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Effects

[Broken] Unit must move directly away from the threat causing the effect, without getting into contact with Enemies. If [Broken] at Turn start, a Morale test must be passed, to avoid moving towards the owning Players deployment zone, without getting into contact with Enemies.

[Bewildered] Units must pass a Morale test to take any Action.

[Feared] Units wanting to Charge a [Fear] causing Unit must pass a Morale test in order to do so. Units Charged by a [Fear] causing Unit must pass a Morale test on a D12 to avoid halting their action.

[Dreaded] Units wanting to Charge or Shoot at, a [Dread] causing Unit must pass a Morale test in order to do so. Units Charged by a [Dread] causing Unit must pass a Morale test on a D12+1 to avoid halting their action.

[Terrorized] Units wanting to Charge or Shoot at a Terror causing Unit must pass a Morale test in order to do so. Units Charged by a Terror causing Unit must pass a Morale test on a D12+2 to avoid halting their action.

[Casualty] Models reduced to 0 Health are marked as Casualty and it’s owner may attempt to revitalise. At Phase end, if not revitalized, an able opponent may attempt to raise it as tainted by The Deep Blue. Otherwise it's removed from play.

0.02 Added Casualty.

Effects 0.03

Rewrote all Effect descriptons for clarification.

[Broken] 0.0.1

If [Broken] due to a melee result, the unit must flee a distance equal to its move away from the enemy.

If [Broken] due to other reason, the unit must flee towards its own deployment edge

Fleeing must occur without getting into contact with Enemies.

If [Broken] at Turn start, a Morale test must be passed, to avoid moving towards the owning Players deployment zone, without getting into contact with Enemies.

[Bewildered]  0.0.1

Units must pass a Morale test to take any Action.

[Feared]  0.0.1

Units wanting to Charge a [Fear] causing Unit must pass a Morale test in order to do so. Units Charged by a [Fear] causing Unit must pass a Morale test on a D12 to avoid halting.

[Dreaded]

Units wanting to Charge or Shoot at, a [Dread] causing Unit must pass a Morale test in order to do so. Units Charged by a [Dread] causing Unit must pass a Morale test on a D12+1 to avoid halting.

[Terrorized]  1.0.1

Units wanting to Charge or Shoot at a Terror causing Unit must pass a Morale test in order to do so. Units Charged by a Terror causing Unit must pass a Morale test on a D12+2 to avoid halting.

[Casualty]  1.0.1

Models reduced to 0 Health are marked as Casualty and it’s owner may attempt to revitalise it during the Phase. At Phase end, if not revitalized, an able opponent may attempt to raise it as tainted by The Deep Blue. Otherwise it's removed from play.