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'''Chiyohime''' is a unit of the [[:Category:Oni Clans|Oni Clans]] faction in ''Eldfall Chronicles''.
'''Chiyohime''' is a '''Medium'''-sized unit of the [[:Category:Oni Clans|Oni Clans]] faction in ''Eldfall Chronicles''. Classes: [[Mage]] / [[Sorcerer]].


{| class="wikitable"
{| class="wikitable" style="text-align:center;"
! STA !! SPD !! OFF !! DEF !! ACC !! INT !! AG !! T !! ARM !! HP !! M
! Size !! Classes !! Cost !! Limit !! STA !! SPD !! OFF !! DEF !! ACC !! INT !! AG !! T !! ARM !! HP !! M
|-
|-
| 3 || 5 || 12 || 12 || 10 || 17 || 13 || 15 || 3 || 4 || 16
| Medium || [[Mage]] / [[Sorcerer]] || 45 || 1 || 3 || 5 || 12 || 12 || 10 || 17 || 13 || 15 || 3 || 4 || 16
|}
|}


== Classes ==
==Classes==
; [[Mage]] : When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice. Mana Counters represent mana the energy used for casting Spells; they pay for Conjuration-type and other powerful Spells. In its Active role, a Mage may convert any number of its Activation Points into the same number of Mana Counters and place them in its personal pool. Mana Counters are cumulative and do not disappear at the end of the turn.
===[[Mage]]===
; [[Sorcerer]] : In its Active role, when casting a Sorcery-type Spell, a Sorcerer may reroll up to 1 failed roll.
When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice.  
 
Mana Counters are a resource that represents mana - the energy required for casting Spells. Mana Counters can be spent to cover the price of Conjuration-type Spells or some other powerful Spells. When in the Active role, a Mage can convert any number of its Activation Points into the corresponding number of Mana Counters (replace Activation Points with Mana Counters) and place them in their personal pool. Mana counters are cumulative and do not disappear at the end of the turn!
== Traits ==
; [[Affinity (Element)|Affinity (Profane)]] : This model can cast (Element) [[Spells]]. (For example: Element = Fire, Water, Profane, etc.)
; [[Demon|Demon]] : When this model deals a Wound, the target must perform an M roll. A failed roll causes the target to become [[Panicked]] (State) until the end of the turn. A Critical Hit automatically Panics the target until the end of the turn. This model’s [[Attack]] receives a +4 modifier against a Panicked target. This Trait does not affect models with the Demon Trait.
; [[Resistance I/II (X)|Resistance (Spell) I]] : '''I:''' The PW of a Hit with (X) Type or Trait against this model is halved.


'''II:''' Hits and Effects from an [[Attack]] with (X) Type or Trait are negated.
===[[Sorcerer]]===
; [[Survival (X Environment)|Survival (Difficult)]] : This model is unaffected by the X Environment.
In their Active role, when casting a Sorcery-Type Spell, a Sorcerer may reroll up to 1 failed roll.
; [[Menacing (X)|Menacing I]] : Models with LoS to this model suffer a -2 M modifier for every level of this ability.


== Skills ==
==Traits==
; [[Charm I/II|Charm I]] : '''I:''' An enemy declaring Reaction against this model must first perform an INT roll. On a failed roll, it may only declare Nothing (Action) until the end of the Activation Sequence.
; [[Affinity (Element)|Affinity (Profane)]] : A model with this Trait can cast (Profane) Spells. (For example: Profane = fire, water, profane, etc.)
; [[Demon|Demon]] : When this model deals a Wound to a model, that model must perform a M roll. If failed, the wounded model becomes[[Panicked]] (State) until the end of the turn. If this model scores a Critical Hit, the hit model automatically becomes [[Panicked]] (State) until the end of the turn. This model's Attack receives +4 Modifier when it is declared against a model in the Panicked State. This trait does not work against models with this Trait.
; [[Resistance (X)|Resistance (Spell)]] : Power of a Hit dealt to this model by an Attack with the (Spell) Type or Trait is halved.
; [[Survival (X Environment)|Survival (Difficult Environment)]] : This model is not affected by the Difficult Environment.
; [[Menacing|Menacing]] : Models with LoS to this model suffer a -2 M modifier for every level of this ability.


