Difference between revisions of "AI War:Ship Immunities"

From Arcen Wiki
Jump to navigation Jump to search
Line 38: Line 38:
 
| valign="top" | <b>Force Fields:</b> || Renders a ship immune to enemy [[Force Field|Force Fields]]. Friendly force fields will still protect a unit with this immunity. This is often given to non-military structures to avoid them getting pushed around by enemy ship mounted force fields as described in [[Force Field Interactions]].
 
| valign="top" | <b>Force Fields:</b> || Renders a ship immune to enemy [[Force Field|Force Fields]]. Friendly force fields will still protect a unit with this immunity. This is often given to non-military structures to avoid them getting pushed around by enemy ship mounted force fields as described in [[Force Field Interactions]].
 
|-
 
|-
| valign="top" | <b>Fusion Cutters:</b> || Renders a ship immune to [[Ammunition Types|Fusion Cutters]], such as from the [[Vampire Claw]]. Units over 1,000,000 health get this immunity automatically so this is one of the few immunities that is not consistent over the different Mark levels of the same ship.
+
| valign="top" | <b>Fusion Cutters:</b> || Renders a ship immune to [[Ammunition Types|Fusion Cutters]], such as from the [[Vampire Claw]]. Units over 1,000,000 health get this immunity automatically. For a ship type with multiple Mark levels, such as the [[AI_War_Ships_and_Structures#Fleet_Ships|Fleet Ships]], all Mark levels are granted <b>Fusion Cutter</b> immunity if the Mark I ship has over 1,000,000 health, not on a per Mark basis.
 
|-
 
|-
 
| valign="top" | <b>Gravity Effects:</b> || Renders a ship immune to being slowed by gravity, such as from the [[Gravitational Turret]].
 
| valign="top" | <b>Gravity Effects:</b> || Renders a ship immune to being slowed by gravity, such as from the [[Gravitational Turret]].

Revision as of 14:17, 9 May 2012


This page is up to date for game version 5.033 and should still be correct.

Immunities allow a ship to outright ignore an enemy ability. If the Immunity is against an Ammunition Type, ships armed with that ammunition can not even target the ship with immunity.
A ship's immunities can be found in the middle of the ship description pop-up in dark grey text.


The complete list of Immunities in the game are as follows:

Antimatter Bombs: Renders a ship immune to Antimatter Bomb ammunition, such as fired by the Zenith Bombard.
Area Damage: Renders a ship immune to Area Damage attacks, such as the secondary explosions of ammunition fired by the Grenade Launcher. This is can also be referred to an AOE (Area of Effect) attack.
Armor Boosts: Renders a ship immune to armor boosts, such as from the Armor Booster.
Artillery Ammo: Renders a ship immune to Artillery ammunition, as fired by the Artillery Golem. Most commonly found on high level Guard Posts and Guardians.
Attack Boosts: Renders a ship immune to attack boosts, such as from the Light Starship.
Attrition: Renders a ship immune to attrition, such as from the Attritioner.
Beam Weapons: Renders a ship immune to beam weapons, such as from the Zenith Beam Frigate, Heavy Beam Turret, or Spire Frigate.
Being Cloaked: Renders a ship immune to being cloaked by another ship, such as the Cloaker Starship.
Being Insta-Killed: Renders a ship immune to insta-kill effects, such as the Ion Cannon.
Being Scrapped: Prevents a unit from being scrapped via the self-destruct command (DEL key by default).
Black Hole Machines: This immunity allows a unit to ignore the effects of the Black Hole Machine and exit a system it would otherwise be stuck in.
Blade Attacks: Renders a ship immune to Blade Attacks, such as from the Cutlass.
Dark Matter Ammo: Renders a ship immune to Dark Matter, such as from the Astrotrain.
EMPs: Renders a ship immune to EMP effects, such as from the EMP and EMP Mine. Does not affect Paralysis Effects.
Force Fields: Renders a ship immune to enemy Force Fields. Friendly force fields will still protect a unit with this immunity. This is often given to non-military structures to avoid them getting pushed around by enemy ship mounted force fields as described in Force Field Interactions.
Fusion Cutters: Renders a ship immune to Fusion Cutters, such as from the Vampire Claw. Units over 1,000,000 health get this immunity automatically. For a ship type with multiple Mark levels, such as the Fleet Ships, all Mark levels are granted Fusion Cutter immunity if the Mark I ship has over 1,000,000 health, not on a per Mark basis.
Gravity Effects: Renders a ship immune to being slowed by gravity, such as from the Gravitational Turret.
Mass Driver Ammo: Renders a ship immune to Mass Driver Ammunition, such as from the Orbital Mass Driver. Found on Guard Posts, Guardians and super-large units such as the Devourer Golem.
Mines: Renders a ship immune to Mines, including Area Mines and EMP Mines. Mines will not be triggered by ships with this immunity. However, if a ship nearby triggers an Area or EMP mine, this ship can still be affected unless they have an the Area Damage or EMP immunity as well.
Minor Electric Ammo: Renders a ship immune to Minor Electric Ammunition, such as from the Teleport Raider.
Missile Ammo: Renders a ship immune to Missile Ammunition, such as from the Missile Frigate.
Nuclear Explosions: Renders a ship immune to Nuclear Warheads. Most Mark V, Core and Starships have this immunity.
Paralysis Attacks: Renders a ship immune to Paralysis Attacks, such as from the Zenith Paralyzer. Does nothing against EMP effects.
Radar Dampening: Allows a ship to attack at its full range, it does not have to close to the Radar Dampening range to attack.
Reclamation: Prevents a ship from being reclaimed, such as the Leech Starship.
Repair: Prevents a ship from being repaired by other ships. Note that if the ship does not have the Regen Ability, this means that the ship can never regain its lost health. The Spirecraft Martyr is one such ship that can never regain its lost health.
Shell Ammo: Renders a ship immune to Shell Ammunition, such as from the Fighter.
Sniper Shots: Renders a ship immune to Snipers, such as the Sniper Turret.
Speed Boosts: Renders a ship immune to Speed Boosts, such as those provided by Command Stations or Speed Boosters.
Swallow: Renders a ship immune to being Swallowed by ships such as the Spire Maw.
Tachyon Beams: Renders a ship immune to Tachyon Beams which prevents them from being directly decloaked. Note that other methods, such as an EMP can still decloak the ship.
Tractor Beams: Renders a ship immune to Tractor Beams which prevents them from being stopped. , such as from the Tractor Beam Turret.
Transport: A ship with this immunity can not be loaded into a Transport. Hostile ships can still swallow this ship, such as the Spire Maw.




