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 . 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 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 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 for some weapons.
- 1 Action Points
- 2 Ability Types
- 3 Weapon Groups
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 , 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.
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 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 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.
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 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 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.
Certain Races have Passive Abilities that grant all racial units a special property. For example, the Amazon Race all have Forest Affinity , which grants +200Morale to Armies when they fight in Forests.
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 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 Damage Channel. Arc Weapon abilities include damaging multiple enemies, stunning, and statically charging units.
Ethereal, Mineral, and Plant units have an innate Arc Resistance while Mechanical units have an innate Arc Weakness.
Biochemical Weapons range from all sorts of weaponized acidic and noxious substances that corrode any armor with ease. The biochemical weapons Group uses the 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.
Ethereal Units have an innate Biochemical Resistance while Mineral units have an innate Biochemical 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.
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 Channel. Explosive Weapon abilities include high damage, Stagger, and Blinding.
Ethereal units have an innate Kinetic Resistance.
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 Channel. Firearms Weapon abilities include high-damage low-accuracy shots and cause bleeding.
Ethereal units have an innate Kinetic Resistance.
Laser Weapons are great for setting things on fire and melting through armor and shields. The Laser Weapons Group uses the Thermal Damage Channel. Laser Weapon abilities include Shield Breaking, Blinding, and Burning targets.
Ethereal and Mineral have an innate Thermal Resistance while Plant units have an innate Thermal Weakness.
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 Damage Channel. The Psionic damage channel ignores all armor, 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 Resistance.