'''II:''' On a failed INT roll, it must also [[Walk]] toward this model for its full SPD (if able) at the end of the Activation Sequence.
==Skills==
; [[Chain Attack|Chain Attack I]] : Once per Activation Sequence, if another allied model scores a Hit against an enemy within this model’s LoS, this model may perform an unmodified STK 1 [[Attack]] against that enemy (before DMG rolls). If there are multiple targets, choose one. This Skill is not an Activation or Reaction and does not consume AP. It ignores (Ranged) Friendly Fire”. Hits generated from Chain Attack cannot generate further Chain Attacks.
; [[Charm|Charm]] : When an enemy model declares Reaction against this model, it must first perform an Intellect roll. If it fails the roll, it may not declare any Normal Action other than Nothing until the end of the Activation Sequence.
; [[Chain Attack|Chain Attack]] : Once per Activation Sequence, if an allied model scores a Hit against an enemy within this model's LoS, this model may perform an unmodified STK 1 Attack against that enemy (before DMG rolls). If there are multiple targets, choose one. This Skill is not an Activation or Reaction and does not consume AP. It ignores "(Ranged) Friendly Fire". Hits generated from Chain Attack cannot generate further Chain Attacks.


== Spellcrafts ==
==Spellcrafts==
=== Necromancy (Level V) ===
===Necromancy (Level V)===
{| class="wikitable"
{| class="wikitable"
! Spell !! Lvl !! Element !! Type !! PW !! RCH !! STK !! Effect
! Spell !! Lvl !! Element !! Type !! PW !! RCH !! STK !! Effect
|-
|-
| [[Command the Undead]] || I || Profane || Spell, Sorcery, Ranged || — || Casting Aura || X || Continuous. This Spell cannot be negated by Elemental Essence and does not cause Confrontation. To take control of a Tier I Undead, perform an INT roll. To take control of a Tier II Undead, spend 1 Mana and perform an INT roll. The caster may spend 1 Mana before rolling to automatically succeed. Tier III or higher Undead cannot be controlled. On success, the target's Attack Rolls are negated, and a target with Undead I becomes allied to the caster, retaining its remaining AP.
| '''Command the Undead''' || I || Profane || Spell, Necromancy, Ranged || — || Casting Aura || x || Continuous.
This Spell cannot be negated by [[Elemental Essence]] and does not cause Confrontation. To succeed, the caster must perform a number of INT rolls equal to the target's Tier. The caster may spend any amount of Mana, with each one guaranteeing a successful INT roll.  
Spending at least 1 Mana allows control of a Level II [[Undead]]. If successful, the target's Attack rolls are negated, and a target with [[Undead|Undead I]] becomes allied to the caster.
 
