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\ <!-- PAGE: States --> '''States''' represent certain conditions that affect a model's capabilities. A model may be in more than one State simultaneously. States of the same name cannot stack. ''Source: Eldfall Chronicles Rulebook v1.6, p.61β64.'' __TOC__ == Summary Table == {| class="wikitable" style="width:100%" ! State !! Can Activate? !! Can React? !! Movement !! Actions Available !! Key Stat Changes !! Removed By |- | [[#Bleeding|Bleeding]] || Yes || Yes || Normal || All || β || Specific abilities (Regeneration, healing) |- | [[#Blinded|Blinded]] || Yes || Yes || Normal || Assist (self), Dodge, Nothing only || No LoS (except self) || Specific abilities |- | [[#Confused|Confused]] || Yes || Yes || Normal || All || OFF, DEF, ACC, INT, AG, M all halved || Specific abilities |- | [[#Crippled|Crippled]] || Yes || Yes || Halved SPD || All || SPD and AG halved || Specific abilities |- | [[#Crouched|Crouched]] || Yes || Yes || Walk or Idle only || All (STK = 1) || SPD halved, ARM halved, STK = 1 || Voluntary (Movement Step) or Dodge |- | [[#Dead|Dead]] || '''No''' || '''No''' || β || β || β || Cannot be removed |- | [[#Engaged|Engaged]] || Yes || Yes (limited) || Idle or Walk (toward engager) only || Melee Attack, Assist (self), Dodge only || β || Leave RCH, Dodge (Disengage), or render engager Incapacitated/Crouched/Dead |- | [[#Fatigued|Fatigued]] || Yes || Yes || Normal || All || Cannot regain AP in Upkeep || Next Strategic Phase |- | [[#Flying|Flying]] || Yes || Yes || Double SPD; over obstacles || All (STK = 1 for Melee) || SPD Γ2, Melee STK = 1 || Incapacitated, Dead, Immobilized, Petrified, Crouched; or voluntary |- | [[#Immobilized|Immobilized]] || Yes || Yes || '''None''' || Dodge (AG or T), Nothing || β || Successful Dodge |- | [[#Incapacitated|Incapacitated]] || '''No''' || '''No''' || β || β || Immediately enters Crouched || Regain β₯1 HP; or next Strategic Phase if caused by effect with HP >0 |- | [[#Panicked|Panicked]] || Yes (forced) || Yes (limited) || Forced Run toward field edge on failed M roll || Dodge (toward edge) or Nothing on failed M in Reactive Role || β || End of game / specific abilities |- | [[#Poisoned|Poisoned]] || Yes || Yes || Normal || All || T roll (β6 mod) each Strategic Phase or suffer Wound || Specific abilities |- | [[#Shrouded|Shrouded]] || Yes || Yes (Dodge only freely) || Normal || Attack (reveals self + gains Surprise Attack); Nothing; Dodge || 360Β° LoS || Declare any Normal Action other than Nothing; or Perceive by enemy |- | [[#Slowed|Slowed]] || Yes || Yes || Halved SPD || All || SPD halved || Specific abilities |- | [[#Weakened|Weakened]] || Yes || Yes || Normal || All || T halved, β1 Stamina || Next Strategic Phase (Weak Poison); specific abilities |} == Detailed Rules Per State == === Bleeding === At the start of each of its '''Strategic Phases''', a Bleeding model must perform a '''Toughness roll'''. * '''Fail:''' The model suffers 1 Wound. * Can be removed by Regeneration, certain healing abilities. === Blinded === * The model has '''no Line of Sight''' (except to itself). * May only declare '''Assist''' (targeting self), '''Dodge''', or '''Nothing''' as its Action or Reaction. * '''Cannot''' declare Attack or Perceive. === Confused === * The model's '''Offense, Defense, Accuracy, Intellect, Agility, and Morale are all halved'''. * Can still activate and react normally, but at severely reduced stats. === Crippled === * The model's '''Speed and Agility are halved'''. * Can otherwise activate and act normally. === Crouched === * The model's '''Hitbox shrinks''' to the size and volume of its base. * '''Speed''' is halved. * '''Armor''' is halved. * '''Strike''' is capped at '''1''' (cannot be increased). * '''Cannot make other models Engaged''' (no Engagement zone). * In the '''Movement Step''': may only declare '''Walk''' or '''Idle'''. * Grants '''[[Light