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Attributes on Models
From AGEWiki
(Difference between revisions)
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[[*charge*]] // can charge | [[*charge*]] // can charge | ||
- | *disrupt* // can disrupt | + | *disrupt* // can disrupt (a better version of charge that can also remove permanently a trench level, i.e tanks in WW1) |
- | [[*guard*]] // is a guard (can be | + | [[*guard*]] // is a guard (can be committed with the [[Abilities|Ability]] $Guard_Commit) |
[[*countercharge*]] // can counter-charge (Pikeneer) / form square | [[*countercharge*]] // can counter-charge (Pikeneer) / form square | ||
- | [[Pillager Attribute|*Pillage*]] | + | [[Pillager Attribute|*Pillage*]] // always force a pillage roll |
*fullpillage* // always force a pillage roll and always succeed | *fullpillage* // always force a pillage roll and always succeed | ||
- | [[*CommerceShip*]] | + | [[*CommerceShip*]] // get income from OMBs |
[[NoCapture Attribute|*NoCapture*]] // can never capture enemy structures | [[NoCapture Attribute|*NoCapture*]] // can never capture enemy structures | ||
[[Retreater Attribute|*Retreater*]] // get a bonus in retreat chance (combat unit only) | [[Retreater Attribute|*Retreater*]] // get a bonus in retreat chance (combat unit only) | ||
- | *Screener* // | + | *Screener* // Reduce damages of the stack in retreat |
- | [[*assault*|*Assault*]] | + | [[*assault*|*Assault*]] // can assault a city even if unbreached and the rule would normally prohibit from doing so |
*ConstEngineer* // x2 rail repair | *ConstEngineer* // x2 rail repair | ||
- | *AirLandReco* | + | *AirLandReco* // can do an air reconnaissance against land regions |
- | *AirNavalReco* | + | *AirNavalReco* // can do an air reconnaissance against naval regions |
- | *AirSpotter* | + | *AirSpotter* // can give a bonus to artillery if there is a battle in the region where it spots |
- | *AirStratBomber* | + | *AirStratBomber* // can do a strategic bombing mission |
- | *AirLandBomber* | + | *AirLandBomber* // can inflict cohesion losses (and some damages) against the enemy if there is a battle in the region where it acts |
- | *AirNavalBomber* | + | *AirNavalBomber* // can inflict cohesion losses (and some damages) against the enemy if there is a battle in the region where it acts |
- | *AirFighter* | + | *AirFighter* // will intercept automatically nearby enemy aircrafts. Will escort automatically friendly aircrafts in adjacent regions |
- | *CanDoBreach* | + | *CanDoBreach* // can do a breach against a fortress (normally only artilleries and leaders with anti-fort abilities can do that) |
- | [[Foul Weather Attributes|*winterized*]] | + | [[Foul Weather Attributes|*winterized*]] // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute |
- | [[Foul Weather Attributes|*tropicalized*]] | + | [[Foul Weather Attributes|*tropicalized*]] // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute |
- | [[Foul Weather Attributes|*desertTrained*]] | + | [[Foul Weather Attributes|*desertTrained*]] // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute |
- | *WeatherResist1*; | + | *WeatherResist1*; // same as winterized except the attribute name is generized |
- | *WeatherResist2*; | + | *WeatherResist2*; // same as tropicalized except the attribute name is generized |
- | *WeatherResist3*; | + | *WeatherResist3*; // same as desertTrainedexcept the attribute name is generized |
- | *ProspectorNatOrga*; | + | *ProspectorNatOrga*; // used by prospectors if economy is advanced to discover an hidden resource |
- | *ProspectorColOrga*; | + | *ProspectorColOrga*; // used by prospectors if economy is advanced to discover an hidden resource |
- | *ProspectorNatNorg*; | + | *ProspectorNatNorg*; // used by prospectors if economy is advanced to discover an hidden resource |
- | *ProspectorColNorg*; | + | *ProspectorColNorg*; // used by prospectors if economy is advanced to discover an hidden resource |
- | [[Supply Decay Protection Attribute|*SupplyDecayProtect*]] | + | [[Supply Decay Protection Attribute|*SupplyDecayProtect*]] // Used if colonial mode is ON to protect supply from degradation (see Safe Supply Limit) |
- | [[*RailRepair*]] | + | [[*RailRepair*]] // can repair a destroyed railroad spontaneously if ending the turn in the regions with said railroad. |
- | *Airbase*; | + | *Airbase*; // the model is an airbase (allows planes in same unit to fly missions and recover cohesion) |
- | *NavCloseRange*; | + | *NavCloseRange*; // Will allow a rapid closing of range in naval battle (Nelson) |
- | *ExploreParty*; | + | *ExploreParty*; // Allows playing a RGD that can uncover an adjacent unknown region |
