AQUATIC: This unit gains double preferred terrain 'water'. They are unable to leave water tiles or provinces but they are significantly more powerful than others within water.
LUMBERING: This unit is much slower to traverse the battlefield, whether by heavy equipment or slow gait. -3 Movement in battle, Requires an additional turn to traverse provinces. Refunds +5 Points to spend further defining it.
DISORDERLY: If this unit is outside of their leader's command range, they cannot act as they are either too mal-disciplined to be useful, or simply require commands to function. This trait refunds +2 points to further develop the unit.
POORLY EQUIPPED: Units with this trait are giving barebones kit, their resource cost is reduced by 50%, however they suffer -2 Might and Toughness as a result. This trait also refunds one point to further define this unit.
SLOW TO RECRUIT: An additional month is required to be spent creating this unit. This refunds you +2 points to spend on further defining it.
STEALTHY: This unit is able to hide themselves quickly from the opposing force. Once per battle, this unit may vanish from sight for as long as their leader decides. Should they receive damage or make an attack action while invisible, they will be revealed.
RAIDERS: This unit loots their foes in the midst of battle. For every hundred casualties they cause, they return 5 Food and 1 Resource to their nation.
BACKUP RANGED ATTACK: Once per battle, this unit may make a ranged attack with a range of 2. This attack deals only 50% of normal damage. More uses of this trait may be purchased with an additional 1 point per use.
TUNNELING: Once per battle, this unit may make a free 'tunneling' action, moving up to half their movement, ignoring all terrain and opposing units. They may still make an action or movement after this.
ANIMAL: This unit is composed of beasts rather than your polity. Due to this, resource cost of this unit is set to 0. However food cost and upkeep are increased by 50%. This unit also receives -2 reduced Discipline.
ALACRITY: This unit is able to move their remaining movement after making an action. Movement is also increased by +1.
UNSURROUNDABLE: This unit does not afford any bonuses to opposing units flanking them.
AMPHIBIOUS: This unit gains preferred terrain 'water'. They are able to fight from and move into water hexes without penalty. They may also cross water provinces so long as their leader is also able to do so.
RETALIATORY: This unit's direct attack actions deal 50% reduced damage. However their counterattacks deal 75% increased damage. They also receive a reduced -2 movement.
SPECIAL TRAINING: This unit has received some form of advanced regimen to cover its obvious counters. Choose one other unit-archetype such as 'Skirmishers' or 'Heavy'. If this unit previously had disadvantage against that archetype, it becomes a neutral match-up. If it was neutral it becomes an advantageous match-up.
MERCENARIES: Units with this trait provide their own equipment, sets their base Resource cost to 0. However they're much less likely to desire dying for the nation, having a reduced -3 Discipline.
SMITE: With their strength, tactics, or magery, this unit is able to push back foes from their lines. This unit gains a special attack using Might tested against another unit's Resistance. This attack will push opposing units hexes away based on the difference of these scores.
SELFLESS SHIELD: This unit is aspected to care more about their comrades than themselves. With a Skill test, they are able to take an attack meant for another adjacent unit. That unit is able to counterattack as normal.
CHIVALRY: This unit excels at battling with fresh-faced foes. Their might is increased by +5 for attacks made against opposing units that have 0 casualties.
REPOSITION: Once during a movement, this unit may either swap places with an allied unit, or place that allied unit on the opposite side of this one.
MERGE & SPLIT: This unit is able to change their formation on the fly. As a special action, this unit can split up their troop count to create two separate units. For instance, 1000 troop count of this unit could split from 5000 leaving two units, one with 1000 troops and the other with 4000 and any other permutation thereof. In turn, the unit can also merge back into one as a special action. Merged units cannot increase their troop limit beyond the normal maximum, and are also remerged into their original formation after the end of battle.
LONG REACH: This unit is equipped with exceptionally long weaponry, opposing units that enter an adjacent hex receive an uncounterable attack dealing 25% normal damage. This can only occur once per turn.
