Difference between revisions of "Abilities"

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A Unit’s abilities define its capabilities and weaknesses. abilities include attacks, defenses and means of supporting allies and debilitating enemies. abilities are the elements that compose a unit. There are two main types of ability. '''Active abilities''', these are actions that the unit can use during Tactical Combat and '''Passive abilities''', these are always enabled on the unit and can be positive or negative. Unit Mods can enhance existing abilities or give new abilities to a unit.
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A Unit’s abilities define its capabilities and weaknesses. abilities include attacks, defenses and means of supporting allies and debilitating enemies. abilities are the elements that compose a unit. There are two main types of ability. '''Active abilities''', these are actions that the unit can use during tactical combat and '''passive abilities''', these are always enabled on the unit and can be positive or negative. Unit Mods can enhance existing abilities or give new abilities to a unit.
Some abilities have a cooldown to prevent them from being used on every Tactical Combat turn {{icon|turn}}. During the cooldown period, a Unit will be unable to use the ability. Some abilities can only be used once per combat and will remain on cooldown until the next battle.
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Some abilities have a cooldown to prevent them from being used on every tactical combat turn {{icon|turn}}. During the cooldown period, a unit will be unable to use the ability. Some abilities can only be used once per combat and will remain on cooldown until the next battle.
Most unit abilities have a range {{icon|Range}} that determines the reach of an ability from the caster in hexes. abilities that can target the entire battlefield will be indicated with a 0{{icon|range}} abilities have a minimum range in addition to a maximum range, this is shown with two values next to the icon. For ranged attacks, the distance from the target will have an effect on Accuracy {{icon|accuracy}} for some weapons.
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Most unit abilities have a range {{icon|Range}} that determines the reach of an ability from the caster in hexes. abilities that can target the entire battlefield will be indicated with a 0{{icon|range}} abilities have a minimum range in addition to a maximum range, this is shown with two values next to the icon. For ranged attacks, the distance from the target will have an effect on accuracy {{icon|accuracy}} for some weapons.
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===Action Points===
 
===Action Points===
Action points are a unit’s capacity for performing tasks, allowing them to unleash repeated attacks, use abilities and move around the battlefield. During Tactical Combat, all units will have a maximum of 3 action points that they can spend to use abilities.  
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Action points are a unit’s capacity for performing tasks, allowing them to unleash repeated attacks, use abilities and move around the battlefield. During tactical combat, all units will have a maximum of 3 action points that they can spend to use abilities.  
 
'''Moving''' costs move points {{icon|move}}, but the unit will also spend action points when they move certain distances. '''Active abilities''' can use various amounts of action points depending on the ability, and will (with some exceptions) always remove all remaining action points, no matter the initial cost. '''Guard abilities''' are common to all units, and these only use a single action point. When units enter this mode, they gain a defensive bonus, and end their turn. '''Overwatch''' conserves a unit’s current action points to attack with their main offensive ability when an enemy enters the overwatch zone.
 
'''Moving''' costs move points {{icon|move}}, but the unit will also spend action points when they move certain distances. '''Active abilities''' can use various amounts of action points depending on the ability, and will (with some exceptions) always remove all remaining action points, no matter the initial cost. '''Guard abilities''' are common to all units, and these only use a single action point. When units enter this mode, they gain a defensive bonus, and end their turn. '''Overwatch''' conserves a unit’s current action points to attack with their main offensive ability when an enemy enters the overwatch zone.
==Ability Types==
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==Ability types==
 
===Active abilities===
 
===Active abilities===
Active abilities are the abilities a Unit uses during Combat to cause damage, inflict Status Effects, place Combat Hazards, or even protect and heal allies. Damaging abilities always have a Damage Channel associated with it and show their base damage amount on the ability tooltip. Some of these abilities have Cooldowns or can only be used once per tactical combat, and so cannot be used on sequential turns. Each active ability as its own Action Point cost, but all your remaining action points are consumed when you use an ability, unless it is a free action ability or similar.
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Active abilities are the abilities a unit uses during combat to cause damage, inflict Status Effects, place combat hazards, or even protect and heal allies. Damaging abilities always have a damage channel associated with it and show their base damage amount on the ability tooltip. Some of these abilities have cooldowns or can only be used once per tactical combat, and so cannot be used on sequential turns. Each active ability as its own action point cost, but all your remaining action points are consumed when you use an ability, unless it is a free action ability or similar.
  
