually call the Bomb Thrower a grenadier.

## Gallery

“Fire in the-OW!"BONNY!! ⋋\_⋌Bomb Thrower making a Spiderverse meme referenceKaBOOOOOM
Dreaded Assault

## Level Order

**Dreaded Assault** is the twenty-fifth level of the Fantasy Evil campaign in Totally Accurate Battle Simulator.

## Survey

Again, subjects of this new land is aware of the assault and has set up camp below the mouth of the peninsula. Six heavily-armored Blunderbusses surround the area with three Cannons prepared at the back. Their flanks covered by four Harpooners who will try to catch prey coming toward the artillery battery.

Behind them all is the leader of the resistance, a Captain.

**Total units**:

6 Blunderbusses, 4 Harpooners, 3 Cannons, 1 Captain.
Abilities

Abilities are skills or powers a unit can have that are not [just] bound to a specific weapon. These Abilities can either serve as a boost to the unit's capabilities, or completely shape them in such ways a weapon could not. Some Abilities affect the unit passively, while most will have a cooldown after it is performed. As Abilities are not classified as weapons, their stats cannot be altered by any means.

Many default units have Abilities, and these same abilities are available in the Unit Creator; however, a few units' abilities are different than their Unit Creator counterparts. Still, the Unit Creator offers many abilities that none of the default units possess. Custom units can have up to five Abilities.

There are currently 93 abilities available in the game, including both those used by vanilla units and those only available in the Unit Creator. Below is a list of Abilities available in the Unit Creator. Hover above their icon to view their descriptions or click on them to visit their respective pages.

## Trivia

* You can select an ability with both your right and left clicks at the same time. This equips your unit with two abilities simultaneously, allowing you to surpass the 5-abilities limit, which brings the limit up to 24. But you can also use other methods that can bring the limit even higher.
Final Destination Wheelbarrow

## Unit Order

**Final Destination Wheelbarrow** is the forty-seventh level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 teams enter, only 1 leaves. On top of the arch before the Hoplite statue, you will face the Wheelbarrow, consisting of the rather irritating trio of a Farmer (albeit with more HP,) an Apple Thrower, with their measly but surprisingly effective Apple, and the Traveler, an unarmed Wobbler of tall height and surprising proficiency in Fisticuffs.

## Strategies

* Place the Harvester.
* Deploy a Longship.
Fencer

* Red
* Blue

## Statistics

###

###

 150

###

70

###

1.00x

###

1.00x

###

1.00x

## Weapons

###

One-handed

###

###

None

###

## Additional Statistics

###

###

Melee Unit

###

Enemy

###

Early Access 0.5.0

## Characteristics

The Fencer is an agile and quick stepping melee unit of the Renaissance faction. Their primary attack sequentially thrusts forward to attack with its foil then steps back. Fencers also have a dedicated back step, and their AI will use it to try and dodge close-range melee attacks.

## Appearance

The Fencer appears as a wobbler either red or blue and wears a feathered hat and renaissance leather garments, leather boots, long hair and fancy mustache, wielding a Spanish cup-hilt Rapier.

## Unit Voice

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

## Usage

The Fencer is generally exceptional in melee fights, capable of poking melee units down before they can attack, like groups of Sarissa do, and capable of wasting a Unit's time as they try to attack it, like The Teacher can.

On an equal cost basis, you generally can't go wrong with the Fencer: it will shred, if in enough numbers, hordes of fodder, outpace or overwhelm heavy units like the Jarl and The King, and even destroy other duelists like Lady Red Jade.

The catch is what you'd expect: It pays for this powerful combat capability with a high unit cost per health point. This means that ranged enemies, and in some circumstances melee units with long weapons, beat them more efficiently than they do to other hordes of melee Units. The Fencer doesn't even have a high movement speed with which to close the gap. Tightly clumped Ninjas, Ice Archers, and Balloon Archers all should have no trouble cleaning up an army of only Fencers.

## Trivia

* The Fencer is one of the few units that can do some form of jumping, Fencer's version of jumping involves looking upwards & using the LMB attack, there is a chance the Fencer could die.
* When it was still called the rapier in physics system 1.0 and judging from the replies of comments asking what the faction its going to be in people responded with either read the description or Napoleonic, however the description has now been changed to "Keep in mind that TABS is still in development and much will change between what you see in these videos and the final game, so in short the fencer/rapier was originally supposed to be in the Napoleonic faction.
* The Fencer seems to use a Verdadera Destreza style of rapier stance and traditional Spanish cup-hilt rapier, but the main attack style seems to reminisce more of the Neapolitan style of rapier, with its lunges and seemingly linear movement, in contrast to VD's circular style.

