§18.2. Movement 📜Traits

📜Breakaway - (Action) This unit may perform its normal Move Action even if it starts its activation ⛓️Engaged. However, this trait only allows the unit to leave its starting hex. After it has moved at least one hex, the standard movement rules apply for the rest of its activation, and its move will end immediately if it enters another enemy Front Arc.

📜Combat Shift - (Triggered) During the God's Push Procedure (GPP.10), this unit is considered eligible even if it is in the ⛓️Engaged state. (The unit must still have been unactivated this round).

📜Flying - (Active) When this unit performs a Move Action, it uses the Teleport mechanic instead of normal movement. The maximum range of this move, in hexes, is equal to the unit's Speed (S) characteristic. Unit cannot use this trait if it is ⛓️Engaged.

📜Ignore Difficult - (Passive) This unit ignores the movement penalties from Difficult terrain trait and No Charge [IN, OUT] effect for its Melee attack actions from terrain traits.

📜Immovable - (Passive) This unit cannot be pushed, displaced, or teleported by enemy.

📜Lockdown - (Passive) An enemy unit that is ⛓️Engaged by this unit cannot perform a Move Action. Also this trait cancels Harass trait. This trait does not restrict movement from other sources, such as Displacement, Teleport, or special traits like Trample.

📜Nimble - (Active) When this unit performs a Move action, it is not required to stop when entering enemy ⌓Engagement Zones. Restrictions: If it moves through enemy ⌓Engagement Zones, it cannot perform Melee Attack Actions this turn. Negated by Lockdown. Important: This trait doesn't work if the unit started its activation being ⛓️Engaged by an enemy unit.

📜Scout Deploy - (Active) A unit with this trait may perform a free Move Action during the Pre-Game Sequence (3.6 or 3.7). This move cannot end in a hex where the unit would be ⛓️Engaged by an enemy unit.

📜Skirmish - (Passive) This unit and other friendly units may move through each other's hexes. A unit may never end its Move Action in an occupied hex.

📜Tireless - (Triggered) During The God’s Push step (5.2), this unit may move 1 hex, even if it has already been activated this round.

📜Trample - (Active) This unit may move through hexes occupied by Infantry or Swarm units. For each hex it moves through occupied by an enemy, roll 1🟥Attack Die at the end of movement action. On a success ⚔️, the unit inside suffers 1🩸Wound. This roll can’t be rerolled.

📜Unstoppable - (Passive) This unit can perform a Move Action even if it starts its activation ⛓️Engaged, and it does not have to stop when moving in or through enemy ⌓Engagement Zones. But it loses the possibility to perform a Melee Attack Action for the rest of its activation.

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