 
'''Mind Control'''
 
'''Mind Control'''
Certain Units have abilities that attempt to mind control other units. If this is successful, the unit comes under the control of the enemy, and will disappear after combat. Mind control can be dispelled, and in most cases, if the source is a unit, killing the caster will free the mind-controlled unit back to its original player’s ownership.
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Certain units have abilities that attempt to mind control other units. If this is successful, the unit comes under the control of the enemy, and will disappear after combat. Mind control can be dispelled, and in most cases, if the source is a unit, killing the caster will free the mind-controlled unit back to its original player’s ownership.
  
 
'''Area of Effects'''
 
'''Area of Effects'''
In Tactical Combat, some abilities can affect multiple hexes. These abilities normally target everything within those hexes, meaning that they will also affect friendly Units in the target area. Units and Obstacles inside the area of effect that have a red outlined hex will be affected by the ability.
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In tactical combat, some abilities can affect multiple hexes. These abilities normally target everything within those hexes, meaning that they will also affect friendly units in the target area. Units and obstacles inside the area of effect that have a red outlined hex will be affected by the ability.
  
 
===Guard abilities===
 
===Guard abilities===
Guard abilities are active abilities that all units have. They can be used to protect the unit from incoming damage by making it harder to hit or by shoring up its defenses. Units must spend at least one Action Point to activate this ability, and once used, the unit locks in place in a defensive stance. These abilities vary by unit, but most of them can be interrupted by Staggering{{icon|stagger}} the unit. If a guard ability is selected by mistake, or you wish to reposition a unit after activating its guard mode, selecting the unit and choosing the guard ability will cancel the guarded stance, restoring its action points to the number it had before entering this mode. If a tactical combat turn passes while a unit still has action points, it automatically activates its guard ability.
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Guard abilities are active abilities that all units have. They can be used to protect the unit from incoming damage by making it harder to hit or by shoring up its defenses. Units must spend at least one action point to activate this ability, and once used, the unit locks in place in a defensive stance. These abilities vary by unit, but most of them can be interrupted by staggering{{icon|stagger}} the unit. If a guard ability is selected by mistake, or you wish to reposition a unit after activating its guard mode, selecting the unit and choosing the guard ability will cancel the guarded stance, restoring its action points to the number it had before entering this mode. If a tactical combat turn passes while a unit still has action points, it automatically activates its guard ability.
 
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Overwatch can be used to defend a zone against approaching enemies. When a Unit selects the overwatch ability, they will select a zone to overwatch over. On the enemy’s turn, they will automatically attack any enemy unit that moves into this zone with their main offensive Ability. If the ability is a repeating action, it fires a number of times equal to the action points when the unit entered overwatch. Staggering{{icon|stagger}} a unit that is on overwatch will cause it to lose the overwatch state. Not all units have access to overwatch, although some can gain access to it with a high Unit Rank. If you selected and set up overwatch by mistake or want to readjust the overwatch location, selecting the unit and choosing the overwatch ability will remove them from overwatch with the amount of Action Points they had before entering this mode.
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Overwatch can be used to defend a zone against approaching enemies. When a unit selects the overwatch ability, they will select a zone to overwatch over. On the enemy’s turn, they will automatically attack any enemy unit that moves into this zone with their main offensive ability. If the ability is a repeating action, it fires a number of times equal to the action points when the unit entered overwatch. Staggering{{icon|stagger}} a unit that is on overwatch will cause it to lose the overwatch state. Not all units have access to overwatch, although some can gain access to it with a high unit rank. If you selected and set up overwatch by mistake or want to readjust the overwatch location, selecting the unit and choosing the overwatch ability will remove them from overwatch with the amount of action points they had before entering this mode.
Melee Overwatch.
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In Tactical Combat melee units are always on overwatch. They attack any adjacent unit that uses an ability or that moves away from the melee unit. Like normal Overwatch, staggering a unit that is in melee overwatch will cause it to lose the overwatch state.
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Melee overwatch.
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In tactical combat melee units are always on overwatch. They attack any adjacent unit that uses an ability or that moves away from the melee unit. Like normal overwatch, staggering a unit that is in melee overwatch will cause it to lose the overwatch state.
  
