- Range
- The distance to the target in hexes, ignoring elevation. Range 1 means next to it. Lesson 6
- Line of sight
- A clear line from the centre of the attacker's hex to the centre of the target's. Allies never block it. Lesson 5
- Strength
- How many dice an attack rolls. Lesson 6
- Attack dice
- Ten-sided dice (d10). Each one that shows 4 or more is a hit. Lesson 6
- Accuracy
- A bonus or penalty on every die: +1 attacking down, −1 attacking up, less in water, debris or Minovsky particles. A 1 always misses. Lesson 6
- Critical hit
- Natural 9–10 always hit and trigger the weapon’s critical effect once. Wing Zero’s Zero System also makes natural 7–8 critical. Lesson 6
- Area of Effect
- An attack that hits every enemy inside the weapon's pattern. Lesson 6
- Shield
- Each active Shield stops 1 damage, then is deactivated until that unit's next activation. Lesson 7
- Damage and Hit Points (HP)
- Each hit that gets past Shields deals 1 damage, which removes 1 Hit Point. At 0 HP the unit is defeated. Lesson 7
- Defeat
- At 0 HP the opponent scores the unit's VP. It returns to Reserve and its token moves 2 spaces on (the Timeline Penalty). It deploys again later. Lesson 7
- Push and Pull
- Moving an enemy away from, or towards, the source one hex at a time. Lesson 8
- Collision damage
- A unit pushed into higher ground or another piece stops, and everything involved takes 2 damage. Lesson 8