§3. Units and Profiles

§2.1. Your Army & Creative Freedom

In GODSGLOOM, your army is a canvas for your creativity. The game is built on universal archetypes, not specific models, empowering you to command the army of your dreams using any miniatures that inspire you. For example, Roman Legionaries, High Elf warriors, or steadfast Dwarfs could all represent your army's 'Disciplined Spearmen'.

For detailed information about the specific army archetypes and their unique playstyles, please refer to §14. Armies


§2.2. The GoG Hex Base

This creative freedom is made possible by a single unifying element: the GoG Hex Base. To ensure fair and standardized play, all models are mounted on these official bases. They create a consistent unit footprint and eliminate table clutter by featuring a multi-functional "unit console" design:

  • Wound Dial: An integrated dial to track a unit's health without extra tokens.

  • Activation Marker: A flip-up marker to show if a unit has acted this round.

  • Unit ID Slot: A slot for a numbered token for easy identification.

  • Status Pegs: Pegs designed to neatly hold status tokens affecting the unit.

  • Front Arc: A clearly marked front to define line of sight and engagement.

A single base is designed to hold various model types, allowing you to mount up to four infantry models, one/two cavalry models, or a single monster or hero.

The GoG Hex Base is foundational to the game and designed to be accessible to all. You can download the STL files for FREE to print at home or order them from your favorite 3D printing service.


§2.3. Unit Profile: Reading Your Unit Card

Every Unit in Gloom of Gods is defined by its Unit Profile—the core data that dictates its role and performance in battle. This section serves as your essential guide, breaking down each stat and icon so you can quickly assess a unit's capabilities and unleash its full potential on the table.

Characteristic: A core numerical value on a unit's profile that defines its base capabilities (e.g., Offence(O) , Defence(D) , Morale(M) ).

Tag: A primary keyword on a unit's profile (e.g., Infantry, Cavalry, Hero) that defines its fundamental archetype. A Tag serves two functions: -Categorization: It is referenced by other rules (e.g., "Gains +1🟥 against a Monster Tag"). -Trait Bundle: A Tag acts as a container that automatically grants the unit a set of standard 📜Traits associated with that class. For example, the Cavalry Tag might inherently include the 📜Counter-charge and 📜Clumsy traits.

GODSGLOOM APP Integration

On the GODSGLOOM APP you can tap a unit's Tag to see a dropdown list of all the "nested" 📜Traits it provides. The traits within this bundle are drawn from the global pool and may also appear individually on other units.

📜Traits – n. (Game Term) A specific named rule on a unit's profile that grants it a unique capability or function, such as 📜Flying or 📜Shieldwall.

Each 📜Trait is classified by a functional type:

(Passive): The rule is a constant state and is always active.

(Reactive): The rule is used in response to an opponent's action.

(Active): The rule requires a player's conscious choice to be used.

(Triggered): The rule resolves automatically when a specific game condition is met.

  • The color of an icon indicates the category of the trait it represents in the game.

    RED indicates a rule related to Melee Attack Action

    YELLOW indicates a rule related to Ranged Attacks

    BLUE indicates a Reactive rule that is used in response to an opponent's action.

    BROWN indicates a rule related to Movement and positioning.

    GREY indicates various miscellaneous rules that do not fit other categories.

    PURPLE indicates a rule related to Magic and Spells.

    BLACK indicates a Negative Trait.

🎯Ability: A special function used during the Abilities Phase.

⭐Skill: A special Action a unit can perform during its Activation.

🌀Spell n. (Game Term) A magical effect cast during the Magic Phase.by units with the 📜Mana Poll Trait (typically units with the Caster tag). Spells belong to specific Magic Lore. Each spell has a unique description (detailing its cost, range, and effect), and all Casters in an army use spells from the single Magic Lore chosen during army building.

Attack Effectn. (Keyword) A specialized keyword attached directly to a specific Melee or Ranged Attack profile. Attack Effects are strictly tied to the specific action they are listed with.

§2.3.1.Attack effect lits

Anti-Structure - (Attack effect) This attack can target Terrain features with 🩸Health. During Step ATC.10, the target rolls 0 Defense Dice (Auto-Hit). During Step ATC.50, ignore the Cancel step. For each ⚔️Success rolled by the attacker, inflict 1 🩸Wound on the terrain feature.

Demoralizing [X] - (Attack effect) If this attack inflicts at least one 🩸Wound during Step ATC.60 → Inflict, the target immediately suffers an additional loss of X ⚪️Morale tokens.

Direct Damage [X] - (Attack effect) During Step ATC.60 → Inflict, this attack deals X additional 🩸Wounds to the target. These specific wounds are applied directly (skipping Step ATC.50 Cancel) and cannot be blocked by Defense results, though traits like 📜Tough (X) still apply.

Exploit Broken - (Attack effect) This Attack gains a +1🟥Attack Die modifier during Step ATC.10 → Roll, if the targeted enemy unit currently has 0 ⚪️Morale tokens.

Exploit Negative Tokens - (Attack effect) This attack gains a +1🟥Attack Die modifier during Step ATC.10 → Roll, if the targeted enemy unit currently has any negative state tokens (🟣Weak token or 🔵Slow token).

Exploit Wounded - (Attack effect) This Attack gains a +1🟥Attack Die modifier during Step ATC.10 → Roll, if the targeted enemy unit has suffered at least one 🩸Wound (is not at full Health).

Extra Damage [X] - (Attack effect) If this attack causes at least one 🩸Wound during Step ATC.60 → Inflict, immediately add X additional 🩸Wounds to the total damage.

Gain Momentum - (Attack effect) Immediately after declaring this attack in Step MEL.10 (or Step RNG.10) and designating the target, the attacker gains +1⏩Momentum.

Ignores Cover - (Attack effect) During Step ATC.10 → Roll, the target cannot claim the +1🟦Defence die bonus from the Cover keyword against this attack.

Slowing - (Attack effect) If this attack inflicts at least one 🩸Wound during Step ATC.60 → Inflict, the target immediately gains a 🔵Slow token.

Weakening - (Attack effect) If this attack inflicts at least one 🩸Wound during Step ATC.60 → Inflict, the target immediately gains a 🟣Weak token.

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