§18.7. Negative 📜Traits
📜Avatar Dependent - (Triggered) At the start of this unit's activation (Step 4.1.1), check if it is within 2⬡ of Avatar. If it is not, the unit immediately gains the 🟣Weaken token.
📜Backlash - (Triggered) After this Caster resolves its Signature Spell, this unit suffers 1 additional 🩸Wound in 2.7 Phase.
📜Blind Spot - (Passive) When this unit is the target of Melee Attack Action with Flanking Attack property, it suffers an additional -1🟦Defense Die modifier. This is cumulative with standard Flanking Bonus penalties.
📜Brittle - (Triggered) Each time this unit loses a combat during a Melee Attack Action, it suffers an additional -1⚪️Morale token in Step 4.3. This effect occurs even if the unit suffered no Wounds.
📜Burden - (Triggered) If this unit is on the battlefield at the end of the game, its controller loses 1 💎Soulshard.
📜Clumsy - (Passive) This unit suffers a -1🟦Defence die penalty on all tests while it is in Difficult terrain.
📜Cumbersome - (Triggered) After this unit resolves an Ability (such as a Ranged Attack) during the Abilities Phase, it gains a 🔵Slow token.
📜Decaying - (Triggered) At the end of each Round (End Phase), this unit automatically suffers 1 🩸Wound (cannot be prevented).
📜Easy Target - (Passive) When an enemy unit makes a Ranged Attack against this unit, the attacker gains a +1🟥Attack Die modifier.
📜Explosive Panic - (Triggered) When this unit is destroyed, all friendly units within a 2-hex radius immediately suffer -1⚪️Morale token.
📜Frenzy - (Active) This unit must always declare a Melee Attack Action during its activation if it is ⛓️Engaged or is ⛓️Engaging enemy units.
📜Herd Instinct - (Triggered) At the start of this unit's activation (Step 4.1.1), if there are no other friendly units with the Herd Instinct trait within a 3-hex radius, this unit immediately gains the 🟣Weak token.
📜Hindered Charge - (Passive) This unit suffers a -1🟥Attack Die modifier if the target is in "No Charge [IN]" terrain OR if this unit is in "No Charge [OUT]" terrain.
📜Insignificant - (Passive) An enemy unit is never considered to be ⛓️Engaged by this unit. Enemy units may move freely through this unit's ⌓Engagement Zone without stopping.
📜Large - (Passive) Other units do not block Line of Sight to this unit, unless they also have the Large trait. Obstructing terrain still blocks Line of Sight as normal.
📜Magic Conduit - (Passive) This unit is highly sensitive to magical energies. When any Caster targets this unit with a 🌀Spell, that Caster may reroll one failed die during the Magic Test.
📜Mindless - (Passive) This unit cannot control or score objective hexes and doesn't count for Divine Ambition requirements.
📜No Healing - (Passive) This unit cannot recover lost 🩸Health by any means. All damage it suffers is permanent.
📜No Morale Recovery - (Passive) This unit cannot recover lost ⚪️Morale tokens by any means (even in Upkeep phase).
📜Spell-Shocked - (Triggered) Each time this unit is affected by an enemy Spell, it suffers -1⚪️Morale token in addition to the spell's other effects.
📜Trample Vulnerability - (Passive) When an enemy unit uses the Trample trait against this unit, the trampling unit rolls two 🟥Attack Die instead of the usual one. Each success scores 🩸Wound.
📜Uncontrollable - (Passive) This unit cannot be targeted/part of any friendly Gambits and no ⚜️Command Seals can be used for this unit.
📜Unique Unit - (Passive) If you include a unit with this trait in your army roster, you cannot include any other units with the Unique Unit keyword.
📜Unstable - (Triggered) When this unit suffers a 🩸Wound or is pushed back, it gains the 🟣Weak token.
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