Skip to content
WW3Planner

WW3Planner

  • Units
  • Login
  • PRO

Heavy Equipment

WW3PLANNERCONFLICT OF NATIONS COMPANION
  • Home
  • Battle Calculator
  • The Game
  • Units
  • Buildings
  • Maps
  • News
  • Community
  • PRO
LOGIN
GLOBAL CLOCK UTC --:-- BERLIN --:-- NEW YORK --:-- TOKYO --:--
Home Battle Calculator The Game Units Buildings Maps News Community PRO LOGIN
ENDEESPT-BRFR
Loadout Network // Active Dossier: Heavy Equipment
Loadout Network // 04 Of 04
01 Medical Care 02 Technical Teams 03 Crew Training 04 Heavy Equipment
[ Loadout Network ] // 04 Heavy Equipment ▼
01 // Medical Care LIVE 02 // Technical Teams LIVE 03 // Crew Training LIVE 04 // Heavy Equipment CURRENT
[ SYSTEM DOSSIER // LOADOUT // LOAD-04 OF 04 ] // AIR SUPPORT

HEAVY EQUIPMENT

Heavy Equipment strengthens air-target bombardment through stored bonus charges. Air Munitions are the dedicated consumable, with each affected unit consuming a level-based quantity and every attack expending one stored bonus charge.

View Progression ↓ Return to Units
// HEAVY EQUIPMENT DOSSIER
Archive Loadout
Dossier LOAD-04 / 04
Research 3 Levels
Research Days 3 / 12 / 20
Network Complete
Category
Loadout
Doctrines
Shared
Air Attack
+10% → +25%
Consumable
Air Munitions
[ AIR SUPPORT READ ]
Heavy Equipment
Air Attack
Heavy Equipment adds bonus bombardment value against air targets: +10% → +15% → +25%.
Stored Charges
Each attack consumes one bonus charge. Unused charges can be stored for later attacks.
Air Munitions
The dedicated consumable is produced in cities in batches of 20 Air Munitions.
Shared Doctrine Research Timing
Eastern, European and Western doctrines all unlock Heavy Equipment Level 1 on Day 3, Level 2 on Day 12 and Level 3 on Day 20. No doctrine selector is required.
[ HEAVY EQUIPMENT CONFIGURATOR ]

Select Research Level

Select Basic, Advanced or Modern Heavy Equipment. Air attack value and per-unit Air Munitions cost update directly from the supplied progression.
[ ACTIVE HEAVY EQUIPMENT PROFILE ]
BASIC HEAVY EQUIPMENT // LEVEL 1
DAY 3 // AIR ATTACK +10% // COST 2 AIR MUNITIONS PER AFFECTED UNIT // 1 CHARGE PER ATTACK // CHARGES CAN BE STORED
RESEARCH L1
Research Day
3
3 → 12 → 20
Air Attack
+10%
+10% → +15% → +25%
Air Munitions Cost
2
Per affected unit
Charge Use
1
Charge per attack
[ HEAVY EQUIPMENT PROGRESSION ]

Research & Attack Scaling

Level Research Day Air Attack Cost / Affected Unit Charge Behaviour
Lvl 1 Basic Heavy Equipment 3 +10% 2 Air Munitions 1 charge per attack · charges can be stored
Lvl 2 Advanced Heavy Equipment 12 +15% 3 Air Munitions 1 charge per attack · charges can be stored
Lvl 3 Modern Heavy Equipment 20 +25% 5 Air Munitions 1 charge per attack · charges can be stored
[ EFFECT ARCHITECTURE ]

Bombardment Bonus & Stored Charges

Bombardment Bonus
The supplied in-game description states that Heavy Equipment adds bonus value to a bombardment against air targets.
Per-Unit Cost
The Air Munitions requirement is charged per affected unit: 2 → 3 → 5 from Level 1 through Level 3.
[ CONSUMABLE PRODUCTION ]

