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
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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.
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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
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Poison: Roll D6 for each token when activating:
- 1-2: Take 1 Wound, ignoring Defense
- 6: Poison wore off, remove token.
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Stunned:
- Defense rolls are -1 (total, not per token)
- Remove all tokens if KO'd.
- Roll D6 when activating. 4+ removes one token.
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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
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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