Status
Stunned: A Model with 1 or more Stunned Markers is -1 Defense. Roll a D6 at the start of its activations, on 4+ remove 1 Stunned Marker. Remove all when KO’d or at end of Adventure.
Radioactive Spaces: Entering or starting your activation gives 1 Corruption Hit for each Radioactive Icon in that Space (printed or placed as marker).
Poison: Each activation a Hero has 1 or more Poison markers roll a D6 for each counter: on a 1 or 2 the Hero takes 1 Wound, ignoring Defense. On a 6 remove the marker. Remove all when KO’d or at end of Adventure.
Toxic Clouds: Put on board by various encounters, when a Hero is in same space as 1 or more Toxic Clouds: roll Willpower save for each. Failed saves → Poison marker. Enemies not affected.
Patrol Markers: Placed on Depth Track. Roll for discovery: if 2D6 is equal or higher than # of Patrol Markers + number of Heroes in the Posse nothing happens. If Less remove all markers and draw an otherworld Threat card for an Ambush Attack. A Scout may roll 3D6 and discard the lowest.
Land Mine: If in a space with a Land Mine Marker: Luck 5+ test Fail: flip token.
Bleeding: A Model is -3 Health for each Bleeding Marker. Use 1 Grit to remove 1 marker. Remove all when KO’d or at end of Adventure.
Broken Grates: Placed like an Enemy, Initiative 0. A Fight ends only when all Broken Grates are sealed. For each Broken Grate roll a D6 at initiative 0. On a 5+ place a new enemy adjacent. If no enemies on map: 4+. If you cannot, move the Darkness 1 step. Sealing grates by making a Skill 6+ test (any skill) adjacent instead of an Attack. Each success = 10XP, 3 successes needed. Explosives at same space seals Broken grate on a 3+ (25XP).