§18.1. Melee attack 📜Traits

📜Attack Stance - (Active) When you use the "Use Tactical Formation" Command Action for a unit with this trait, “Advance” Formation choice gains extra +1🟥Attack Die.

📜Battle Focus - (Active) When this unit is the Attacker in a Melee Attack Action, if it uses a 🟡Boost token, it may add an extra +1 🟥Attack die to the pool.

📜Berserk - (Active) In Step MEL.10 → Start of Action of Melee Attack Action, you may declare you are using this trait, but only if this unit is ⛓️Engaging the opponent participating in this Attack test. If you do, your unit gains +1⚔️ auto-success in Step ATC.40 → Apply Auto-Successes, but also suffers 1🩸Wound at the Step MEL.80 → End of Action.

📜Blind Rage - (Passive) This unit can perform a Melee Attack Action even if it has 0⚪️Morale tokens.

📜Bloodlust - (Triggered) When this unit inflicts a 🩸Wound to the enemy unit in Melee Attack test, it gains the 🟡Boost token on Step 8 of Melee Attack Action.

📜Charge Bonus - (Triggered) When a unit with this trait performs a Melee Attack Action with the Charge property, it gains an additional +1🟥Attack Die modifier for this Attack Test.

📜Charge Breaker - (Passive) When this unit is the target of attack with Charge property, it gains a +1🟥Attack Die modifier for this Attack Test.

📜Charge Push - (Active) When this unit performs a Melee Attack Action with Charge property, it may push the target 1 hex into its Retreat Arc (exact hex chosen by attacker) in Melee Attack Action Step 1. This attacking unit follows up into the vacated hex and must pivot its facing towards the defender. Modifiers are then calculated from the new positions. If there is no free space on the Retreat Arc, the defending unit will lose -1⚪️Morale token.

📜Combat Doctrine [Attack Effect] - (Passive) This unit's Melee Attack Actions gain the specified [Attack effect].

📜Control Push Direction - (Action) When this unit wins a Melee Attack Action and chooses to Push the opponent (Step 6), it may use this trait. If it does, this unit's controller (the winner) chooses which hex the opponent is pushed into from the opponent's Retreat Arc, instead of the opponent's controller making the choice. The pushed unit must end this move facing the hex it was pushed from.

📜Convert Success [X] - (Active) After you roll your dice for an Attack Test (after all rerolls and criticals), you may use this trait to convert up to X of your rolled successes into successes of the opposite type (i.e., ⚔️ become 🛡️, or 🛡️ become ⚔️).

📜Defense Stance - (Active) When you use the "Use Tactical Formation" Command Action for a unit with this trait, its Hold formation choice gains extra +1🟦Defense Dice.

📜Defensive Assist +2 - (Passive) When this unit provides a Defensive Assist, the defender gains a +2🟦Defense Die modifier, instead of the standard +1🟦Defense Die.

📜Defensive Support - (Passive) This unit can provide a Defensive Assist to a friendly unit even if he is ⛓️Engaged by any other enemy unit.

📜Disengage - (Active) If this unit won a Melee Attack Action, it may choose to use this trait instead of pushing the opponent. If it does, this unit is displaced 1 hex into its Retreat Arc, facing the hex from which it was displaced. The opposing unit cannot perform a Follow Up move.

📜Drain Health - (Active) When this unit inflicts any number of 🩸Wound to an adjacent unit in an Attack Test, it recovers 1 lost Health.

📜Duelist - (Passive) When this unit is the attacker or the defender in a Melee Attack Action, enemy unit can’t benefit from the Melee Assist mechanic from friendly units.

📜Fearsome - (Passive) When this unit participates in a Melee Attack Action (as either the Attacker or the Defender), the opposing unit suffers -1⚪️Morale token in Step ATC10.

📜Flanking Bonus - (Active) When a unit with this trait performs a Melee Attack Action that has a Flanking Attack property, it gains a +1🟥Attack Die modifier for this Attack Test.

📜Formation Bonus - (Passive) When this unit is target of Melee Attack Action, it gains a +1🟦Defense Die modifier if it is adjacent to another friendly unit that also has the Comradeship trait. This bonus can be obtained only from one friendly unit with this trait.

📜Halt Charge - (Passive) This unit negates an attacker's Charge property and all bonuses from it, if the attack originates from its ⌓Engagement Zone.

📜Harass Stance - (Active) When you use the "Use Tactical Formation" Command Action for a unit with this trait, its Harass formation choice inflicts an extra -1⚪️Morale token on the opponent (for a total of -2⚪️Moral tokens).

📜Hold Ground - (Passive) When this unit is the Defender in an Attack Test, it gains a +1🟦Defense Die modifier if it is currently in an Objective area.

📜Offensive Assist +2 - (Passive) When this unit provides an Offensive Assist, the attacker gains a +2🟥Attack Die modifier, instead of the standard +1🟥Attack Die.

📜Push Through - (Active) Resolved during Step MEL.60 → Push & Follow Up. If this unit was the Attacker, had the Charge property, and was determined to be the Winner in Step MEL.50. Instead of the standard Push, you may choose to Break Through. - The Positioning: This unit is placed into an empty hex within the losing unit's Retreat Arc. - The Facing: This unit must adopt a Facing pointing away from the enemy unit hex. - The Loser: The losing unit is not pushed and remains in its current hex in its original facing.

📜Reckless Assault - (Active) At Step MEL.10 (Start of Melee Attack Action), if this unit is the Attacker, you may declare you are using this trait. Effects for this Attack Test only: This unit gains a +1🟥Attack Die modifier and suffers a -1🟦Defense Die modifier. You must apply both modifiers; they cannot be partially ignored.

📜Reinforcing Charge - (Active) When a unit with this trait performs Melee Attack Action with Charge property, and its target is already in ⛓️Engaged state, the attacking unit gains a +1🟥Attack Die modifier.

📜Reposition - (Active) After this unit wins a combat (Step 6 of a Melee Attack Action), it may choose to use this trait instead of pushing the opponent. If it does, this unit may immediately pivot by one hex side to its left or right.

📜Shieldwall - (Triggered) If this unit did not perform a Move action this activation, it gains a +1🟦Defence die modifier for its Melee Attack Action in its activation.

📜Slayer [Tag] - (Active) When this unit participates in an Attack Test (ATC) as part of a Melee Attack Action (as either the Attacker or Defender) against a unit that has the specified [Tag], this unit gains a +2🟥Attack Die modifier for that test.

📜Supporting Fire - (Passive) When a friendly unit participates in a Melee Attack Action (as either the Attacker or Defender), this unit provides supporting fire if it meets all the following conditions: - Within 2 ⬢ hexes of the enemy; - Has Line of Sight to that enemy; - Is not ⛓️Engaged. Effect: The friendly unit participating in the combat gains a +1🟥Attack Die modifier for the Attack Test.

📜Swift Retreat - (Active) When this unit is being pushed as a result of a lost Melee Attack Action, its controller may choose to displace it up to 2 hexes instead of the usual 1. Rules: - The controller chooses to retreat 1 or 2 hexes. - If retreating 2 hexes, the second hex cannot be the starting hex. - Unit must end Facing towards the last hex it retreated from. - Winner follows up into the first vacated hex. Can be combined with Disengage (opponent cannot follow up).

📜Terrifying Charge - (Active) When this unit performs Melee Attack Action with Charge property, the target unit suffers -1⚪️Morale token in Step 1 of Melee Attack Action.

Last updated