 
===Passive abilities===
 
===Passive abilities===
Passive abilities are always enabled on a Unit, and many provide bonuses. Passives are also used to define the Unit Type or general information about the unit. In addition, they are prerequisites for applying Status Effects and Unit Mods to a unit.
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Passive abilities are always enabled on a unit, and many provide bonuses. Passives are also used to define the unit type or general information about the unit. In addition, they are prerequisites for applying status effects and unit mods to a unit.
  
 
===Racial abilities===
 
===Racial abilities===
Certain Races have Passive abilities that grant all racial units a special property. For example, the Amazon Race all have Forest Affinity [[File:ForestAffinity_Ability_Icons.png|30px]], which grants +200{{icon|moral}}Morale to Armies when they fight in Forests.
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Certain races have passive abilities that grant all racial units a special property. For example, the Amazon race all have Forest Affinity [[File:ForestAffinity_Ability_Icons.png|30px]], which grants +200{{icon|moral}}Morale to Armies when they fight in Forests.
  
==Weapon Groups==
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==Weapon rroups==
 
Abilities have weapon groups associated with them which can be seen on the ability card. Each weapon group makes use of one of the seven damage channels. These weapon groups determine whether certain mods can be equipped.
 
Abilities have weapon groups associated with them which can be seen on the ability card. Each weapon group makes use of one of the seven damage channels. These weapon groups determine whether certain mods can be equipped.
  
 
===Arc weapons{{icon|dmg arc}}===
 
===Arc weapons{{icon|dmg arc}}===
Arc weapons harness the power of lightning and electrocute everyone and everything that dares to be on the wrong end of the barrel. The arc weapons group uses the Arc{{icon|dmg arc}} Damage Channel. Arc Weapon abilities include damaging multiple enemies, stunning, and statically charging units.
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Arc weapons harness the power of lightning and electrocute everyone and everything that dares to be on the wrong end of the barrel. The arc weapons group uses the Arc{{icon|dmg arc}} damage channel. Arc weapon abilities include damaging multiple enemies, stunning, and statically charging units.
 
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Ethereal, Mineral, and Plant units have an innate Arc Resistance {{icon|rst arc}} while Mechanical units have an innate Arc Weakness{{icon|weak arc}}.
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Ethereal, mineral, and plant units have an innate Arc Resistance {{icon|rst arc}} while mechanical units have an innate Arc Weakness{{icon|weak arc}}.
 
===Biochemical weapons{{icon|dmg bio}}===
 
===Biochemical weapons{{icon|dmg bio}}===
Biochemical weapons range from all sorts of weaponized acidic and noxious substances that corrode any armor{{icon|armor}} with ease. The biochemical weapons Group uses the Bio {{icon|dmg bio}} Damage Channel. Bio weapons mods can change the damage channel of the attacks of modded units. Biochemical Weapon abilities include slowing, immobilizing, and Melting Armor.
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Biochemical weapons range from all sorts of weaponized acidic and noxious substances that corrode any armor{{icon|armor}} with ease. The biochemical weapons group uses the Bio {{icon|dmg bio}} damage channel. Bio weapons mods can change the damage channel of the attacks of modded units. Biochemical Weapon abilities include slowing, immobilizing, and Melting Armor.
 
