Warfare

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This page lists all the Tactical Combat mechanics.

Accuracy[edit | edit source]

Accuracy is the chance an attack will hit its intended target. If it fails, the attack will either Miss or Graze.

When the attack misses it will either hit an unintended friendly or enemy target in the path of the attack or miss completely. Some attacks, especially Area of Effect attacks, will move 1 or 2 hexes away from the intended target when they miss.

A grazing attack still hits the intended target, but deals 50% less damage to it and applies no status effects. An attack will always have a graze chance of up to 25%. This applies to all attacks that have less than 100% chance to hit. Any percentage from 99% to 75% will have a graze chance of 1% to 25% respectively. Below 75% hit chance, the attack will start to have a chance to instead miss completely.

Chance to hit Chance to graze Chance to miss
90% 10% 0%
75% 25% 0%
50% 25% 25%

Critical Hits & Fumbling[edit | edit source]

A critical hit or a fumble can occur when a unit uses active abilities to damage another unit in Tactical Combat.

When a unit critically hits, the attack deals +50% damage and is guaranteed to hit. If it was a repeating attack, all of the hits are considered critical hits.

When a unit fumbles, all grazes are converted to misses, and all hits are converted to grazes. If the attack cannot graze, then it will always miss.

Critical hits & fumbles are connected to a unit's Morale, but the chance can be modified by other unit abilities.

Morale Critical or Fumble
600+ 20% Critical Chance
400 to 599 15% Critical Chance
200 to 399 10% Critical Chance
-199 to 199
-399 to -200 20% Fumble Chance
-599 to -400 40% Fumble Chance
-600- 60% Fumble Chance

Damage Channels[edit | edit source]

Each weapon group is dominated by a single damage channel but contains modules that allow changing into certain additional damage channels.

Weapon group Module damage channels
Damage Arc.png Arc
  • Anti-Mechanical
  • Bouncing Projectile
  • Stagger
Damage Bio.png Biochemical
  • Armor Melt
  • Infections
  • Slowdown
Damage Kinetic.png Kinetic
  • Anti-Organic
  • Bleeding
  • Smart Bullets
Damage Thermal.png Thermal
  • Blinding
  • Burning
  • Disintegration
  • Shield Breaking
Damage Psionic.png Psionic
  • Buffs
  • Debuffs
  • Mind Control
  • Ignores Armor

Damage Formula[edit | edit source]

Damage is reduced multiplicatively in this game

  • I = Incoming damage
  • R = Damage resistance (sum of shields, armor and elemental resistance, minus weaknesses)
  • D = Actual damage taken

It can appear that this formula gives diminishing returns, but looking at the effective health of unit as resistance increases (How much raw damage the unit is capable of taking) shows that resistances become more slightly more effective as you stack them.

Total Damage Reduction Damage Taken Effective Hit Points
1 90% 111.11%
2 81% 123.46%
3 72.9% 137.17%
5 59.05% 169.35%
10 34.87% 286.80%

The exception to this is that damage cannot be reduced below 1, so once damage resistance beings lowering the damage of enemy attacks to 1, additional resistances have no effect.

Flanking[edit | edit source]

A unit's 3 rear hex edges are considered it's flanks. If a unit is hit with an attack from its flanks, it takes 20% more damage from the attack.

Normally, units will turn to face their attacker, preventing repeated flanking attacks, but Heavy units do not.

Overwatch[edit | edit source]

In tactical combat, when a ranged combat unit selects the overwatch ability, they will select a zone to oversee. On the enemy's turn, this unit will automatically attack any enemy unit that moves into this zone with their main offensive ability. If that ability is a repeating action, it fires the number of times equal to the action points available when the unit entered overwatch. Melee combat units are always considered to be in overwatch, with their zone the hex they are facing.

Combat experience grants the overwatch skill to some units that do not have it as recruits, and can also upgrade this skill for those that already have it. A unit may also learn Ignore Overwatch, which allows it to ignore the overwatch of enemy units; i.e. that unit is not targeted, even if it moves into their overwatch zone.

Levels of Overwatch[edit | edit source]

  • Overwatch: the unit has normal overwatch ability with no bonuses applied specifically for overwatch
  • Improved Overwatch: the unit has +20% Attribute Accuracy.png while in overwatch
  • Superior Overwatch: the unit has +25% damage while in overwatch
  • Agile Overwatch: When this unit enters overwatch, it is always considered to have full action points, regardless of how many it actually has.

Regardless of skill, overwatch will always be cancelled if the unit is staggered.

Status Effects[edit | edit source]

A status effect is a positive or negative temporary unit property given to a Unit by an Active Ability, Hazard or Operation.

The chance for a negative status effect to be applied depends on the strength chance (Strength arc.png,Strength bio.png,Strength kinetic.png,Strength psy.png,Strength thermal.png) of that status effect and the unit's Resistance (Arc resistance,Biochemical resistance,Kinetic resistance,Psionic resistance,Thermal resistance) to the status effect channel. Attribute Armor.pngandAttribute Shields.pngdo not affect the success chance of status effects. Tier 2/3/4 units get an additional 2/4/6 resistance to all status effects. Heroes additionally gain 6 status effect resistance.

The final chance for a status effect to be applied is:

10% x (Strength arc.png,Strength bio.png,Strength kinetic.png,Strength psy.png,Strength thermal.png) x 0.9^(Status Effect Resistance + (Arc resistance,Biochemical resistance,Kinetic resistance,Psionic resistance,Thermal resistance))

For instance, if an Amazon Biomancer tries to use Manipulate Sleep (8Strength bio.png) against a Spacer Melter (Tier 3, so 4 Status Effect Resistance + 2Biochemical resistance), then the final chance is 10% x 8 x 0.9 ^ (4+2) = 43%.

A full list of Status Effects can be seen here: Abilities#Passive_Abilities

Stagger[edit | edit source]

Stagger is a mechanic that essentially allows one player in a tactical battle to deprive the units of another of action points. A staggered unit loses 1 AP, and, if it was in defense mode or overwatch (including melee overwatch) they get cancelled. If a unit gets staggered on its own turn, it will lose an action point immediately (if it is, for example, trying to move for 1 AP and do a repeating attack for 2, it will move for 1 AP and attack for 1); if it gets staggered on the opponent's turn, it will have 1 less AP available at the start.

A unit can only be staggered once by the same source - a repeating attack that staggers will only stagger on first damage instance.

Stagger impact and stagger resistance[edit | edit source]

Stagger is not a status effect — it is induced with 100% chance, assuming the attack hits and the impact is higher than the target's resistance.

There are three levels of stagger impact: no impact, high impact and massive impact, and three levels of resistance: no resistance, stagger resistant, and stagger immune.

Impact\Resistance No resistance Resistant Immune
No impact No stagger No stagger No stagger
High impact Stagger No stagger No stagger
Massive impact Stagger Stagger No stagger

Most ranged attacks don't have stagger impact, all melee attacks have at least high impact. Critical attacks add a level of stagger impact to the attack, grazes reduce it.

All heavy units are stagger resistant, and adding stagger resistance to resistant targets renders them stagger immune. Stagger resistance can be also lowered (for example, with the compromised status effect). Note that a stagger immune target whose resistance is lowered becomes just stagger resistant — a Heavy target (resistant) with Total Network Integration mod (immunity) can still be staggered by massive impact.