The converted Hostile retains its remaining AP.
|-
|-
| [[Spectral Sight]] || I || Profane || Spell, Enchantment, Ranged/Melee || — || 16 || 1 || The enchanted model gains Advantage (Undead).
| '''Spectral Sight''' || I || Profane || Spell, Necromancy, Melee/Ranged || — || 16 || 1 || The enchanted model gains [[Advantage|Advantage Undead]].
|-
|-
| [[Curse of Decay]] || I || Profane || Spell, Enchantment, Ranged || — || 16 || 1 || Continuous. The target becomes Poisoned. If the Poisoned is removed, they become Poisoned again at the start of any Tactical Phase.
| '''Curse of Decay''' || I || Profane || Spell, Necromancy, Ranged || — || 16 || 1 || Continuous.
The target becomes [[Poisoned]] State.
|-
|-
| [[Necrotic Wound]] || II || Profane || Spell, Enchantment, Ranged || || 16 || 1 || Target gains Cleave and Poison II.
| '''Necrotic Wound''' || II || Profane || Spell, Necromancy, Ranged || * || 16 || 1 || Target gains [[Cleave]] and [[Poison|Poison II]]
|-
|-
| [[Soul Leech]] || II || Profane || Spell, Enchantment, Ranged/Melee || || 10 || 1 || The caster gains 1 Mana Counter whenever the enchanted model successfully deals a Wound.
| '''Soul Leech''' || II || Profane || Spell, Necromancy, Melee/Ranged || * || 16 || 1 || The caster gains 1 Mana Counter whenever the enchanted model successfully deals a Wound.
|-
|-
| [[A Second Chance]] || III || Profane || Spell, Healing, Ranged || — || 16 || 2 || The target model regains 1 HP. If the target model was Incapacitated, it also regains 1 AP.
| '''A Second Chance''' || III || Profane || Spell, Necromancy, Ranged || — || 16 || 2 || The target model regains 1 HP. If the target model was Incapacitated, it also regains 1 AP.
|-
|-
| [[Life Leech (Necromancy)]] || III || Profane || Spell, Enchantment, Ranged/Melee || || 10 || 1 || The enchanted model gains 1 HP for each Wound dealt to an enemy model without the Undead or Construct Trait (up to double its default HP).
| '''Life Leech''' || III || Profane || Spell, Necromancy, Melee/Ranged || * || 10 || 1 || The enchanted model gains 1 HP for each Wound dealt to an enemy model without the [[Undead]] or [[Construct]] Trait (up to double its default HP).
|-
|-
| [[Corroding Embrace (Necromancy)]] || IV || Profane || Spell, Sorcery, Ranged/Melee || 14 || 3 || 1 || Armor-Piercing, Poison II, Sweep II.
| '''Corroding Embrace''' || IV || Profane || Spell, Necromancy, Melee/Ranged || 14 || 3 || 1 || [[Armor-Piercing]], [[Poison|Poison II]], [[Sweep|Sweep II]]
|-
|-
| [[Leeching Bolt]] || IV || Profane || Spell, Sorcery, Ranged || INT || 16 || 1 || The caster regains 1 HP for each Wound dealt to an enemy model without the Undead or Construct Trait.
| '''Leeching Bolt''' || IV || Profane || Spell, Necromancy, Ranged || INT || 16 || 1 || The caster regains 1 HP for each Wound dealt to an enemy model without the [[Undead]] or [[Construct]] Trait.
|-
|-
| [[Raise the Undead]] || V || Profane || Spell, Conjuration, Ranged || — || Casting Aura || || '''Mana Cost: 2''' Select a Dead model within Awareness. Summon up to 2 Tier I Undead or 1 Tier II Undead in Base Contact with the Dead model, then remove the Dead model.
| '''Raise the Undead''' || V || Profane || Spell, Necromancy, Ranged || — || Casting Aura || 1 || [Mana Cost: 2]
Select a Dead model within Awareness. Summon up to 2 Tier I Undead or 1 Tier II Undead in Base Contact with the Dead model, then remove the Dead model.
|-
|-
| [[Reanimation]] || V || Profane || Spell, Healing, Ranged || — || Casting Aura || 1 || '''Mana Cost: 1''' Each Undead model within RCH regains full HP and may cancel Dead State.
| '''Reanimation''' || V || Profane || Spell, Necromancy, Ranged || — || Casting Aura || 1 || [Mana Cost: 1]
Each [[Undead]] model within RCH regains full HP and may cancel Dead State.
|}
|}


== Inventory ==
==Inventory==
'''Inventory space:''' 5
 
{| class="wikitable"
{| class="wikitable"
! Item !! PW !! RCH !! STK !! Effect
! Item !! Qty !! Category !! PW !! RCH !! STK !! WGT !! Effect
|-
|-
| Deathweaving Fan || - || - || - || Once per Activation, reroll a failed Profane Spell roll. To summon a Tier III+ Undead via Ritual, spend Mana equal to the model’s Tier +1 and remove 2 Dead models within Awareness. (Accessory)
| [[Deathweaving Fan]] || 1 || Accessory || || — || — || 1 || Once per Activation, reroll a failed Profane Spell roll. To summon a Tier III or higher Undead via Ritual, spend Mana equal to the model's Tier +1 and remove 2 [[Dead]] models within Awareness.
|}
|}


