Status and Status Markers/Tokens

KO'd

A hero is KO's as soon as their Wounds or Sanity Damage equal their max.

A hero may drag another hero at the cost of 2 MP per square (instead of the usual 1/square). Must in the same or adjacent square.

Recovery

At end of fight, roll for injury/madness. Then heal 2D6 Wounds/Sanity.

Mid-fight: A hero may revive another character on his turn if: * They are adjacent * There are no enemies on the same tile * Assisting hero gives up Attack.

Tip

Optional Rule Hard-Core Mode: If not recovered by start of next turn, hero is killed.

Status Markers/Tokens

  • Bleeding:
    • -3 Health per token. (This lowers max health rather than adding damage.)
    • Remove all tokens if KO'd.
    • Remove 1 token for 1 grit at any time.
  • Burning Marker: Remove 1 burning marker at start of activation. Inflicts 2 Wound, ignoring Defense.
  • Death Mark: All enemies are +2 damage. Max 1 Death Mark token.
  • Ensnared: Max 1 Ensnared token.
    • Cannot Move
    • Defense rolls are -1
    • Strength Test (5+) to remove token when activating (6+ on D6 if model has no Strength)
  • Exertion: See Barriers
  • Noise Marker: See below
  • Poison: Roll D6 for each token when activating:
    • 1-2: Take 1 Wound, ignoring Defense
    • 6: Poison wore off, remove token.
  • Stunned:
    • Defense rolls are -1 (total, not per token)
    • Remove all tokens if KO'd.
    • Roll D6 when activating. 4+ removes one token.
  • Webbed:
    • Move -1/Webbed token
    • Strength Test (5+) when activating. Remove 1 token per success
    • Adject heroes can use their Attack to make additional Strength Test

Noise Marker

  • Remove D6 noise tokens when activating
  • Remove D6 noise tokens if an explosion (e.g. dynamite/bomb) is denotated
  • Add 1 noise marker for each of
    • Move 3+ squares (unless Stealth)
    • Making an Attack
    • Extra noise marker is using a Gun
    • Casting a Spell
    • Making a Free Attack
    • Using a Side Bag token
    • Making a Skill Check
    • Making a Scavenge Roll