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gear§4. Units and Profiles

§4.1. Your Army & Creative Freedom

In GODSGLOOM, your army is a canvas for your creativity. This Game is built on universal Army 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 Infantry'.

For detailed information about the specific Army Archetype and their unique playstyles, please refer to:

flag§15. Armieschevron-right

§4.2. The GLOOMBASE

This creative freedom is made possible by a single unifying element: the GLOOMBASE. 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:

  • Current Health Dial: An integrated dial to track a Unit's Current 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.

  • State Pegs: Pegs designed to neatly hold State Tokens affecting the Unit.

  • Front Arc: A clearly marked Front Arc to define Line of Sight and ⌓Engagement Zone.

A single base is designed to hold various model types, allowing you to mount:

Three/four INFANTRY models

One/two CAVALRY models

Single MONSTER or HERO

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


§4.3. Unit Profile: Reading Your Unit Card

Every Unit in GODSGLOOM is defined by its Unit Profile - the core data that dictates its performance in battle.

Characteristic - (Category) The set of statistics that define a Unit's capabilities on the battlefield: Offence(O), Guard(G), Morale(M), Speed(S), Health(H), Cost(C), Tribute Cost(TC), MAX.

Tag - (Category) 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"). -Traits Bundle: A Tag acts as a container that automatically grants the Unit a set of standard Traits associated with that class.

GODSGLOOM APP Integration

On the GODSGLOOM APP you can tap on a Tag to see a dropdown list of all the "nested" Traits it provides. The Traits within this bundle are same as other standard Traits which also appears individually on other Units.

Trait - (Category) A specific named rule on a Unit's Profile that grants it a unique capability or function marked with 📜 symbol (such as 📜Flying or 📜Shieldwall).

Each Trait is classified by a functional Type Markers:

(Passive) - (Type Marker)

The rule is a constant and is always active.

(Reactive) - (Type Marker)

The rule is used in response to an opponent's Actions.

(Active) - (Type Marker)

The rule requires a player's conscious choice to be used.

(Triggered) - (Type Marker)

The rule resolves automatically when a specific game condition is met.

The color of a dot near the Traits in the GODSGLOOM APP indicates the category it represents.

  • RED indicates a rule related to Melee Attack Action

  • YELLOW indicates a rule related to 🎯Ranged Attacks

  • BLUE indicates a (Reactive) Traits 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.

  • BLACK indicates Negative Traits.

Ability (Category) A special function used during the Abilities Phase marked with 🎯 symbol.

Skill (Category) A special Action a Unit can perform during its Activation marked with ⭐ symbol.

Spell (Category) A magical effect cast during the Magic Phase by Units with the 📜Mana pool Traits (typically Units with the Caster Tag) and marked with 🌀 symbol. Spells belong to specific Magic Lore. Each Spell has a unique description, and all Casters in an army use Spells from the single Magic Lore chosen during army building.

§4.3.1. Attack effect list

Attack Effect are listed in brackets [effect] near rules which define there the effect is used:

-📜Combat Doctrine [Attack Effect] Trait for Melee Attack Action (applies for the Attacker and for the Defender)

-🎯Ranged Attacks [Attack Effect] Ability (applies only for the Attacker).

[Anti-Structure] - (Attack Effect) This Attack can Target Terrain Hexes with Health(H). During Attack Test procedure Step ATC.10, the Target rolls 0🟦Defence Dice. During Step ATC.50, ignore the Cancel Step. For each ⚔️Hit rolled by the Attacker, inflict 1🩸Wound on the Terrain Hex.

[Demoralizing] - (Attack Effect) If this Attack inflicts at least 1🩸Wound during Attack Test procedure Step ATC.60, the Target immediately suffers an additional loss of X 🔵Morale Tokens.

[Direct Damage] - (Attack Effect) During Attack Test procedure Step ATC.60, this Attack deals X additional Wound to the Target. These specific Wound are applied directly (skipping Step ATC.50) and cannot be blocked by Defence results, though Traits like 📜Tough still apply.

[Exploit Broken] - (Attack Effect) This Attack gains a +1🟥Attack Die during Attack Test procedure Step ATC.10, if the Targeted Enemy currently has 0🔵Morale Tokens.

[Exploit Negative Tokens] - (Attack Effect) This Attack gains a +1🟥Attack Die during Attack Test procedure Step ATC.10, if the Targeted Enemy currently has any negative State Tokens (🟣Weak token or ⚪️Slow token).

[Exploit Wounded] - (Attack Effect) This Attack gains a +1🟥Attack Die during Attack Test procedure Step ATC.10, if the Targeted Enemy has suffered at least 1🩸Wound (is not at full Health(H) ).

[Extra Damage [X]] - (Attack Effect) If this Attack causes at least one Wound during Attack Test procedure Step ATC.60, 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.

[Slowing] - (Attack Effect) If this Attack inflicts at least one Wound during Attack Test procedure Step ATC.60, the Target immediately gains a ⚪️Slow token.

[Weakening] - (Attack Effect) If this Attack inflicts at least one Wound during Attack Test procedure Step ATC.60, the Target immediately gains a 🟣Weak token.

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