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Ethereal Units have an innate Biochemical Resistance {{icon|rst bio}} while Mineral units have an innate Biochemical Weakness{{icon|weak bio}}.
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Ethereal units have an innate Biochemical Resistance {{icon|rst bio}} while Mineral units have an innate Biochemical Weakness{{icon|weak bio}}.
 
===Entropy weapons{{icon|dmg ent}}===
 
===Entropy weapons{{icon|dmg ent}}===
Entropy weapons are cruel relics from the Es'Teq Dynasty, designed to drain the life force of an enemy whilst granting the user enhanced strength. Entropy weapons use the Entropy {{icon|dmg Ent}} Damage Channel. The Entropy damage channel imparts Energy Drain debuffs that reduce damage, whilst providing Essence Charges to the user.
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Entropy weapons are cruel relics from the Es'Teq dynasty, designed to drain the life force of an enemy whilst granting the user enhanced strength. Entropy weapons use the Entropy {{icon|dmg Ent}} damage channel. The Entropy damage channel imparts Energy Drain debuffs that reduce damage, whilst providing Essence Charges to the user.
 
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There is no known way to resist this damage type.
 
There is no known way to resist this damage type.
 
===Explosive weapons{{icon|dmg kinetic}}===
 
===Explosive weapons{{icon|dmg kinetic}}===
Explosives are always a right answer to any argument, if they don’t want to listen then blowing them away is a viable solution. The Explosive weapons Group uses the Kinetic {{icon|dmg Kinetic}} Damage Channel. Explosive Weapon abilities include high damage, Stagger{{icon|stagger}}, and Blinding.
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Explosives are always a right answer to any argument, if they don’t want to listen then blowing them away is a viable solution. The Explosive weapons group uses the Kinetic {{icon|dmg Kinetic}} damage channel. Explosive weapon abilities include high damage, Stagger{{icon|stagger}}, and Blinding.
 
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Ethereal units have an innate Kinetic Resistance{{icon|rst Kinetic}}.
 
Ethereal units have an innate Kinetic Resistance{{icon|rst Kinetic}}.
 
===Firearms weapons{{icon|dmg kinetic}}===
 
===Firearms weapons{{icon|dmg kinetic}}===
The most conventional way of fighting wars for centuries still proves to be an effective way of doing so by making your enemies bleed before they can do it to you. The Firearms weapons Group uses the Kinetic {{icon|dmg kinetic}} Damage Channel. Firearms Weapon abilities include high-damage low-accuracy shots and cause bleeding.
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The most conventional way of fighting wars for centuries still proves to be an effective way of doing so by making your enemies bleed before they can do it to you. The Firearms weapons group uses the Kinetic {{icon|dmg kinetic}} damage channel. Firearms weapon abilities include high-damage low-accuracy shots and cause bleeding.
 
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Ethereal units have an innate Kinetic Resistance{{icon|rst Kinetic}}.
 
Ethereal units have an innate Kinetic Resistance{{icon|rst Kinetic}}.
 
===Laser weapons{{icon|dmg thermal}}===
 
===Laser weapons{{icon|dmg thermal}}===
Laser weapons are great for setting things on fire and melting through armor{{icon|armor}} and shields{{icon|shields}}. The Laser weapons Group uses the Thermal{{icon|dmg thermal}} Damage Channel. Laser Weapon abilities include Shield Breaking, Blinding, and Burning targets.
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Laser weapons are great for setting things on fire and melting through armor{{icon|armor}} and shields{{icon|shields}}. The Laser weapons group uses the Thermal{{icon|dmg thermal}} damage channel. Laser weapon abilities include Shield Breaking, Blinding, and Burning targets.
 
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Ethereal and Mineral have an innate Thermal Resistance{{icon|rst thermal}} while Plant units have an innate Thermal Weakness{{icon|weak thermal}}.
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Ethereal and mineral have an innate Thermal Resistance{{icon|rst thermal}} while Plant units have an innate Thermal Weakness{{icon|weak thermal}}.
 