Air Munitions Production

Produced Item Requirements Production Cost Production Time Batch
Air Munitions Air Base Lv1 · Arms Industry Lv1 · Basic Heavy Equipment Lv1 200 Fuel · 300 Electronics · 1,000 Money 1 day 20 Air Munitions
[ EFFECT RULES ]

Charges, Costs & Production

Bombardment Bonus
Heavy Equipment enhances bombardment value against air targets. The supplied bonus scales +10% → +15% → +25%.
Per-Unit Cost
Air Munitions are consumed per affected unit: 2 at Level 1, 3 at Level 2 and 5 at Level 3.
Stored Charges
Each attack consumes one bonus charge. Unused charges can be stored for future attacks.
Production
Air Munitions are produced in cities after Basic Heavy Equipment is researched and the required Air Base and Arms Industry are available.
[ AIR MUNITIONS INTELLIGENCE ]

Production & Consumption

Produced in Cities
Air Munitions are produced in batches of 20 after Basic Heavy Equipment is researched, with Air Base Level 1 and Arms Industry Level 1 required.
Scaling Cost
Stronger Heavy Equipment research does not introduce a second consumable in the supplied data. The cost simply increases from 2 to 3 to 5 Air Munitions per affected unit.
Source Note // Copy/Paste Residue Preserved as a Note
The source header correctly identifies this page as LOAD-04 Heavy Equipment, and its progression, production and effect-rule sections are all Heavy Equipment data. However, the original hero lead and status strip still contain Crew Training / naval-healing wording from the previous dossier. Those conflicting remnants are not used to invent Heavy Equipment mechanics; this replacement follows the explicit Heavy Equipment sections only.
Data Separation // Research ≠ Air Munitions ≠ Charges
Research day determines when each Heavy Equipment level becomes available. Air Munitions production is a separate consumable layer. Air attack percentage is the supplied bombardment enhancement. Per-unit Air Munitions cost determines how many consumables are required to apply the effect. Stored charges determine how many enhanced attacks remain available; each attack consumes one charge.
[ LOADOUT ARCHITECTURE ]

Four Independent Layers

01
Research L1–L3
02
Air Munitions Production
03
Air Bombardment Bonus
04
Stored Attack Charges
[ LOADOUT // 04 OF 04 ]
Loadout Network Complete
Medical Care, Technical Teams, Crew Training and Heavy Equipment are all documented. The full unit-page rebuild is complete.
Battle Calculator →
WW3Planner // Legal & Support Network
Terms of Service Privacy Policy Refund Policy Support Return to WW3Planner
WW3Planner is an unofficial fan-made tool and is not affiliated with or endorsed by the creators, publishers or owners of Conflict of Nations: World War 3.

Copyright © 2026 WW3Planner.

Theme: Oceanly News Dark by ScriptsTown

Manage consent

WW3Planner uses necessary cookies to keep the website, accounts and core features working properly. With your consent, we also use Google Analytics to collect usage statistics and improve the website. You can accept, reject or manage your preferences. You can change your choice at any time.

Functional Altijd actief
Necessary for the website, accounts and core features to function properly
Preferences
Used to remember choices and preferences that are not strictly necessary for the website to function.
Statistics
Used to collect anonymous statistics about how visitors use WW3Planner so we can improve the website. De technische opslag of toegang die uitsluitend wordt gebruikt voor anonieme statistische doeleinden. Zonder dagvaarding, vrijwillige naleving door je Internet Service Provider, of aanvullende gegevens van een derde partij, kan informatie die alleen voor dit doel wordt opgeslagen of opgehaald gewoonlijk niet worden gebruikt om je te identificeren.
Marketing
De technische opslag of toegang is nodig om gebruikersprofielen op te stellen voor het verzenden van reclame, of om de gebruiker op een site of over verschillende sites te volgen voor soortgelijke marketingdoeleinden.
  • Beheer opties
  • Beheer diensten
  • Beheer {vendor_count} leveranciers
  • Lees meer over deze doeleinden
View preferences
  • {title}
  • {title}
  • {title}