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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

CWT Defaults

  • X%: 10%

  • Luck Range +0% - +X%

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 (23) indirect range, the blind spot range number for an artillery unit is 2 [range 11].
  • A Rocket Unit has (35) indirect range, the blind spot range number for a rocket unit is 3 [range 12].
  • An Aircraft Carrier has (38) 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].

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

  • Units in these tiles ignore hidden attributes

Repair Heal

  • Units are healed, but 10% the total cost of the unit per HP gained

Resupply

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

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

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

  • [SILO] 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 Rank (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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