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Official Keyword Glossary

JakeSamiRulz edited this page May 30, 2023 · 10 revisions

Custom Wars Tactics

Custom Wars Tactics - Keyword Glossary

-- X% Positive Luck --

Luck Range +0% - +X%

CWT Defaults

  • X%: 10%

-- X% Negative Luck --

Bad Luck Range +0 - X%

CWT Defaults

  • X%: 0%

-- Luck Ranges --

Luck Ranges can also be described using [X%/Y%] where X% is negative luck and Y% is positive luck

CWT Defaults

  • X%: 0%
  • Y%: 10%

-- Weather Immunity [+X% random chance] --

  • 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

AW Defaults

  • Weather: All weather
  • X%: 0%

CWT Defaults

  • Weather: All weather
  • X%: 15%

-- Weather Penalty --

Applies the negative of the chosen weather type(s) to the player

CWT Defaults

  • Weather: All weather

-- Weather Perfect Movement --

Terrain movement costs for the chosen weather type(s) are reduced to 1

CWT Defaults

  • Weather: All weather

-- Ballistic Firepower --

Describes when an indirect unit can move and fire like a direct unit

-- Blind Spot Range Number --

  • This describes the inner range of an indirect unit
  • The minimum for the blind spot range number is 1

Examples

  • 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].

-- Cripple Attribute [Stun] --

Afflicts the [Stun] ailment on a unit, preventing it from using the move action

-- Shadow Attribute --

Units with shadow can move through any enemy or allied unit as though it is allied

-- Hidden Attribute --

Hidden units are invisible to the enemy unless an enemy unit is adjacent to it

-- Piercing Vision --

  • Applies Piercing vision to tiles within a certain range
  • Units in these tiles ignore hidden attributes

-- Repair Heal --

  • 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

-- Resupply --

This refills the ammo and fuel stores of a unit to maximum

-- Trapped --

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

-- First-strike --

  • Units with first strike will engage the enemy first during combat
  • If both parties have first-strike, combat proceeds as normal

-- Double-strike --

Units with double strike engage the enemy first during combat followed by a normal attack

-- Counterattack --

Combat that occurs during the enemies turn

-- Non-retaliating --

This describes defending units that did not perform a counterattack during combat

-- Non-Combat Damage Immunity --

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

-- [General Type] Reanimation --

When triggered, this removes the [Wait] status of a unit

[General Type]

  • Unit Group Types (Like Non-Soldier, Copter, Vehicle)
  • Status Type (Like Join, Non-Moved, Damaged, Attacked)

-- Spawn [Unit Type] --

Creates a free [unit type] for the player

-- Launch --

Unit ability

Allows a unit its normal actions when being unloaded

Property ability

When a [SILO] has a missile equipped, allows the user to target a space on the current map with the missile

-- Veteran Rank --

These abilities are applied when this Commander Unit's Rank is Veteran (or higher)

-- Defense equals Offense --

Sets the Defense stat equal to the Attack stat during combat calculations

-- Offense equals Defense --

Sets the Attack stat equal to the Defense stat during combat calculations

-- Targeted Non-Lethal (Area of Effect) Projectile --

Any power or map object that targets a focused area on the map

Examples

  • Missile Silos
  • Sturm's Meteor Strike Meteor
  • Rachel's Covering Fire Missile
  • Von Bolt's Ex Machina Bolt

Not Included

  • Global Mass Damage
  • Units that explode (Black Bomb)

-- Cheat Death [X% chance][#Y HP] --

Units greater than #Y Hit Points has X% chance of remaining at #Y HP, ignoring destruction

CWT Defaults

  • X%: 100%
  • #Y: .1

-- Jinx --

Adds negative luck to enemy equal to this unit's positive luck when in combat

-- Fire (Flame/Incendiary) abilities [F] --

Actions that target an enemy unit will ignite the tile, setting it on [Fire]

Fire (Tile Attribute)

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

Rainy Weather

Fire tile lasts until end of current turn

Heatwave Weather

Fire tile will not extinguish during this weather type

General Weather

Fire tile lasts until beginning of player's turn when the [Fire] tile was created

-- Acid abilities [A] --

Actions that target an enemy unit will infect the tile with [Acid]

Acid (Tile Attribute)

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)

General Weather

Acid tile lasts until end of current turn

-- Lightning abilities [L] --

Actions that target an enemy unit will strike the tile with [Lightning]

Lightning (Tile Attribute)

Lightning tiles give the following attributes:

  • Disables the movement of the unit (Stun ailment)
  • Disables the units ability to attack and counterattack

General Weather

  • Lightning tile lasts until beginning of player's turn when the [Lightning] tile was created

-- Ice abilities [I] {Leader Units Only} --

Actions that target an enemy unit will freeze the tile, turning it to [Ice]

Ice (Tile Attribute)

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

Heatwave Weather

Ice tile lasts until end of current turn

Snowy Weather

Ice tile will not disappear during this weather type

General Weather

Ice tile lasts until beginning of player's turn when the [Ice] tile was created

-- Wind abilities [W] {Leader Units Only} --

  • Actions that target an enemy unit will afflict [Wind] to the tile

Wind (Tile Attribute)

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

General Weather

Wind tile lasts until end of current turn

-- Vine abilities [V] {Leader Units Only} --

Actions that target an enemy unit will set [Vines] on the tile

Vines (Tile Attribute)

Vine tiles give the following attributes:

  • Increases terrain movement +1 for all unit movement types

General Weather

Vine tile lasts until beginning of player's turn when the [Vine] tile was created

Mine abilities [M] {Leader Units Only}

Actions that target a tile will place a [Mine] on it

-- Mine (Tile Attribute) --

Mine tiles give the following attributes:

  • Deals 3 HP Non-Lethal damage to enemy units which move over or on the tile before combat

General Weather

Mine tile will not disappear

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