===Plasma weapons{{icon|dmg thermal}}===
 
===Plasma weapons{{icon|dmg thermal}}===
 
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Ethereal and Mineral have an innate Thermal Resistance{{icon|rst thermal}} while Plant units have an innate Thermal Weakness{{icon|weak thermal}}.
 
Ethereal and Mineral have an innate Thermal Resistance{{icon|rst thermal}} while Plant units have an innate Thermal Weakness{{icon|weak thermal}}.
 
===Psionic weapons{{icon|dmg psy}}===
 
===Psionic weapons{{icon|dmg psy}}===
Psionic weapons are the sinister forces from the Void manifested into weapons that can drive any being insane with agony. The Psionic weapons Group uses the Psionic{{icon|dmg psy}} Damage Channel. The Psionic damage channel ignores all armor{{icon|armor}}, making it effective for dispatching heavily armored units that have few shields. Psionic Weapon abilities include Buffs, Debuffs, and Healing effects.<br>
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Psionic weapons are the sinister forces from the Void manifested into weapons that can drive any being insane with agony. The Psionic weapons group uses the Psionic{{icon|dmg psy}} damage channel. The Psionic damage channel ignores all armor{{icon|armor}}, making it effective for dispatching heavily armored units that have few shields. Psionic weapon abilities include Buffs, Debuffs, and Healing effects.<br>
 
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Ethereal and Mechanical have an innate Psionic Resistance{{icon|rst psy}}.
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Ethereal and mechanical have an innate Psionic Resistance{{icon|rst psy}}.
 
===Sonic weapons{{icon|dmg kinetic}}===
 
===Sonic weapons{{icon|dmg kinetic}}===
 
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Revision as of 07:13, 7 May 2020

A Unit’s abilities define its capabilities and weaknesses. abilities include attacks, defenses and means of supporting allies and debilitating enemies. abilities are the elements that compose a unit. There are two main types of ability. Active abilities, these are actions that the unit can use during tactical combat and passive abilities, these are always enabled on the unit and can be positive or negative. Unit Mods can enhance existing abilities or give new abilities to a unit. Some abilities have a cooldown to prevent them from being used on every tactical combat turn Turn. During the cooldown period, a unit will be unable to use the ability. Some abilities can only be used once per combat and will remain on cooldown until the next battle. Most unit abilities have a range Attribute Range.png that determines the reach of an ability from the caster in hexes. abilities that can target the entire battlefield will be indicated with a 0Attribute Range.png abilities have a minimum range in addition to a maximum range, this is shown with two values next to the icon. For ranged attacks, the distance from the target will have an effect on accuracy Attribute Accuracy.png for some weapons.

Action Points

Action points are a unit’s capacity for performing tasks, allowing them to unleash repeated attacks, use abilities and move around the battlefield. During tactical combat, all units will have a maximum of 3 action points that they can spend to use abilities. Moving costs move points Movement General.png, but the unit will also spend action points when they move certain distances. Active abilities can use various amounts of action points depending on the ability, and will (with some exceptions) always remove all remaining action points, no matter the initial cost. Guard abilities are common to all units, and these only use a single action point. When units enter this mode, they gain a defensive bonus, and end their turn. Overwatch conserves a unit’s current action points to attack with their main offensive ability when an enemy enters the overwatch zone.

Ability types

Active abilities

Active abilities are the abilities a unit uses during combat to cause damage, inflict Status Effects, place combat hazards, or even protect and heal allies. Damaging abilities always have a damage channel associated with it and show their base damage amount on the ability tooltip. Some of these abilities have cooldowns or can only be used once per tactical combat, and so cannot be used on sequential turns. Each active ability as its own action point cost, but all your remaining action points are consumed when you use an ability, unless it is a free action ability or similar.

Mind Control Certain units have abilities that attempt to mind control other units. If this is successful, the unit comes under the control of the enemy, and will disappear after combat. Mind control can be dispelled, and in most cases, if the source is a unit, killing the caster will free the mind-controlled unit back to its original player’s ownership.