Cover]]''' against Ranged Attacks (model counts as in Light Cover). '''Entering/Leaving Crouched:''' * Can be entered or canceled '''voluntarily''' at the start or end of the Movement Step (once per Activation). * Can also be canceled with a successful '''[[Dodge]]'''. * Flying State is automatically canceled if the model becomes Crouched. * Riders are dismounted when their model becomes Crouched. '''Crouched as a Reaction:''' A model may also enter or cancel the Crouched State at the start or end of the Movement Step of its Activated model (i.e. the active model can enter Crouched during its movement). === Dead === * The model's '''Hitbox shrinks''' to the size and volume of its base. * '''Cannot receive Activation Points''', perform Activations, or Reactions. * Unless stated otherwise: '''cannot use or benefit''' from any Skills, Traits, Upgrades, Items, etc. * Is '''ignored''' for all game impacts (scoring, Friendly Fire, etc.). * '''Does not obstruct movement''', but no model may end movement on top of a Dead model. * '''Retains all other States''' it had when entering Dead. * '''Cannot regain HP''' (unless specifically stated otherwise). === Engaged === A model is Engaged when it ends within the Melee Weapon Reach and LoS of an enemy model (at the end of Resolution Step or end of a Phase). '''Active Role Movement restrictions:''' * May only declare '''Idle''' or '''Walk'''. * If it declares Walk: must move '''directly toward''' the enemy causing the Engaged State. * If Engaged by multiple enemies: must choose one to move toward. '''Action restrictions:''' * May only declare: '''Melee Attack''', '''Assist''' (targeting self only), or '''Dodge'''. * '''Cannot''' use Ranged Attacks while Engaged. '''Reactive Role:''' * Automatically has LoS to all models causing the Engaged State. * Cannot react against models '''outside its Awareness'''. * Cannot perform Ranged Attacks (while Engaged, only Melee Attack, Assist self, or Dodge). '''Ceasing to be Engaged:''' * The model leaves the enemy's Melee Weapon Reach. * The model Disengages with a Dodge (see [[Dodge#Disengage|Disengage]]). * The enemy model enters the Incapacitated, Petrified, Crouched, or Dead State. === Fatigued === * The model '''cannot regain Activation Points''' during the Upkeep Phase. * Automatically removed at the beginning of the model's next Strategic Phase. === Flying === While Flying, the model: * Has '''doubled Speed'''. * Has Melee Attack '''Strike value of 1''' (cannot be increased). * May '''move over scenery, obstacles, and models''', or end movement above them (except infinite-height scenery). * '''Cannot benefit from Cover''' (Light or Heavy). * Has '''LoS to all models''' on the field; all models have LoS to the Flying model. * '''Cannot become Engaged''' or cause the Engaged State. * '''Cannot voluntarily become Crouched'''. * '''Cannot be targeted by Melee Attacks''' β except by models also in the Flying State. ** Exception: if a Flying model declares a Melee Attack against a non-Flying model, that model '''may declare a Melee Attack''' back at it. '''Auto-cancellation:''' Flying State is automatically canceled if the model becomes Incapacitated, Dead, Immobilized, Petrified, or Crouched. '''Measuring:''' All distances (Attack, Movement) are measured as if the model were placed on the field surface. === Immobilized === * The model '''cannot perform any Movement, Special Movement, or Special Action'''. * Can still declare '''Dodge''' (using AG or Toughness) or '''Nothing'''. * A successful Dodge removes the Immobilized State. * While Immobilized and declaring Dodge: the model '''cannot move''' and '''cannot enter/cancel Crouched''', unless the Dodge is successful. === Incapacitated === * Triggered when the model's HP reaches 0. * The model '''immediately enters the Crouched State''' and retains all other States. * '''Cannot receive Activation Points''', perform Activations, or