AI War Navigation Reference
AI War:Wiki Home - AI War:Reference Section - AI War:Strategies Section
Version History Version 2.000Version 3.000Version 4.000Version 5.000Version 6.000Versions 6.00Beta - 7.00Versions 7.00Beta - 8.00Versions 8.00+
Game Content AI War:Base GameExpansion 1: The Zenith RemnantExpansion 2: Children of Neinzul
Expansion 3: Light of the SpireExpansion 4: Ancient ShadowsExpansion 5: Vengeance of the MachineExpansion 6: Destroyer of Worlds
Getting Started User Interface and ControlsNew Game OptionsTutorial WalkthroughGame Objectives (What do I do next?)How the AI Attacks You (AI Progress, Waves and Threat)I'm stuck! Help? (Player submitted questions)
Enemy AI Types and AI Plots AI Opponent Types: (Easier - Moderate - Harder - Technologist) ♦ AI Plots: (Avenger - Hybrid Hives - Advanced Hybrids - Astro Trains - Beachheads - Hunter - Shark-A - Shark-B - Counter Posts - Warp Relays - Preemption)
Minor Factions Human MaraudersHuman Resistance FightersHuman Colony RebellionsZenith TradersZenith MinersZenith Dyson SphereZenith DevourerBroken Golems (Easy) (Moderate) (Hard)Botnet Golem (Easy) (Moderate) (Hard)Neinzul Rocketry CorpsNeinzul Preservation WardensNeinzul Roaming EnclavesFallen SpireSpire Civilian LeadersSpirecraft (Easy) (Moderate) (Hard)Dark SpireAlt Champion ProgressAlt Champion NemesisShowdown DevicesNomad PlanetsExodian Blade
Ships and Structures Fleet ShipsStarshipsSpirecraftTurretsGuardiansGuard PostsMilitary StructuresEconomic StructuresGolemsWarheadsAstroTrains
Combat Mechanics Ammunition TypesShip ImmunitiesShip AbilitiesHull TypesAttack MultipliersArmor (Overall Damage Calculations)Engines and Speed (including Tractor Beams and Gravity Effects)Force Field InteractionsCloaking and Tachyon Beams(Stealth)Capturing Ships and Structures (& Reclamation)Strategic reserve
Economic Mechanics Crystal and Metal HarvestingEnergy GenerationScience and Knowledge and Hacking the AIBuild Time and Constructors (including Repair)
Miscellaneous Map seeds of interestGlossary