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Aeon Wars - Index - Abilities - Nesuv
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AbilityAbility DescriptionNarrative explanationVisual feedbackUnits
Calador Strike-Squad
Calador Assault-Squad
Largo Shadow Twins (Snipers)
Mentera Breach-Squad
M1-Fury (one mech)Feature State (Dev Progress)
Feature State Legend (Dev Progress)
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Basic abilities (active actions)
(all rounder infantry)(rush, cc, shotguns)(tactical, glass cannons)(anti-armor)Just a vague idea (just a name)
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MoveMove on the ground, up to move range. Can shoot afterAll units can "walk" to change position on the battlefield. Most of the humans from Nesuv rely mostly on themselves instead of technology, so walking should be the natural way for them instead of using other advanced meansMove Animation (Walk). Green UI.xxxxxImplemented & has visualNot completely designed
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Double MoveMove on the ground, up to 2x move range. Can't shoot afterMost units are able to sprint to cover more ground. The same logic described above about humans applies here. On the other hand, most mechs should probably be "sliding" on the ground, propulsed by small reactors (See Armored Core 6 for reference)Move Animation (Walk). Yellow UI.Implemented & has visualReady to be prototyped
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ShootUse one equipped weaponUnits can use their equipped weapons to fire on their targets.Target selection UI, Animation (shoot), VFX.xxxxxImplemented & has visualNeeds design rework / improvements
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OverwatchTarget zone, shoot anyone moving into zone. Shooting while using overwatch gives -20% precision to attacker.Wait to ambush an opponent while they are an easy target.Area Zone and overwatch symbol (UI)xxxxxImplemented & has visualNeeds balancing
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Hunker DownAdded defence?Small units can press against cover to benefit from better protection. Animation, hunker icon (UI)xxxxxImplemented & has visualNeeds design rework / improvementsPrototyped (Blueprints)
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Implemented (coding/blueprint)
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Implemented & has visual
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Special abilities (passive traits)
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Heavy-20% accuracy if moved before shootingArmor and big gear makes it hard to shoot accuralety while moving.UI warning.Implemented & has visual
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Precision+20% precision bonus if no movementStaying still before shooting greatly increases accuracy of sharpshooters.UI warning.xxImplemented & has visual(ingame tooltip doesn't match effect)
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AssaultAfter Double Move, can shoot at -20% accuracyAssault units are meant to charge in and get in the heat of the action.UI indicator.xImplemented & has visual
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ArmoredDamage reduced to 1 unless attack is from a unit with Armor PiercingArmored units can brush off most attacks, only receiving small scratches from hails of bullets.UI indicator. Model suggests heavy armor plating (mech/armor).Implemented & has visual
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Armor PiercingIgnores the Armored trait.Some weapons are made specifically to bypass conventional armor plating.UI indicator.Implemented & has visual
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Evasiveattackers have -20% accuracySome units are highly agile, dextrous, and elusive, making them really hard to hit. UI indicator. Models look fast, light and agile (not heavily armored or bulky).Implemented & has visual
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Weapons (counted as abilities)
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Assault RifleStandard issue assault rifle used in the Nesuv Army.Unique 3D model. UI. VFX. SFX.defaultImplemented & has visual
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Shotgun AOEStandard issue shotgun used in the Nesuv Army.Unique 3D model. UI. VFX. SFX.defaultImplemented & has visual
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Sniper RifleStandard issue sniper rifle used in the Nesuv Army.Unique 3D model. UI. VFX. SFX.defaultImplemented & has visual
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Big Mak AutocannonStandard issue armor piercing rifle used in the Nesuv Army.Unique 3D model. UI. VFX. SFX.defaultImplemented & has visual
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M1 Vulcan AOEStandard issue meck gatling gun used in the Nesuv Army.Unique 3D model. UI. VFX. SFX.defaultImplemented & has visual
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Lucky 60 Grenade LauncherHE, InfernoStandard issue artillery weapon used in the Nesuv Army.Unique 3D model. UI. VFX. SFX.one per squadImplemented & has visual
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Special Weapons (limited uses)
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MAK GrenadeAT, HE, Frag, InfernoStandard issue grenade used in the Nesuv Army.Not completely designedReady to be prototyped
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General rules (passives/situational)
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Benefit from Coverunit is adjacent to cover (3x unit radius). attackers have -20% accuracyUnits adjacent to cover benefit from high protection.UIxxxxMechs don't benefit from coverImplemented & has visual
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Be Obscuredunit is close to cover but not adjacent. attackers have -10% accuracyUnits partially hidden by cover (line of sight obstructed by cover) benefit from some amount of protection.UIImplemented & has visual
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