== Stratagems ==
==Stratagems==
{| class="wikitable"
{| class="wikitable"
! Name !! Effect
! Name !! Type !! Effect
|-
|-
| '''Eternal Vigil''' || Target Undead model gains Watchful.
| '''Eternal Vigil''' || Authority || Target Undead model gains [[Watchful]].
|-
|-
| '''Final Gambit''' || All Undead gain Unstoppable (may ignore size requirement). All Undead become Dead at end of turn. When an allied Undead becomes Dead, place AoE: Circular S centered on it; all models within suffer a Hit with PW 12 and Poison II; then remove the Undead.
| '''Final Gambit''' || Authority || All Undead gain [[Unstoppable]] (may ignore size requirement). All Undead become Dead at the end of the turn. When an allied Undead becomes Dead, place AOE: Circular S centered in it. All models Withing the AOE suffer a Hit with PW 12 and [[Poison|Poison II]]. After resolving the AOE, remove the Undead.
|-
|-
| '''Profane Mend''' || Select up to 2 models (including Dead). Each may regain 1 HP.
| '''Profane Mend''' || Authority || Select up to 2 models. Each may regain 1 HP (including [[Dead]] models).
|-
|-
| '''Soul Harvest''' || Remove up to 2 Dead models within Awareness. Gain 2 Mana for each removed Dead model.
| '''Soul Harvest''' || Subterfuge || Remove up to 2 [[Dead]] models within Awareness. Gain 2 Mana for each removed [[Dead]] model.
|}
|}


== Special ==
==Special==
Can recruit models with the Undead Trait. After deploying, place a Dead token 14” or more away (treated as a model in the Dead State).
Can recruit models with Undead Trait.
After deploying, place a Dead token 14" or more away. It is considered as a model in Dead State.


== Glossary ==
==Glossary==
; [[Advantage (X)]] : Trait. Once per Activation Sequence this model may reroll any number of dice during an Attack against a target with the (X) characteristic.
; Advantage (X) : Once per Activation Sequence, the model with this Trait may reroll any number of dice (once) during an Attack Action against a target with (X) characteristic (Size, Class, Trait, etc.).
; [[Armor-Piercing]] : Trait. Only half of the target's ARM value is counted for the DMG roll.
; Armor-Piercing : When making a Damage Roll for a Hit with this Trait you only add halved ARM value.
; [[Cleave]] : Trait. If a model suffers at least one Wound with this Trait, it suffers an additional Wound.
; Cleave : If a model suffers at least one Wound with this Trait, it automatically suffers another Wound.
; [[Construct]] : Trait. The model is unaffected by Surprise Attack, Stagger, Vampirism, Mindgame and Burn; immune to Charm and Toxic Environment; cannot become Panicked, Bleeding, Poisoned, Weakened or Confused.
; Construct : This model cannot be affected by the following Traits: Surprise Attack, Stagger, Vampirism, Mindgame and Burn. It cannot be affected by the Charm Skill or Toxic Environment. It cannot enter [[Panicked]], [[Bleeding]], [[Poisoned]], [[Weakened]] and [[Confused]] States. Spells or Abilities that allow the attacker to regain HP when it deals a Wound to a model cannot affect this model. It cannot regain HP from Spells or Skills without the Earth Element. If the model's HP reaches 0, it is removed from the field.
; [[Continuous]] : Trait. The effect stays in play until the end of the quest or until removed by a specific effect, regardless of other durations.
; Dead : A Dead model's Hitbox becomes the
; [[Dead]] : State. The model's Hitbox becomes the size of its base and it is out of the game.
size and volume of its base.
; [[Incapacitated]] : State. When a model's HP reaches 0 it becomes Incapacitated and immediately enters the Crouched State.
A Dead model cannot receive
; [[Mana Cost (X)]] : Trait. To cast a Spell with this Trait, the caster must spend X Mana Counters.
Activation Points and cannot
; [[Poisoned]] : State. The model must perform a Toughness roll with a −6 modifier in each of its Strategic phases; a failed roll causes a Wound.
perform Activations nor Reactions.
; [[Ritual]] : Special Action. Lets the model immediately cast a Conjuration Spell or Spells that require the Ritual Action.
Unless Stated otherwise, it cannot
; [[Undead]] : Trait. The model cannot be affected by Poisoned, Weakened, Bleeding or Panicked. Mindgame Spells cannot target or affect it. Divine Healing-type Spells deal 15 PW damage instead of healing. If its HP reaches 0, it becomes Dead.
use or benefit from any Skills, Traits,
Upgrades, Items etc.
Unless stated otherwise it is ignored
for all impacts like scoring in Quests,
(Ranged) Friendly Fire, etc. and does
not obstruct Movement, but a model
may not end their Movement on top
of a Dead model.
When a model enters Dead State,
it retains its other States. Unless
specified otherwise, a Dead model
cannot regain HP.
; Elemental Essence (Element) : This model cannot suffer Effects from (Element) Attacks (it still suffers Damage as normal). Melee Attacks with this model's Natural Weapons deal (Element) Spell Damage.
; Panicked : On a failed Intellect roll, the enemy model must also perform Walk towards the user for its entire Speed
value (if able) at the end of the Activation Sequence.
 
