Updated: Nov 25, 2020
War Commander Operation: Undead Swarm is the 31st Special Event to be presented.
Commanders are challenged to complete increasingly more difficult objectives against one or more Rogue Factions War Commander. With the successful completion of each objective in the allotted time the Player is awarded with special War Commander Event Experience Points (eXP) which they may in turn use to unlock Special Event Prizes in the Event Shop.
The Event Format for each Special Event may vary, see below for more information.
GENERAL EVENT INFORMATION
EVENT STARTS October 23, 2014 War Commander Operation: Undead Swarm
Sector Start Times
EVENT ENDS October 29, 2014
EVENT NUMBER 31 22 Days since last Special Event
EVENT CLASS Hybrid War Commander Players Must Complete Both Attack and Defense Objectives
ANTAGONIST Kane's Forces Commanded By : Zachariah Kane
EVENT DURATION 6 Days Event Shop open an additional 48 Hours
EVENT PROGRESSION Wave System Continuous Progression of Attack and Defense Waves
eXP PAYOUTS Progressive Starting at 600 xp and Increasing with each successive Wave
NUMBER OF WAVES Infinite As many Waves as the Player can Complete
BONUS eXP Yes Time Sensitive Bonus XP Targets available in Fortresses
PLAYER ASSISTANCE No Event Bases are Player Exclusive
NOTABLE EVENT FEATURES Zombie Event Features Zombies • Zombie Gas Launcher
Detailed Play Information
Successful Defense- The Player's Base is considered successfully defended when all attacking Rogue Units have been eliminated while preventing the Player's Command Center from being destroyed.
Repeatable Waves - The Player must repeat any stage in which the Command Center is destroyed in order to move on to the next Wave.
Surrender - The Player may surrender a Defense Wave at any time during the Rogue Attack. After which the Player may then Repair and Adjust the Base Defenses and restart that Wave from the beginning.
360 Deg. Defense - The Rogue Faction may attack the Player's Base from any direction. This is also true for each repeated Wave.
Attack Waves - Zombie Rush Base RushBase-EventBox-Icon
Rush Base - One of the non-Fortress Event Bases the player will be required to Attack and Destroy this Event will be the Rush Base. These Bases are lightly Defended but the Players is required to completely destroy the base to complete in a very limited amount of time.
Exclusive Rush Base - Each Player has a Rush Base attached to their Base for each Rush Attack Wave. Only the attached Player may attack this base, to all other Players the Event Base appears as in a Protected Bubble.
Unlimited Attacks - The War Commander Player may stop and start an attack on a Rush Base as many times as they find necessary to complete the wave.
Time Limit - There is a 15 Minute Attack Time Limit for completing a Rush Base. Failure to complete the Rush Base within the Time Limit will cause the Base to completely reset. The Player may then try again to complete the Base within 15 Min.
Wave Completion - To complete a Rush Base, the Player must destroy all Buildings and Turrets found within in the allotted time.
Frequency - The Player faces a Rush Wave every 10 Waves starting with Wave 7.
Attack Waves - Mausoleum Bases ( Cave ) NoAir-ICON
Mausoleum Base - One of the non-Fortress Event Bases the player will be required to Attack and Destroy this Event will be Mausoleum Bases which will limit the type of Offensive Weapons which may be deployed in the attack.
Mausoleum Base Weapon Restrictions - The Player may only Attack with Ground Units, as Aircraft and Missile Silo Missiles may not fly into these caverns. Mech Mercenaries also cannot be deployed in these bases.
Player Specific Mausoleum Bases - Each Player will have solo access to the Mausoleum Bases when they are required to complete the wave. To all other players these bases will appear to be under a Damage Protection Bubble.
Single Attack Direction - Players may surround a Mausoleum Base with Platoons to use during the attack, however, regardless of the Platoon's position all Units will enter the Attack from the Northwest.
Unlimited Attacks - The Player may stop and start an attack on an Mausoleum Base as many times as they find necessary to complete the wave.
Unlimited Time - There is NO time limit for completing a Mausoleum Base.
Mausoleum Base Wave Completion - To complete a Mausoleum Base, the Player must destroy all Buildings and Turrets found within.
Frequency - There is a Mausoleum Base every 10 Waves starting with Wave 5.
Attack Waves - Kane's Fortress Fortress-EventBox-Icon
Kane's Fortress - For this Event, the Fortresses are called Kane's Fortresses.
Kane's Fortress Location - As a Player reaches a Fortress Wave they will have a Kane's Fortress attached to their Base that only they may attack. The Kane's Fortress icon will only be visible on the World Map during a Fortress Wave.
Kane's Fortress Layout - Each Coalition Fortress Wave will be a different Layout each with a progressively stronger Defense setup.
Single Attack Direction - Players may surround a Coalition Fortress with Platoons to use during the attack, however, regardless of the Platoon's position all Units will enter the Attack from the Southeast.
Kane's Fortress Time Limit - Players must completely destroy all Buildings and Turrets found in theKane's Fortress within 80 minutes in order to complete the Wave. Failure to do so in the allotted time will cause the Fortress to completely RESET back to full Health. This Timer is shown in the base's info box on the World Map. The Timer Starts with your first attack on the Kane's Fortress. Once the Fortress has Reset the Player may make another attempt at completing the Wave.
Unlimited Attacks - The Player may stop and start an attack on a Kane's Fortress as many times as they find necessary to complete the wave as long as they still have time remaining on the Kane's Fortress Clock.
Kane's Fortress Frequency - The Player must complete a Kane's Fortress every 10th Wave ( Starting Wave 10 ).