Reactions. ** Exception: AP remaining at the time of becoming Incapacitated are kept until the End Phase of that turn. * '''Cannot use or benefit''' from Skills, Traits, Upgrades, Items, etc. (unless stated otherwise). * Is ignored for game impacts (scoring, Friendly Fire, etc.) β but is '''still hit''' by Attacks, AoEs, and Sweeps. * An incapacitated '''Leader cannot use Stratagems'''. * If an already Incapacitated model suffers another Wound, it automatically becomes '''[[#Dead|Dead]]'''. '''Recovery:''' * This State is canceled if the model '''regains at least 1 HP'''. * If a model enters Incapacitated due to an effect but has more than 0 HP: the State is canceled during the model's next Strategic Phase. * When canceled, the model may voluntarily cancel the Crouched State. === Panicked === At the beginning of each of its '''Activations or Reactions''', the model must perform a '''Morale roll''': '''Active Role β failed M roll:''' * Must perform a full '''Run''' movement toward the nearest open field edge. * If equidistant from two or more edges, the player chooses which edge. * If the model would be moved past the edge: it is removed from play and counts as a loss. * If Engaged at the start of its turn: declares '''Idle''' and '''Dodge'''. '''Reactive Role β failed M roll:''' * May only declare '''Dodge''' (toward the field edge) or '''Nothing''' as its Reaction. '''Triggered by:''' * Broken Morale (party falls below half original models). * Friendly Fire (on a failed M roll, until next Strategic Phase). * Various traits and spells. === Poisoned === At the start of each of its '''Strategic Phases''', a Poisoned model must perform a '''Toughness roll with a β6 modifier'''. * '''Fail:''' The model suffers 1 Wound. * Triggered by the Poison II Trait (Strong Poison). === Shrouded === * The model is represented on the field by a '''Shrouded token''' (hidden identity). * '''Cannot be targeted''' by any Action other than [[Perceive]]. * [[Dodge]] is valid as a Reaction to a Shrouded model (Dodge has no target). * The model's identity and profile are '''secret information''' β the controlling player is not obliged to reveal them while the model remains Shrouded. * The Shrouded model retains '''360Β° Line of Sight''' while in this State. '''Auto-cancellation:''' Shrouded State is automatically canceled if the model declares any Normal Action other than Nothing, or a Special Action. '''Performing an Attack while Shrouded:''' Reveals the model, but '''grants the [[Surprise Attack]] Trait''' to that Attack. === Slowed === * The model's '''Speed is halved'''. * Can otherwise activate and act normally. === Weakened === * The model's '''Toughness is halved'''. * The model loses '''β1 Stamina'''. * Triggered by Poison I (Weak Poison) β lasts until the model's next Strategic Phase. * Triggered by other effects as noted on cards. == State Interactions == === Multiple States === A model may be in more than one State at the same time. States of the '''same name cannot stack''' (e.g., a model cannot have Panicked twice). === State Priorities === {| class="wikitable" ! Situation !! Result |- | Model is Flying and becomes Crouched || Flying is '''automatically canceled''' |- | Rider's model becomes Crouched || Rider is '''dismounted''' |- | Model is Incapacitated (HP = 0) || Immediately enters '''Crouched''' |- | Incapacitated model suffers another Wound || Immediately becomes '''Dead''' |- | Model is Panicked and Engaged at Activation start || Declares '''Idle''' + '''Dodge''' |- | Panicked model would move past field edge || Removed from play (counts as loss) |- | Shrouded model declares any Action except Nothing || '''Shrouded State is canceled''' |- | Shrouded model declares Attack || Canceled + gains [[Surprise Attack]] on that Attack |- | Flying model becomes Immobilized/Petrified/Dead || Flying is '''automatically canceled''' |} ----
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