## Gallery

Poke! Or would you prefer en garde?Early model of the unit found in the files of the Closed Alpha under the name "rapier".
## Sources

* https://twitter.com/i/status/1116480713807859712
* https://twitter.com/wilnyl/status/1115983830295437312
* https://twitter.com/wilnyl/status/1115975688153108490
Executioner

* Red
* Blue

## Statistics

###

###

 350

###

360 ()

###

1.20x

###

1.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

None

## Additional Statistics

###

###

Melee Unit

###

Enemy

###

Early Access 0.1.5

## Characteristics

The Executioner is a towering figure with a disturbing appearance. This hooded unit uses their monstrous bearded axe to jump and chop any enemies they encounter.

The Executioner is larger than the average Wobbler and possesses a large health-pool.

## Appearance

The Executioner wears a black cloth over their head and face. They wear trousers and a grey metal vest. It wields an axe that is much taller than itself and holds it similar to the Halberd from the Renaissance Faction.

## Unit Voice

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

## Strategy

### Usage

The Executioner essentially acts as a cheaper Halberd that attacks in a similar fashion, but trades range for mobility. They jump in the air and swing down their axes to do heavy damage to any enemy they come into contact with. Executioners are great at taking out lesser enemies, but have trouble with tougher units with more Health such as The King. They are also weak to ranged units and can't take much punishment themselves. However, their cost efficiency allows you to deploy them in groups, which can allow them to quickly chip down a more endurant Unit's Health. A good mid-tier offense unit for any army.

## Changelog

 Early Access 0.1.5
* The Executioner was added to the game.

 Early Access 0.13.0
* Made the Executioner more accurate with their axe.
* Made the Executioner jump when attacking.

## Trivia

* The Axe has a slim chance to have a unit get stuck on it.
* The Executioner, Alongside the Tempest Lich and the Scarecrow, are the only units that have no visible eyes. The Executioner's eyes are covered by a black hood, the Tempest Lich has no face to have eyes whatsoever and the Scarecrow's eyes are covered by a patched face mask with buttons.
* The Executioner is one of the first secret units. The other two being Artemis and the Mace Spinner.
* The Executioner's old attack pattern is similar to the Jarl from the Closed Alpha.
* Before the Western Update, Executioners wore a tunic that was the same color as the team they belong to.
* Before the Unit Creator update, the Executioner didn't have a jump move, they simply swung their axes at the enemy. Due to how clumsy their axes work, they tend to miss their target.
	+ With weaker stats, abilities, and only costing 50 points less than a Halberd, there was essentially no reason why people would choose to use an Executioner over a Halberd.
	+ Now however, they are a viable unit that can be equals to Halberds.

## Gallery

The UI icon of the ExecutionerClose-up of a Red ExecutionerClose-up of a Blue ExecutionerA man's true love is an ax crushing his enemy's skull!An example of the executioners much older designAn example of a custom unit that got stuck on the axe blade“You're not a lumberjack, William!”
Fish

## Statistics

###

Fish - Melee

###

35 - 70

###

0.5 s

###

140

###

1.2 WM

## Additional Statistics

###

0.4 s

###

65

## Usage

###

 30

###

N/A

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

## Characteristics

The Fish is an aquatic animal utilized as an improvised weapon. Units will grab it by the tail and use the Fish to swing and strike their opponents from all direction in rapid succession. An impact from the creature inflicts very low damage; however, its very short cooldown period makes it capable to ravage weak units in good hands. Currently, the Fish is only accessible via the Unit Creator.

## Appearance

The Fish is a limbless and cold-blooded vertebrate animal with a curved light blue body. It has a pair of big googly eyes on its side with its mouth wide open. On its body are two pectoral fins with two pelvic fins below, as well as three dorsal fins and a caudal fin at the end; it also has an anal fin underneath its body. The color of the Fish's body can be changed in the Unit Creator.

## History

The earliest fish first appeared in the Cambrian period (540 - 490 million years ago), where it continued to thrive in the vast bodies of water and evolved into many variety and forms. Fishes would develop scales through the Paleozoic era (540 - 250 million years ago) as an external armor that protected them from predators. Another major evolution of the fish was the development of jaws during the Silurian period (440 - 420 million years ago). Today, fish can be found in almost all aquatic environments, from lakes to mountain streams, and even the deep depths of the ocean.

## Trivia

* The Fish is alive and will blink randomly.
	+ They will still keep their eyes open even if the unit wielding it was killed, but they will stop blinking.
		- This could be because fish don't close their eyes when dead.
* It creates the identical sound effects as the Squire Sword.