Bonus XP Targets - Kane's Fortress Waves give the Player a chance to earn Bonus XP by destroying the Bonus XP Targets identified with Bonus Icons above them. However, these bonuses are only available for the first 5 minutes of the attack ( Timer on screen ) at which time any undestroyed bonuses will expire. The Wave XP and collected Bonus XP are added together and paid out when the Kane's Fortress is fully destroyed. If the Kane's Fortress is RESET, so are the Bonuses.
Experience Point Bonus
XP Modifier - The XP Bonus Modifier, once active will apply a percentage increase ( base on the Level of the Modifier ) to the awarded Experience Point at the completion of every Wave for a limited time. This XP Modifier may be found as part of the Event Box.
XP Modifier Activation & Increase - The XP Bonus Modifier is given or increased at the successful completion of any ATTACK WAVE ( Event Base or Fortress ) and will remain active for 3 hours. If additional attack waves is completed while the current XP Bonus Modifier is still active the Modifier Clock is reset and then the modifier level is increase unit the maximum level is reached. If the Modifier is at the maximum percentage the it will cease to increase but the Clock will still be reset again to 3 hours.
XP Modifier Level - The XP Bonus Modifier has 5 levels : 4%, 8%, 12%, 16% and 20%. The level is increased 4% for each attack done within the an active modifier duration. If the modifier is allowed to expire the level is reset to the beginning and must be re-stacked.
XP Modifier Duration - Once obtained the XP Bonus Modifier will last for a duration of 3 hours. If no other attack wave are completed within this time the modifier will expire and the bonus will be returned to zero. If another attack wave is completed in this time the clock will be reset to 3 hours. This could potentially allow a Player, once reached to maintain a 20% bonus for as long as they can continue to play.
Ending of a Special Event
A Special Event ends in one of two ways :
The Official Event Clock expires. The event runs for a limited time of 6 days, after which time the Special Event Rogue Base ( if any ) will be removed from the World Map and all waves will be halted.
The Player reaches a Wave that he or she can not successfully defend or complete, thus forcing the Player to resign from the event.
Event Experience Points (eXP)
The Player is awarded eXP for every successfully completed wave during an active Event. These points may be tracked by the Player in the Event Panel located above the Mission Panel while both on the World Map and in the Player's Base.
Special Event Prizes
The Event Shop may only be accessed while inside the Player's Base.
As the Player acquires eXP, they may at any time during and up to 48 hours after the end of the Event, choose to spend all or a portion of their eXP on one or more of the newly introduced Special Event Prizes in the Event Shop.
Also available in the Event Shop are all the past Special Event Prizes excluding any Removed or Locked Special Event Prizes .
The Event Shop is split into two separate sections:
Unowned - Shows all current and past Special Event Prizes not currently unlocked by the Player.
Owned - Shows all Special Event Prizes the Player has previously unlocked during the current and all past events.
Use It Or Lose It
Following the conclusion of the Special Event :
The Event Shop will remain open for 48 Hours.
Any unused eXP at the time the Event Shop closes will be lost.
If a Player has no remaining eXP at the end of the Event the Event Shop will close immediately.
Attack vs Defense Breakdown
Attack Waves Defense Waves
Wave Count 30 70
Attack Wave Breakdown
Wave Count % of Attacks
Mausoleums 10 33%
Event Bases 10 33%
Fortresses 10 33%
States of Repair - Event Command Center
ROGUE EVENT COMMAND CENTER ( T )
UNDAMAGED DAMAGED DESTROYED
UndeadSwarm-CommandCenter UndeadSwarm-CommandCenter-Damaged UndeadSwarm-CommandCenter-Destroyed
100% - 50% Health 49% - 1% Health 0% Health
For More Information This Topic See : Rogue Faction Command Center
Zombie Gas Launcher
Description & Function
The Zombie Gas Launcher is a Targetable and Destroyable Buildings found in some Event Bases & Fortresses.
The Zombie Gas Launcher fires poisonous gas canisters.
When a Unit location is targeted, a large area decal is painted on the ground where a gas canister is thrown. After the gas canister lands a timer is displayed, then a cloud of gas is created at the location.
Gas deals continuous DoT damage to enemies inside the area
Any units that die inside the gas cloud spawn Zombies.
State of Repairs
Normal Damaged Destroyed
Zombie Gas Launcher Zombie Gas Launcher-Damaged Zombie Gas Launcher-Destroyed
100% - 50% Health 49% - 1% Health 0% Health
Wave Notes & Highlights
Listed here are Highlights of significant Waves. Shown waves may contain content not listed. Press [Expand] to see full list..
Click Expand to View Additional Wave Notes
Wave 01 - (D) - Demonstration Wave to show the Chimera in action. At its conclusion the Player is awarded 600 eXP and their Base is Restored to its prior state.
Operation: Undead Swarm is the 3rd Annual "UNDEAD" Special Event featuring Zombies.
The previous Events in the Undead Series were Operation: Undead Harvest ( Oct 2012 ) and Operation: Undead Rising ( Oct 2013 ).
Operation: Undead Swarm introduced a new Zombie to Kane's Undead Army : The Armored Zombie.
Operation: Undead Swarm introduced a new Background for the Mausoleum ( Cave ) Waves.
Operation: Undead Swarm introduced the Zombie Gas Launcher.
Operation: Undead Swarm had all Defensive Waves reduced in difficulty in an Event Update on Oct 24, 2014.
Zombie Gas Launcher
Limited Tech Component
“ Prepare for hell, Commander. Traces of movement have been detected throughout the World Map with all signs pointing towards the worst. Ready your defenses - the Undead Swarm is coming! ”
— Pre-Event Message #1
“ It's far worse than we anticipated, Commander. Deranged scientist Zechariah Kane and his undead army is back and stronger than ever. Operation: Undead Swarm begins 10/23 - can we count on you? ”
— Pre-Event Message #2