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Official Keyword Glossary
Luck Range +0% - +X%
- X%: 10%
Bad Luck Range +0 - X%
- X%: 0%
Luck Ranges can also be described using [X%/Y%] where X% is negative luck and Y% is positive luck
- X%: 0%
- Y%: 10%
- Grants immunity to the chosen weather type(s), ignoring the negative effects
- Grants +X% more chance of the chosen weather type(s) in random weather
- Weather: All weather
- X%: 0%
- Weather: All weather
- X%: 15%
Applies the negative of the chosen weather type(s) to the player
- Weather: All weather
Terrain movement costs for the chosen weather type(s) are reduced to 1
- Weather: All weather
Describes when an indirect unit can move and fire like a direct unit
- This describes the inner range of an indirect unit
- The minimum for the blind spot range number is 1
- An Artillery Unit has (2~3) indirect range, the blind spot range number for an artillery unit is 2 [range 1-1].
- A Rocket Unit has (3~5) indirect range, the blind spot range number for a rocket unit is 3 [range 1-2].
- An Aircraft Carrier has (3~8) indirect range, the blind spot range number for an aircraft carrier unit is 3 [range 1-2].
- An Anti-tank unit has (1~3) indirect range, the blind spot range number for an anti-air unit is 1 [No blind spot].
Afflicts the [Stun] ailment on a unit, preventing it from using the move action
Units with shadow can move through any enemy or allied unit as though it is allied
Hidden units are invisible to the enemy unless an enemy unit is adjacent to it
- Applies Piercing vision to tiles within a certain range
- Units in these tiles ignore hidden attributes
- Units are healed, but 10% the total cost of the unit per HP gained is depleted from remaining funds
- Funds are drained per HP healed
- Will not heal if there are not enough remaining funds
This refills the ammo and fuel stores of a unit to maximum
This status happens when a unit tries to perform an illegal move, causing the following actions:
- Cancel all current actions
- Moves the unit back to the last legal space crossed
- Causes the affected unit to wait
- Units with first strike will engage the enemy first during combat
- If both parties have first-strike, combat proceeds as normal
Units with double strike engage the enemy first during combat followed by a normal attack
Combat that occurs during the enemies turn
This describes defending units that did not perform a counterattack during combat
Describes immunity, which ignores the negative effects, to the following types of damage:
- Non-Lethal Projectiles (like Missile Silos, Black Bombs, and Area of Effect Damage Powers)
- Global Mass Damage
When triggered, this removes the [Wait] status of a unit
- Unit Group Types (Like Non-Soldier, Copter, Vehicle)
- Status Type (Like Join, Non-Moved, Damaged, Attacked)
Creates a free [unit type] for the player
Allows a unit its normal actions when being unloaded
When a [SILO] has a missile equipped, allows the user to target a space on the current map with the missile
These abilities are applied when this Commander Unit's Rank is Veteran (or higher)
Sets the Defense stat equal to the Attack stat during combat calculations
Sets the Attack stat equal to the Defense stat during combat calculations
Any power or map object that targets a focused area on the map
- Missile Silos
- Sturm's Meteor Strike Meteor
- Rachel's Covering Fire Missile
- Von Bolt's Ex Machina Bolt
- Global Mass Damage
- Units that explode (Black Bomb)
Units greater than #Y Hit Points has X% chance of remaining at #Y HP, ignoring destruction
- X%: 100%
- #Y: .1
Adds negative luck to enemy equal to this unit's positive luck when in combat
Actions that target an enemy unit will ignite the tile, setting it on [Fire]
Fire tiles give the following effects:
- Piercing vision on the tile for all players
- [0~2] normal vision around the fire for all players
- Units on this tile, Defensive terrain stars are set to 0
Fire tile lasts until end of current turn
Fire tile will not extinguish during this weather type
Fire tile lasts until beginning of player's turn when the [Fire] tile was created
Actions that target an enemy unit will infect the tile with [Acid]
Acid tiles give the following attributes:
- Acid tiles burn away excess HP {Damage rounds down to nearest .1 HP} (9.9HP -> 9.1HP; 0.5HP -> 0.1HP; 2.3HP -> 2.1HP)
Acid tile lasts until end of current turn
Actions that target an enemy unit will strike the tile with [Lightning]
Lightning tiles give the following attributes:
- Disables the movement of the unit (Stun ailment)
- Disables the units ability to attack and counterattack
- Lightning tile lasts until beginning of player's turn when the [Lightning] tile was created
Actions that target an enemy unit will freeze the tile, turning it to [Ice]
Ice tiles give the following attributes:
- Units on ice tiles have reduced counterattacks (-50% counters)
- Units must use all movement to use wait action on ice tiles, other actions work normally
- Gives [RIVR] tiles [ROAD] attributes, allow land units to cross
Ice tile lasts until end of current turn
Ice tile will not disappear during this weather type
Ice tile lasts until beginning of player's turn when the [Ice] tile was created
- Actions that target an enemy unit will afflict [Wind] to the tile
Wind tiles give the following attributes:
- Pushes back unit in opposite of attacker by 1 space (if possible)
- Units wait action is disabled on [Wind] tiles
Wind tile lasts until end of current turn
Actions that target an enemy unit will set [Vines] on the tile
Vine tiles give the following attributes:
- Increases terrain movement +1 for all unit movement types
Vine tile lasts until beginning of player's turn when the [Vine] tile was created
Actions that target a tile will place a [Mine] on it
Mine tiles give the following attributes:
- Deals 3 HP Non-Lethal damage to enemy units which move over or on the tile before combat
Mine tile will not disappear
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