## Gallery

A Fish on the groundA Fish wielded by a custom unit.
Boars and Bears

## Unit Order

**Boars and Bears** is the eighteenth level of The Introduction campaign in Totally Accurate Battle Simulator.

## Survey

Three groups of four Brawlers stand in front of a Jarl to fight with.

**Total units**:

12 Brawlers, 1 Jarl

## Strategies

### Anti-Bear Ballistae

Ballistae can one-shot a Jarl. Use this to your advantage. One good strategy is to place four ballistae at the very edge of the map; Ballistae have extremely long ranges, and four is generally enough. Use the rest of your money on cheap units like Shield Bearers or Sarissas to stall the wildlings and buy enough time for your ballistae to reload. Place them all together in a group to attract the three enemy groups to one direction.

### Snake Archers

Snake Archers slow down the enemy and kill them quickly. Place snake archers at the edge of the map for all money you have and wait.
DaVinci Cannons

* Ranged
* Melee

## Statistics

###

Gun - Ranged

###

###

###

0 s

###

###

3.5 s

###

###

10 WM

## Additional Statistics

###

1 s

###

30 WM/s

###

N/A

###

5 s

###

###

25

###

0

###

40

###

2 s

###

5

## Statistics

###

Bludgeon - Melee

###

8 - 16

###

N/A

###

N/A

###

N/A

## Additional Statistics

###

N/A

###

0

## Usage

###

 90

###

The **DaVinci Cannons** is a ranged weapon from the Renaissance faction. It is used by the Da Vinci Tank.

## Characteristics

The DaVinci Cannons is a handheld cannon that shoots cannonballs that will shatter into fragments upon impact. The fragments will damage anyone unfortunate struck by it, though by much less damage than the one taking the whole cannonball.
Captain's Cutlass

## Statistics

###

Sword - Melee

###

80 - 160

###

1 s

###

160

###

2 WM

## Additional Statistics

###

0.55 s

###

1,000

## Usage

###

 170

###

The **Captain's Cutlass** is a melee weapon from the Pirate faction. It is used by the Captain.

## Characteristics

The Captain's Cutlass is a sword that specializes in swinging from left or right instead of striking from the top. It deals moderately weak damage but has a short cooldown period.

## Appearance

It looks like a cutlass sword with gold at the bottom and dark grey at the top.
Hand Lock

## Statistics

###

Lock - Melee

###

###

Infinity

###

0

###

10 WM

## Additional Statistics

###

N/A

###

10

###

0.4x

## Usage

###

 0

###

The **Hand Lock** is a melee weapon from the Spooky faction. It is used by the Swordcaster.

## Characteristics

The Hand Lock is a weapon that locks the unit's hands together, preventing any form of non-ability attacks.

As Fists get disabled when any weapon is equipped, equipping the Hand Lock one-handed will have the same effect as equipping it two-handed, despite the free hand that can be used to punch opponents. Weapons equipped on the off-hand can still be used.

You can give a custom unit two hand locks.

## Trivia

* The Hand Lock can inflict collision damage, but lacks the ability to be swung and thus cannot be used offensively.
Final Destination Bonemage

## Unit Order

**Final Destination Bonemage** is the thirty-first level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 units enter, 1 unit leaves. On top of the arch before the Hoplite statue, you will face the Bone Mage, the one as old as 10 Wobblers combined, able to summon spikes from the abyss.

## Strategies

* Use units with relatively high health like Monk.
* Use ranged units like Spear Thrower.
Hay and Pitchforks

*This article is about the Introduction Campaign version Hay and Pitchfork. For the Adventure Campaign version, see Hay and Pitchfork.*

## Unit Order

**Hay and Pitchforks** is the seventh level of The Introduction campaign in Totally Accurate Battle Simulator.

## Survey

Fourteen Hay Balers stand atop the hill in a C-Formation, with eight Farmers within the formation.

**Total units**:

14 Hay Balers, 8 Farmers

## Strategies

### Just Move Out of the Way 2

Place down a Mammoth and some Clubbers next to him at both sides.
Heart Bow

## Statistics

###

Bow - Ranged

###

###

1

###

1.2 s

###

15

###

2 s

###

7.5

###

15 WM

## Effect Statistics

###

10 s

###

0.5/s ()

###

0/s

## Additional Statistics

###

1 s

###

30 WM/s

###

15

###

5 s

###

150

###

25

###

0

###

5

###

0.5 s

###

0.5

## Usage

###

 150

###

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

## Characteristics

The Heart Bow shoots a Heart Arrow that makes any units hit by it become completely amorous and romantic, no matter the size or health. These passionate units will become pink with heart particles and are incapable of attacking, but can still use their abilities. The arrow deals a measly 15 damage, while the effect deals even lower damage by draining 5 health throughout the effect. The arrow effects last for 10 seconds, and can be extended by more Heart Arrows shots.