If it starts its turn Engaged it will declare Idle and Dodge. If the Movement of the model in this State would end past the edge of the field, the model is removed from play and counts as a loss.
 
If the model fails the roll in its Reactive Role, it can only declare Dodge towards the edge of the field or Nothing as its Reaction.
; Poison : STRONG POISON; If a model suffers a Wound with this Trait, it becomes [[Weakened]] and [[Poisoned]] (States).
; Poisoned : A model in this state must perform a Toughness roll with a -6 modifier in its every
Strategic phase. A failed roll causes the model to suffer a Wound.
; Sweep : On a successful Attack roll, this model's Front arc becomes 360° for the remainder of the Activation Sequence. All models within this model's Melee RCH and LoS suffer a Hit.
; Undead : This model cannot be affected by [[Poisoned]], [[Weakened]], [[Bleeding]], or [[Panicked]] States. Spells with [[Mindgame]] cannot target or affect it. Healing-type Spells of the Divine Element do not restore any HP but instead, deal 15 PW damage to it. If this model's HP reaches 0, it becomes Dead.
; Unstoppable : If the target of an Attack Action is smaller than this model, Confrontation among these models does not occur for that Attack Action. Successful Attack Rolls from one model do not block the other's.
; Watchful : This model receives a double amount of Activation Points in its Reactive role.


----
<small>''Source: Eldfall Chronicles — Guildhall roster; Rulebook v1.6; Northern Wind Spellbook (Feb 2026 errata).''</small>
[[Category:Units]]
[[Category:Units]]
[[Category:Oni Clans]]
[[Category:Oni Clans]]

Revision as of 14:47, 22 July 2026

Chiyohime is a unit of the Oni Clans faction in Eldfall Chronicles.

Size Classes Cost Limit STA SPD OFF DEF ACC INT AG T ARM HP M
Medium Mage / Sorcerer 45 1 3 5 12 12 10 17 13 15 3 4 16

Classes

When casting a Spell, a Mage may spend an unspent Activation Point to reroll any number of dice. Mana Counters are a resource that represents mana - the energy required for casting Spells. Mana Counters can be spent to cover the price of Conjuration-type Spells or some other powerful Spells. When in the Active role, a Mage can convert any number of its Activation Points into the corresponding number of Mana Counters (replace Activation Points with Mana Counters) and place them in their personal pool. Mana counters are cumulative and do not disappear at the end of the turn!