- | *NoPrivRecombine*; | + | *NoPrivRecombine*; // leader can't be used for form up a 'privileged combination unit', aka division in AACW |
- | *SpawnKillNoParent*; | + | *SpawnKillNoParent*; // Used with ability SpawnUnit. The spawn is killed if parent does not exist |
- | *SpawnKillNoRegion*; | + | *SpawnKillNoRegion*; // Used with ability SpawnUnit. The spawn is killed if parent is not in same region. Supercede SpawnKillNoParent |
- | *SpawnKillNoBesiege*; | + | *SpawnKillNoBesiege*; // Used with ability SpawnUnit. The spawn is killed if there is no siege in region. |
- | *SkipAssault*; | + | *SkipAssault*; // Can't assault under any circumstance a walled structure |
- | *CanFireWater* | + | *CanFireWater* // the model can fire while in a water region. Battle report will show without colors models that could not fight also. |
- | *CanAssaultWater* | + | *CanAssaultWater* // the model can assault while in a water region. Battle report will show without colors models that could not fight also. |
Latest revision as of 11:11, 18 November 2012
Attributes applied to a model
*charge* // can charge *disrupt* // can disrupt (a better version of charge that can also remove permanently a trench level, i.e tanks in WW1) *guard* // is a guard (can be committed with the Ability $Guard_Commit) *countercharge* // can counter-charge (Pikeneer) / form square *Pillage* // always force a pillage roll *fullpillage* // always force a pillage roll and always succeed *CommerceShip* // get income from OMBs *NoCapture* // can never capture enemy structures *Retreater* // get a bonus in retreat chance (combat unit only) *Screener* // Reduce damages of the stack in retreat *Assault* // can assault a city even if unbreached and the rule would normally prohibit from doing so *ConstEngineer* // x2 rail repair *AirLandReco* // can do an air reconnaissance against land regions *AirNavalReco* // can do an air reconnaissance against naval regions *AirSpotter* // can give a bonus to artillery if there is a battle in the region where it spots *AirStratBomber* // can do a strategic bombing mission *AirLandBomber* // can inflict cohesion losses (and some damages) against the enemy if there is a battle in the region where it acts *AirNavalBomber* // can inflict cohesion losses (and some damages) against the enemy if there is a battle in the region where it acts *AirFighter* // will intercept automatically nearby enemy aircrafts. Will escort automatically friendly aircrafts in adjacent regions *CanDoBreach* // can do a breach against a fortress (normally only artilleries and leaders with anti-fort abilities can do that) *winterized* // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute *tropicalized* // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute *desertTrained* // reduce damages if the weather is harsh or worse and the terrain is allowing reduction from such attribute *WeatherResist1*; // same as winterized except the attribute name is generized *WeatherResist2*; // same as tropicalized except the attribute name is generized *WeatherResist3*; // same as desertTrainedexcept the attribute name is generized *ProspectorNatOrga*; // used by prospectors if economy is advanced to discover an hidden resource *ProspectorColOrga*; // used by prospectors if economy is advanced to discover an hidden resource *ProspectorNatNorg*; // used by prospectors if economy is advanced to discover an hidden resource *ProspectorColNorg*; // used by prospectors if economy is advanced to discover an hidden resource *SupplyDecayProtect* // Used if colonial mode is ON to protect supply from degradation (see Safe Supply Limit) *RailRepair* // can repair a destroyed railroad spontaneously if ending the turn in the regions with said railroad. *Airbase*; // the model is an airbase (allows planes in same unit to fly missions and recover cohesion) *NavCloseRange*; // Will allow a rapid closing of range in naval battle (Nelson) *ExploreParty*; // Allows playing a RGD that can uncover an adjacent unknown region *NoPrivRecombine*; // leader can't be used for form up a 'privileged combination unit', aka division in AACW *SpawnKillNoParent*; // Used with ability SpawnUnit. The spawn is killed if parent does not exist *SpawnKillNoRegion*; // Used with ability SpawnUnit. The spawn is killed if parent is not in same region. Supercede SpawnKillNoParent *SpawnKillNoBesiege*; // Used with ability SpawnUnit. The spawn is killed if there is no siege in region. *SkipAssault*; // Can't assault under any circumstance a walled structure *CanFireWater* // the model can fire while in a water region. Battle report will show without colors models that could not fight also. *CanAssaultWater* // the model can assault while in a water region. Battle report will show without colors models that could not fight also.