If a romantic unit has an ally, they will advance to their closest ally until the ally is within their weapon range; if they do not have an ally, they will press on their advance and ignore any enemy units. When near a unit under such effects, adjacent units will get kissed by the lovesick unit; each kiss will deal between 10 to 25 damage every half a second. The effect will wear off after 10 seconds if the unit was not shot again with the bow.

## Trivia

* Units with the love effect used to be very aggressive. Unlike currently, these lecherous units ignored their weapon range and assault their victims directly and up close, sometimes even pressing them down to kiss them to death.
Footman (Alpha)

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

*This article is about the Alpha version of Footman (Alpha), and is very, very old. For the Release version of this unit, see Squire.*

## Footman (Alpha)

* Red
* Blue

## Usage

### Formation Bonus

N/A

 The **Footman** is a melee Unit belonging to the Crusaders faction. It uses a long sword to swing at enemy Units and runs at a decent speed.

## Appearance

The Footman takes on the appearance of a Wobbler with smaller, round eyes and wears a Great Helm. It wields a sword which it uses to swing at its enemies.

## Usage

The Footman runs at a fast pace, making it likely for it to reach its enemy first. They have moderate health and are able to take about two Archer arrows before being defeated. They don't have great range but combined with their speed and health, they should be able to catch the enemy and take them out effectively. They are good at combat and should be able to beat most similarly priced units one on one. They are largely considered to be the most cost effective basic infantry in the game due to their balanced health, speed, cost, and damage. However, they are susceptible to being swarmed and can easily be taken out by Samurai. They have been reconfigured to be able to block attacks.

## Trivia

* In the Pre-Alpha, Footmen lacked their Great Helm and were prone to forming "conga lines", as when they were spawned, they had their swords lowered, causing them to get caught in each other's blades often.
* Landfall often used Footmen in showcase videos.
* The Footman was the first Unit to be introduced to the new animation system, giving them the ability to block, fall, and thrust.
* The developers have made several joke Units by editing the Footman, such as the Protester and the Anime Swordsman.
* The way that the Footman unit holds its Longsword is reminiscent of an actual stance in HEMA, *Langenort* (German Longsword,) or *Posta Longa* (Italian Longsword).

## Gallery

A sword similar to the one the Footman uses.
Harpoon Gun

* Ranged
* Melee

## Statistics

###

Gun - Ranged

###

###

1

###

0 s

###

25

###

3 s

###

8.33

###

20 WM

## Additional Statistics

###

1 s

###

38 WM/s

###

15

###

15 s

###

150

###

25

###

0.15

###

0

###

0 s

###

0

## Statistics

###

Polearm - Melee

###

###

4 s

###

###

3 WM

## Additional Statistics

###

1 s

###

50

## Usage

###

 100

###

The **Harpoon Gun** is a ranged and melee weapon from the Pirate faction. It is used by the Harpooner.

## Overview

The Harpoon Gun is a weapon used by the Harpooner. It does low damage, but can drag units into the user. This can be detrimental though, if a stronger unit is dragged in, such as Knights, Jarls, and more.

## Appearance

The Harpoon Gun looks resembles a real-life harpoon gun, but more rounded and 'fatter' and with 2 handles on the top of it that the user holds. It has a sword strapped to it, acting as a sword-bayonet. It can deal damage by stabbing.
Final Destination

## Overview

**Final destination** is a thin line that units stand on and fight each other on. This map is popular with 1v1s.

## Trivia

* This map was probably inspired by "Final Destination" levels in the campaigns.
* Units with high knockback (e.g. the Monk,etc.) or units who have the ability push other units back (e.g. the Shouter,etc.) excel in this map.
Bomb Throw

## Statistics

###

Throwable - Ranged

###

###

1

###

0.3 s

###

###

10 s

###

###

3.5 WM

###

15 WM

## Additional Statistics

###

1 s

###

11 WM/s

###

10

###

5 s

###

###

0

###

2

###

0

###

0 s

###

0

## Usage

###

 50

###

The **Bomb Throw** is a ranged weapon from the Pirate faction. It is used by the Bomb Thrower.