Area of Effects In tactical combat, some abilities can affect multiple hexes. These abilities normally target everything within those hexes, meaning that they will also affect friendly units in the target area. Units and obstacles inside the area of effect that have a red outlined hex will be affected by the ability.

Guard abilities

Guard abilities are active abilities that all units have. They can be used to protect the unit from incoming damage by making it harder to hit or by shoring up its defenses. Units must spend at least one action point to activate this ability, and once used, the unit locks in place in a defensive stance. These abilities vary by unit, but most of them can be interrupted by staggeringStagger.png the unit. If a guard ability is selected by mistake, or you wish to reposition a unit after activating its guard mode, selecting the unit and choosing the guard ability will cancel the guarded stance, restoring its action points to the number it had before entering this mode. If a tactical combat turn passes while a unit still has action points, it automatically activates its guard ability.

Defense Mode Description
Defense Mode This unit ends its turn and goes into a defensive mode. It becomes 25% harder to hit and cannot be flanked.
Defense Mode: Evasion This unit ends its turn and goes into a defensive mode. It becomes 50% harder to hit and cannot be flanked.
Defense Mode: Hyper Armor This unit ends its turn and goes into a defensive mode. It gains 2Attribute Armor.png, becomes 25% harder to hit and cannot be flanked.
Defense Mode: Mirage Field This unit ends its turn and goes into a defensive mode. It grants Obscured to all units in a 1 hex radius below it. This unit also becomes 25% harder to hit, gains Stagger ResistanceStagger resistanceand cannot be flanked. This triggers a Psionic Buff when the unit's turn ends.
Defense Mode: Plant Roots This unit ends its turn and goes into a defensive mode. It burrows roots into the soil, healing 6Attribute HP.png, gaining +2Attribute Armor.png and becoming Stagger ImmuneStagger resistance until the next turn.
Defense Mode: Plant Roots (Improved) This unit ends its turn and goes into a defensive mode. It burrows roots into the soil, healing 12Attribute HP.png, gaining +4Attribute Armor.png and becoming Stagger ImmuneStagger resistance until the next turn.
Defense Mode: PsiTec Shields This unit ends its turn and goes into a defensive mode. It grants itself and adjacent allies +4Attribute Shields.png. It also becomes 25% harder to hit and cannot be flanked. This triggers a Psionic Buff when the unit's turn ends.
Defense Mode: Regeneration This unit ends its turn and goes into a defensive mode. It regenerates 12Attribute HP.png, becomes 20% harder to hit and cannot be flanked.
Defense Mode: Shields Up This unit ends its turn and goes into a defensive mode. It gains 2Attribute Shields.png, becomes 25% harder to hit and cannot be flanked
Defense Mode: Submerge This unit ends its turn and goes into a defensive mode. It becomes 40% harder to hit, recovers +Attribute HP.png and can't be flanked.

Overwatch can be used to defend a zone against approaching enemies. When a unit selects the overwatch ability, they will select a zone to overwatch over. On the enemy’s turn, they will automatically attack any enemy unit that moves into this zone with their main offensive ability. If the ability is a repeating action, it fires a number of times equal to the action points when the unit entered overwatch. StaggeringStagger.png a unit that is on overwatch will cause it to lose the overwatch state. Not all units have access to overwatch, although some can gain access to it with a high unit rank. If you selected and set up overwatch by mistake or want to readjust the overwatch location, selecting the unit and choosing the overwatch ability will remove them from overwatch with the amount of action points they had before entering this mode.

Melee overwatch. In tactical combat melee units are always on overwatch. They attack any adjacent unit that uses an ability or that moves away from the melee unit. Like normal overwatch, staggering a unit that is in melee overwatch will cause it to lose the overwatch state.

