Difference between revisions of "Units"

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Line 3: Line 3:
 
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| Trooper
 
| Trooper
| 40
+
| style="text-align: center;" | 40
| 1
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| style="text-align: center;" | 1
| 0
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| style="text-align: center;" | 0
| 32
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| style="text-align: center;" | 32
 
|  
 
|  
 
* Assault Rifle
 
* Assault Rifle
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| PUG
 
| PUG
| 40
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| style="text-align: center;" | 40
| 2
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| style="text-align: center;" | 2
| 0
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| style="text-align: center;" | 0
| 32
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| style="text-align: center;" | 32
 
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* Blast Laser
 
* Blast Laser

Revision as of 10:35, 31 July 2019

Unit Hit Points Armor Shields Move Points Actions Abilities Traits Tier Faction
Trooper 40 1 0 32
  • Assault Rifle
  • Grenade
  • Defense Mode
  • Overwatch
  • Steady Aim
  • Biological
  • Core
  • Infantry
  • Land Movement
  • Light Unit
I Faction Vanguard.png Vanguard
PUG 40 2 0 32
  • Blast Laser
  • Blue Cloud
  • Healing Charge
  • Resupply Charge
  • Defense Mode
  • Psionic Resistance
  • Arc Weakness
  • Biological Recovery
  • Land Movement
  • Light Unit
  • Mechanical
  • Mindless
  • Specialist
II Faction Vanguard.png Vanguard

Modules

Modules are various additions that can be given to units to synergize between a commander's choice of Primary Combatant Faction, Secret Technology and NPC Faction relations. Modules are organized into two types:

Offensive Modules give a stacking base damage bonus to all unit attacks. Specific Modules can be used to increase accuracy, add status effects on hit targets or change damage channel.

Defensive Modules give a base bonus to armor, shields, or health depending on the technology type and individual mod. Specific Modules can be used to grant healing abilities, auras or movement abilities.