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Glossary of Terms and Abilities

Action: A move, attack, or trait activation. Units may normally take 1 Action per turn.

Active: Active Units may move, attack or utilize their activated trait.

Anti-Personnel Weapon: +1 Attack versus Soft Units.

Armor: Combat damage is first dealt against Armor. When there is no Armor, the remainder is dealt to Health. At the end of each player's turn, Armor resets. Armor is like a form of shield.

Armor Piercing: Damage that ignores Armor.

Assault (Pilot): Activates on first attack. Does not work while embarked in a Titan.

Assault (Titan): Activates on first attack.

Atlas Titaneer: +1 Attack and +1 Health to your Atlas Titans.

Auto-Titan: A Titan deployed and not joined with a Pilot.

Barrage: Deal Damage to all Units in a targeted region. This damage ignores Armor.

Battlefield: Playable area that includes the Commanders, both Perimeters, and the Frontline.

Blocked: Attack or Counter Attack combat damage is nullified.

Bounty: Target a Unit and mark it. When the Unit is destroyed, trigger a beneficial effect.

Bunker: When a Homesteader is Destroyed, the next Commander card drawn costs 1 less Command. No more than -1 Command can be in effect.

Burn Card: A card that provides a temporary beneficial effect and is discarded once it has been played.

Challenge: Battle the enemy Unit until one or both Units are Destroyed then move into the Frontline afterwards if still alive.

Cloak: Avoid the first attack each turn while Cloak is active. Counter Attacks are still effective against Cloak. Does not work while embarked in a Titan.

Combine: 2 Pilots combine, taking the best Attack, Armor (if any) and Health stats and then adding +1 Attack and Health. The new Unit counts as a single Pilot until destroyed.

Command (Points): Command is used to deploy cards from your hand. You may not have more than 10 Command.

Commander: A card that represents the players in matches. They can be used in Commander Decks and Frontier Missions.

Counter Attack: Units that are attacked with base combat automatically counter-attack the Unit that attacked them.

Data Knife: Target Auto-Titan, Spectre, or Installation is Stunned for 2 turns.

Deadeye Weapon: +2 Attack versus enemy Commander.

Deal Damage: Target immediately takes Armor Piercing damage without the opportunity to Counter Attack.

Defender: Cannot move into the Frontline region.

Deploy: Activates on deployment onto the Battlefield.

Destabilization: When this Unit destroys an Installation, Deal 2 Damage to all Units in enemy Perimeter.

Destructive Weapon: +2 Attack versus Installations.

Destroy: Target is immediately removed from play without the opportunity to Counter Attack.

Deter: Target Unit's traits are disabled until the end of the next turn.

Discard: Opponent discards one or more random cards from hand into the discard pile.

Dodge: Avoid the incoming attack, canceling the combat.

ECM Module: The first time this Unit enters the Frontline, cannot be the target of Burn Cards or effects until your next turn.

Eject: The pilot escapes the piloted Titan that is destroyed and moves into an open available space in the same region.

Electric Smoke: Cloak and Deal 2 Damage to any Soft Units which attack this Unit until your next turn.

Exploit: Deal 1 Damage to target enemy Unit.

Frag Grenade: Deal 2 Damage to all enemies in target enemy region.

Frontline: The 3 locations in the center of the Battlefield where Units may attack their opponent's Commander. Only pilots and Titans may move into this region.

Hack: Effect a Hard Unit with a Hack. (Hack includes: Data Knife, Puppetmaster, Stun Hack, System Breach, Data Breach, Wifi Virus, Jammer Station and Packet Sniffer)

Hard Unit: Mechanized or Structural Target (Titan, Support Installation, Support Turret, Spectre or Spyglass).

Heal: All wounded Soft Units are healed for indicated amount. Heal also removes Stun.

Heavy Weapon: +1 Attack versus Hard Units.

Hidden: This Unit appears different that it actually is.

Inactive: Newly deployed units are Inactive and may not move, attack or utilize their activated trait. Passive traits are immediately Active on all Units.

Infiltrate: Opponent Discards 1 random card from hand.

Installation: A type of Support Unit that represents a structure on the Perimeter of the Battlefield.

Intercept: Force all enemies to attack this Unit first.

Last Laugh: Activates on death.

Leadership: All of your other Units gain +1 Health.

Medic: On deploy and at the beginning of every turn, all wounded Soft Units are Healed for indicated amount. Heal also removes Stun.

Most Wanted: Place a Most Wanted marker on enemy Unit. All attacks against that Unit gain +1 Attack.

Nuclear Ejection: Damage is doubled against Units in the Frontline if this is used in the Frontline.

One Shot: Trait which can be activated only once. Activate by pressing on the Unit for 3 seconds then drag to a target.

Ogre Titaneer: +2 Attack to your Ogre Titans.

Parkour (Kit): This Unit may move without taking an Action and ignores Intercept when attacking. Does not work while embarked in a Titan.

Passive: A trait that is always active.

Perimeter: The large area on the Battlefield for each player next to the central Frontline region where most Units are deployed.

Pilot Bonus: Titans add the Attack value of a Pilot when joined. Most Pilot passive abilities also work while piloting.

Protect: Your pilots with Intercept gain +3 Armor to until your next turn.

Puppet Hack: Gain control of targeted Hard Unit and give it Rush until end of turn. If it is piloted, the pilot is ejected.

Quickshot: Unit may attack, but not move or activate a trait immediately after deploy.

Repair: All damaged Hard Units are healed for indicated amount. Repair also removes Stun.

Repair Titan: Cannot move into the Frontline or be piloted. On deploy and at the beginning of every turn, friendly Hard Units are Repaired, removing Stun.

Repeating: Activates on deploy and at the beginning of your turn.

Repel: Force Units to move out of the Frontline back to their Perimeter.

Resilience: Cannot be targeted by enemy Traits, Secrets, or Burn Cards.

Rodeo: Gains +2 Attack, Armor Piercing, and will not be Counter Attacked this turn when attacking a Titan.

Rush: Unit is immediately fully Active after deploy.

Sabotage: Destroys target enemy Installation.

Secret: Secrets are played on a specific target, trigger an effect given a specific condition, and are played hidden from view of the opponent.

Self-Destruct: Destroy a Unit to gain a triggered action.

Soft Unit: Human Target (Pilot, Support, or Commander).

Sniper: Attack that cannot be Counter Attacked. The Attack is increased by the listed value. Does not work while embarked in a Titan.

Spot: Target a Unit and apply an effect onto it.

Stryder Titaneer: +2 Health to all friendly Stryder Titans.

Stun: Target is unable to perform any Action. This includes movement, traits, attacks, and Counter Attacks. Lasts 2 turns.

Support Titan: On deploy and at the beginning of every one of your turns, Repair friendly Hard Units for 2. Cannot move into the Frontline or be piloted.

Suppress: Target enemy Unit has their Attack reduced by the listed value until your next turn.

Targeting Module: This Unit has +2 Attack.

Titan Shield: +1 Armor at the end of any turn health is damaged.

Titan Speed: Titan may take an extra Action this turn, as long as it is not the same Action twice.

Tutorial Protocol: Tutorial Combat Drones have reduced health and reduce their opponent's starting hand size.

Units: All Units on the Battlefield, including the Commander.

Warpfall (Transmitter): This Unit may deploy on an unoccupied position of the Frontline.