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Official Keyword Glossary
JakeSamiRulz edited this page May 30, 2023
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X%: 10%
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Luck Range +0% - +X%
- 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 11]. - A Rocket Unit has (3
5) indirect range, the blind spot range number for a rocket unit is 3 [range 12]. - An Aircraft Carrier has (3
8) indirect range, the blind spot range number for an aircraft carrier unit is 3 [range 12]. - 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
- Units in these tiles ignore hidden attributes
- Units are healed, but 10% the total cost of the unit per HP gained
- This refills the ammo and fuel stores of a unit to maximum
- 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
- [SILO] 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 Rank (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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