In their Active role, when casting a Sorcery-Type Spell, a Sorcerer may reroll up to 1 failed roll.

Traits

Affinity (Profane)
A model with this Trait can cast (Profane) Spells. (For example: Profane = fire, water, profane, etc.)
Demon
When this model deals a Wound to a model, that model must perform a M roll. If failed, the wounded model becomesPanicked (State) until the end of the turn. If this model scores a Critical Hit, the hit model automatically becomes Panicked (State) until the end of the turn. This model's Attack receives +4 Modifier when it is declared against a model in the Panicked State. This trait does not work against models with this Trait.
Resistance (Spell)
Power of a Hit dealt to this model by an Attack with the (Spell) Type or Trait is halved.
Survival (Difficult Environment)
This model is not affected by the Difficult Environment.
Menacing
Models with LoS to this model suffer a -2 M modifier for every level of this ability.

Skills

Charm
When an enemy model declares Reaction against this model, it must first perform an Intellect roll. If it fails the roll, it may not declare any Normal Action other than Nothing until the end of the Activation Sequence.
Chain Attack
Once per Activation Sequence, if an allied model scores a Hit against an enemy within this model's LoS, this model may perform an unmodified STK 1 Attack against that enemy (before DMG rolls). If there are multiple targets, choose one. This Skill is not an Activation or Reaction and does not consume AP. It ignores "(Ranged) Friendly Fire". Hits generated from Chain Attack cannot generate further Chain Attacks.

Spellcrafts

Necromancy (Level V)

Spell Lvl Element Type PW RCH STK Effect
Command the Undead I Profane Spell, Necromancy, Ranged Casting Aura x Continuous.

This Spell cannot be negated by Elemental Essence and does not cause Confrontation. To succeed, the caster must perform a number of INT rolls equal to the target's Tier. The caster may spend any amount of Mana, with each one guaranteeing a successful INT roll. Spending at least 1 Mana allows control of a Level II Undead. If successful, the target's Attack rolls are negated, and a target with Undead I becomes allied to the caster.

The converted Hostile retains its remaining AP.

Spectral Sight I Profane Spell, Necromancy, Melee/Ranged 16 1 The enchanted model gains Advantage Undead.
Curse of Decay I Profane Spell, Necromancy, Ranged 16 1 Continuous.

The target becomes Poisoned State.

Necrotic Wound II Profane Spell, Necromancy, Ranged * 16 1 Target gains Cleave and Poison II
Soul Leech II Profane Spell, Necromancy, Melee/Ranged * 16 1 The caster gains 1 Mana Counter whenever the enchanted model successfully deals a Wound.
A Second Chance III Profane Spell, Necromancy, Ranged 16 2 The target model regains 1 HP. If the target model was Incapacitated, it also regains 1 AP.
Life Leech III Profane Spell, Necromancy, Melee/Ranged * 10 1 The enchanted model gains 1 HP for each Wound dealt to an enemy model without the Undead or Construct Trait (up to double its default HP).
Corroding Embrace IV Profane Spell, Necromancy, Melee/Ranged 14 3 1 Armor-Piercing, Poison II, Sweep II
Leeching Bolt IV Profane Spell, Necromancy, Ranged INT 16 1 The caster regains 1 HP for each Wound dealt to an enemy model without the Undead or Construct Trait.
Raise the Undead V Profane Spell, Necromancy, Ranged Casting Aura 1 [Mana Cost: 2]

Select a Dead model within Awareness. Summon up to 2 Tier I Undead or 1 Tier II Undead in Base Contact with the Dead model, then remove the Dead model.

Reanimation V Profane Spell, Necromancy, Ranged Casting Aura 1 [Mana Cost: 1]

Each Undead model within RCH regains full HP and may cancel Dead State.