JUGGERNAUTS: This unit charges forth without care, when entering a hex adjacent to an opposing unit, they may make an uncounterable attack dealing 25% normal damage. This can only occur once per turn.
BERSERK: This unit is practically uncontrollable by their leader. They gain no benefit from being within their leader's command radius and have -1 reduced toughness and discipline. However they may make two attacks and movements per turn.
BLOODTHIRSTY: This unit lives for battle. When this unit completely defeats an opposing unit, their morale increases to max. But they also suffer a reduced -1 Discipline.
FLYING: Even if this is not an aerial unit, a unit with this trait ignores all terrain penalties and benefits and may pass through opposing units, other than aerial units and others with the FLYING trait.
DEATH CURSE: Whether through some malediction or thrashing in the throes of death, when this unit is completely destroyed, a free attack is made on the opposing force based on half this unit's casualties
INFERNO TACTICS: This unit gains the ability to set ablaze a hex within their attack range once per battle. If successful, fire springs unto the battlefield, causing 20% casualties to any ground unit beginning their turn within it. The fire lasts for three turns before burning out. Any unit may also spend it's action to attempt to put the blaze out using their resistance stat. You may purchase additional uses of this trait for 2 points per use.
PYGMISIM: This unit is significantly smaller than the average polity of the nation. Their maximum troop size is increased by 50%, but they are much less powerful. They receive -3 reduced Might and Toughness. But do to their slight builds and quick feet, they are a bit more precise and difficult to pin down. Receiving an additional +3 Skill.
FEARSOME: This unit strikes mortal terror into the hearts of those who face it, damage to morale by any of this unit's actions is increased by 50%.
GLUTTONOUS: This unit must consume much more food than others. It's food cost is increased by 100, and Upkeep Cost is increased by 50% by in turn the extra feed bolsters them. Their Might and Toughness increase by +2
BATTLE FURY: When this unit is below 25% of its original troop count, their true potential shines. Their might is increased by +3 and toughness by +1. Skill is reduced by -1 during this effect as well.
PREEMPTIVE STRIKE: This unit is unusually good at predicting the moves of opposing forces. When defending in battle they have a chance based on their Skill to counterattack first before their foe strikes.
FEINT: This unit is exceptional at the finer details of combat. They are able to completely negate a foe's counterattack against them during combat with a Skill test.
INDOCTRINATED: Units with this trait are either brainwashed, mindless, or zealous enough to follow your lead to the ends of the world. Their morale can never decrease below 50% and thus they cannot break or suffer casualties due to desertion. Their upfront food cost is increased by 25%, however their Upkeep Cost is also reduced by 25%. They also lack the independence to make more strategic decisions. They cannot make use of any traits that confer special actions such as IMMOLATION TACTICS or TUNNELING.
INCREASED RANGE: Every purchase of this trait will increase a Unit's ranged attack by +1 Hex.
REGENERATORS: While within their leader's command radius, this unit restores 5% of their casualties per turn.
SLAVES: This unit is comprised of slave soldiers, their cost and upkeep are reduced by 75%, however, their morale is capped at half its otherwise original value. Their Discipline is also reduced by -2.
FORMATION FIGHTERS: For each unit with this trait in an adjacent hex, this unit gains +1 Discipline and +0.5 Toughness.
VERSATILE COMBATANTS: This unit is able to change their kit and tactics on the fly. Select one other unit archetype you have access to. As an action this unit may swap their type to that one and back as often as they like.
VENOMOUS BLADES: This units method of attack is coated in deadly venoms. After a successful attack, the opposing unit must test their Resistance or be inflicted with a poison that causes additional casualties equal to 10% of this unit's current troop size.
GIGANTISM: This unit is significantly larger than the average polity of the nation. Their maximum troop size is reduced by 75%, but are significantly more powerful. They gain an increased +3 Might and Toughness, as well as +2 Increased Movement. However their great size reduces their accuracy in combat when dealing with smaller opposition. -3 Skill.
CHIMERA: When selected, choose another unit-type, this unit becomes a powerful hybrid between the two units, combine both statistical increases as well as costs and advantage/disadvantages.