Status

Stunned : A Model with 1 or more Stunned Markers is -1 Defense . Roll a D6 at the start of it’s 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 si 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 Treath 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 atsame space seals Broken grate on a 3+ (25XP).