Inventory

Inventory space: 5

Item Qty Category PW RCH STK WGT Effect
Deathweaving Fan 1 Accessory 1 Once per Activation, reroll a failed Profane Spell roll. To summon a Tier III or higher Undead via Ritual, spend Mana equal to the model's Tier +1 and remove 2 Dead models within Awareness.

Stratagems

Name Type Effect
Eternal Vigil Authority Target Undead model gains Watchful.
Final Gambit Authority All Undead gain Unstoppable (may ignore size requirement). All Undead become Dead at the end of the turn. When an allied Undead becomes Dead, place AOE: Circular S centered in it. All models Withing the AOE suffer a Hit with PW 12 and Poison II. After resolving the AOE, remove the Undead.
Profane Mend Authority Select up to 2 models. Each may regain 1 HP (including Dead models).
Soul Harvest Subterfuge Remove up to 2 Dead models within Awareness. Gain 2 Mana for each removed Dead model.

Special

Can recruit models with Undead Trait. After deploying, place a Dead token 14" or more away. It is considered as a model in Dead State.

Glossary

Advantage (X)
Once per Activation Sequence, the model with this Trait may reroll any number of dice (once) during an Attack Action against a target with (X) characteristic (Size, Class, Trait, etc.).
Armor-Piercing
When making a Damage Roll for a Hit with this Trait you only add halved ARM value.
Cleave
If a model suffers at least one Wound with this Trait, it automatically suffers another Wound.
Construct
This model cannot be affected by the following Traits: Surprise Attack, Stagger, Vampirism, Mindgame and Burn. It cannot be affected by the Charm Skill or Toxic Environment. It cannot enter Panicked, Bleeding, Poisoned, Weakened and Confused States. Spells or Abilities that allow the attacker to regain HP when it deals a Wound to a model cannot affect this model. It cannot regain HP from Spells or Skills without the Earth Element. If the model's HP reaches 0, it is removed from the field.
Dead
A Dead model's Hitbox becomes the

size and volume of its base. A Dead model cannot receive Activation Points and cannot perform Activations nor Reactions. Unless Stated otherwise, it cannot use or benefit from any Skills, Traits, Upgrades, Items etc. Unless stated otherwise it is ignored for all impacts like scoring in Quests, (Ranged) Friendly Fire, etc. and does not obstruct Movement, but a model may not end their Movement on top of a Dead model. When a model enters Dead State, it retains its other States. Unless specified otherwise, a Dead model cannot regain HP.

Elemental Essence (Element)
This model cannot suffer Effects from (Element) Attacks (it still suffers Damage as normal). Melee Attacks with this model's Natural Weapons deal (Element) Spell Damage.
Panicked
On a failed Intellect roll, the enemy model must also perform Walk towards the user for its entire Speed

value (if able) at the end of the Activation Sequence.

If it starts its turn Engaged it will declare Idle and Dodge. If the Movement of the model in this State would end past the edge of the field, the model is removed from play and counts as a loss.

If the model fails the roll in its Reactive Role, it can only declare Dodge towards the edge of the field or Nothing as its Reaction.

Poison
STRONG POISON; If a model suffers a Wound with this Trait, it becomes Weakened and Poisoned (States).
Poisoned
A model in this state must perform a Toughness roll with a -6 modifier in its every

Strategic phase. A failed roll causes the model to suffer a Wound.

Sweep
On a successful Attack roll, this model's Front arc becomes 360° for the remainder of the Activation Sequence. All models within this model's Melee RCH and LoS suffer a Hit.
Undead
This model cannot be affected by Poisoned, Weakened, Bleeding, or Panicked States. Spells with Mindgame cannot target or affect it. Healing-type Spells of the Divine Element do not restore any HP but instead, deal 15 PW damage to it. If this model's HP reaches 0, it becomes Dead.
Unstoppable
If the target of an Attack Action is smaller than this model, Confrontation among these models does not occur for that Attack Action. Successful Attack Rolls from one model do not block the other's.
Watchful
This model receives a double amount of Activation Points in its Reactive role.