scroll§18.2. Movement 📜Traits

📜Breakaway - (Active) This Unit may perform its normal Move Action even if it starts its Activation ⛓️Engaged. However, this Traits only allows the Unit to leave its starting hex. After it has moved at least 1 hex, the standard Movement Rules apply for the rest of its Activation, and its move will end immediately if it enters another Enemy'sEngagement Zone.

📜Combat Shift - (Triggered) During the God's Push Step 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. Units cannot use this Traits if it is ⛓️Engaged.

📜Ignore Difficult - (Passive) This Unit ignores the movement penalties from Difficult Terrain Keyword and No Charge [IN, OUT] Terrain Keywords for its Melee Attack Actions.

📜Immovable - (Passive) This Unit cannot be Pushed, Displaced, or Teleported by an Enemy.

📜Lockdown - (Passive) An Enemy unit that is ⛓️Engaged by this Unit cannot perform a Move Action. Also this Traits cancels 📜Nimble, 📜Breakaway and 📜Unstoppable Traits. This Traits does not restrict movement from other sources, such as Displacement, Teleport.

📜Nimble - (Active) During a Move Action, this Unit ignores the requirement to stop when entering EnemyEngagement Zones. Restrictions: No Melee Attacks Action this Activation if used. Negated by 📜Lockdown. Note: Applies only to entering ⌓Engagement Zones. Does not allow leaving if started Activation in ⛓️Engaged State (unless first disengages via 📜Breakaway Traits or similar effects).

📜Scout Deploy - (Active) A Unit with this Traits may perform a Free Move Action during the Deployment Procedure (DPL) Step DPL:60 or DPL:70. 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 GPP.10, this Unit may be Displaced 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 occupied by a Unit it moves through, roll 1🟥Attack Die at the end of Move Action. On a Success ⚔️, the trampled Unit 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 EnemyEngagement Zones. But it loses the possibility to perform a Melee Attack Action for the rest of its Activation.

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