Passive abilities

Passive abilities are always enabled on a unit, and many provide bonuses. Passives are also used to define the unit type or general information about the unit. In addition, they are prerequisites for applying status effects and unit mods to a unit.

Racial abilities

Certain races have passive abilities that grant all racial units a special property. For example, the Amazon race all have Forest Affinity ForestAffinity Ability Icons.png, which grants +200Happiness.pngMorale to Armies when they fight in Forests.

Weapon rroups

Abilities have weapon groups associated with them which can be seen on the ability card. Each weapon group makes use of one of the seven damage channels. These weapon groups determine whether certain mods can be equipped.

Arc weaponsDamage Arc.png

Arc weapons harness the power of lightning and electrocute everyone and everything that dares to be on the wrong end of the barrel. The arc weapons group uses the ArcDamage Arc.png damage channel. Arc weapon abilities include damaging multiple enemies, stunning, and statically charging units.

Ethereal, mineral, and plant units have an innate Arc Resistance Arc resistance while mechanical units have an innate Arc WeaknessArc weakness.

Biochemical weaponsDamage Bio.png

Biochemical weapons range from all sorts of weaponized acidic and noxious substances that corrode any armorAttribute Armor.png with ease. The biochemical weapons group uses the Bio Damage Bio.png damage channel. Bio weapons mods can change the damage channel of the attacks of modded units. Biochemical Weapon abilities include slowing, immobilizing, and Melting Armor.

Ethereal units have an innate Biochemical Resistance Biochemical resistance while Mineral units have an innate Biochemical WeaknessBiochemical weakness.

Entropy weapons(unrecognized string “dmg ent” for Template:Icon)

Entropy weapons are cruel relics from the Es'Teq dynasty, designed to drain the life force of an enemy whilst granting the user enhanced strength. Entropy weapons use the Entropy (unrecognized string “dmg ent” for Template:Icon) damage channel. The Entropy damage channel imparts Energy Drain debuffs that reduce damage, whilst providing Essence Charges to the user.

There is no known way to resist this damage type.

Explosive weaponsDamage Kinetic.png

Explosives are always a right answer to any argument, if they don’t want to listen then blowing them away is a viable solution. The Explosive weapons group uses the Kinetic Damage Kinetic.png damage channel. Explosive weapon abilities include high damage, StaggerStagger.png, and Blinding.

Ethereal units have an innate Kinetic ResistanceKinetic resistance.

Firearms weaponsDamage Kinetic.png

The most conventional way of fighting wars for centuries still proves to be an effective way of doing so by making your enemies bleed before they can do it to you. The Firearms weapons group uses the Kinetic Damage Kinetic.png damage channel. Firearms weapon abilities include high-damage low-accuracy shots and cause bleeding.

Ethereal units have an innate Kinetic ResistanceKinetic resistance.

Laser weaponsDamage Thermal.png

Laser weapons are great for setting things on fire and melting through armorAttribute Armor.png and shieldsAttribute Shields.png. The Laser weapons group uses the ThermalDamage Thermal.png damage channel. Laser weapon abilities include Shield Breaking, Blinding, and Burning targets.

Ethereal and mineral have an innate Thermal ResistanceThermal resistance while Plant units have an innate Thermal WeaknessThermal weakness.

Plasma weaponsDamage Thermal.png

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Ethereal and Mineral have an innate Thermal ResistanceThermal resistance while Plant units have an innate Thermal WeaknessThermal weakness.

Psionic weaponsDamage Psionic.png

Psionic weapons are the sinister forces from the Void manifested into weapons that can drive any being insane with agony. The Psionic weapons group uses the PsionicDamage Psionic.png damage channel. The Psionic damage channel ignores all armorAttribute Armor.png, making it effective for dispatching heavily armored units that have few shields. Psionic weapon abilities include Buffs, Debuffs, and Healing effects.

Ethereal and mechanical have an innate Psionic ResistancePsionic resistance.

Sonic weaponsDamage Kinetic.png

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Ethereal units have an innate Kinetic ResistanceKinetic resistance.