## Characteristics

The Bomb is a throwable and it does quite a bit of damage, but is more effective if more are done at the same time. It is also one of the projectiles able to be shot with the shoot debug tool as well as a bomb arrow. It does decent AoE damage that is helpful against large groups of weak Units.

## History

After gunpowder was created in the 9th century in China, people have used it in many ways and one way was through bombs. Inventors used a fuse made of easily burnt materials that move down inside of the shell where gunpowder (and anything else like metal) is placed. The spark from the fuse hits the gunpowder, and with no way of escaping easily, the gases build up to create an explosion.
Dark Magic Ball (Weapon)

## Overview

The **Dark Magic Ball** was used by the Dark Peasant in the Closed Alpha, it seems to heavily damage those it comes in contact with, the way the Dark Peasant attacks is by flinging the enemy Units around into the balls, killing them.

When the Dark Peasant is killed, the balls return to their original position on the side of the Dark Peasant, just like the view models when placing a Dark Peasant.
Harpooner

* Red
* Blue

## Statistics

###

###

 300

###

270 ()

###

1.30x

###

2.00x

###

1.00x

## Weapons

###

Two-handed

###

###

N/A

###

## Additional Statistics

###

###

Ranged Unit

###

Enemy

###

Early Access 0.7.0

## Characteristics

The Harpooner is a rather interesting unit in which they are armed with a harpoon gun, a weapon that shoots harpoons at enemy units. The Harpooner will then reel in the enemy unit, and kicking them once in melee range. They are rather tough, and are dangerous as they pick on units one by one.

## Appearance

This unit wears an open coat, undershirt, rolled-up beige pants, brown shoes, and a brown tricorn hat. It also has a fairly thick beard. The Harpooner wields a portable harpoon gun that has a sword-bayonet under the barrel.

## Unit Voice

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

## Usage

The Harpooner primarily uses its harpoon gun. It reels units in and then kicks or stabs them, which can be pretty good against certain Units. Harpooners in groups can easily kill many weaker, medium-tier, or even boss units as their harpoons make it hard for units to attack back while the various harpooners attempt to stab and kick at the units.

When the adversary unit is reeled it is vulnerable to most attacks, and allied melee units can make use of that time by killing it. When the adversary come in close-quarters range, the Harpooner will try to stab or kick it to finish it off. Keep in mind, though, that reeling strong units is dangerous for them, for when it reels a Knight or a Swordcaster, the Knight can kill it the second it is in melee range, and Swordcaster when approaching it, also killing its allies on the way. Despite this, it is possible for the Harpooner to kill a Knight, as the harpoon shakes and moves the Knight around when moving, making it hard for the Knight to attack the Harpooner. In groups, it is certainly possible to kill a Knight, maybe even 2 Knights.

Harpooners can also be good against ranged units provided they're supported by other units, as they can pull in ranged units from a distance and kick and stab them. Even shielded units like the Shield Bearer have a hard time as the shield often helps the Harpooner to bring the unit in and kill them. However, tougher shield units like the Hoplite and Brawler can kill the Harpooner with difficulty.

## Trivia

* The Harpooner is one of the oldest Pirate units.
* If it is supported by Cheerleaders, it can have multiple ropes attached to the gun at once.
* If the Harpooner's hook hits the ground or the armor of the Blunderbuss, the Cactus, or Haybaler, the rope will be disconnected instead of being reeled in.
* It has 3 types of attack: Harpoon, Kick and a stab-like swing.
* The harpooner in the pirate faction trailer was a cyclops unit. (It had one eye)

## Gallery

Camera gets reeled straight to the Harpooner\*We're working on a harpoon pirate. Its going.. ok..DEATH FROM ABOVE!!
Decisive Maneuver

## Unit Order

**Decisive Maneuver** is the twenty-second level of the Fantasy Good campaign in Totally Accurate Battle Simulator.

## Survey

A central group in the pagoda consisting of a Shogun surrounded by four Samurai. In the main courtyard are two sets of units, each containing a Monk and two Ninjas. To the far left and right are two groups of three Firework Archers.

**Total units**:

4 Samurai, 6 Firework Archers, 2 Monks, 4 Ninjas, 1 Shogun.
Final Destination Chieftain

## Unit Order

**Final Destination Chieftain** is the thirty-fifth level of The Adventure campaign in Totally Accurate Battle Simulator.

## Survey

This is your final destination; 2 units enter, 1 unit leaves. On top of the arch before the Hoplite statue, you will face the Chieftain, an old leader of the Tribal Faction, apt with their primitive but lethal Stone Axes.

## Strategies

* Use Taekwondo.
* Place 2-3 Spear Throwers(Or any other ranged unit)in a line.