Status conditions disrupt a Unit’s subroutines and combat efficiency. A Unit can be affected by multiple status conditions simultaneously unless otherwise stated.
5.1 Temporary Status Effects
The following conditions follow the Standard Duration Protocol (see 5.3).
| Condition | System Failure | Effect Description |
| PINNED | Movement Lock | The Unit cannot move from its current tile. |
| DAZED | Weapon Lock | The Unit cannot declare Attacks. It may still Move or perform other actions. |
| BLINDED | Sensor Error | The Unit cannot perform Ranged Attacks Note: Melee Attacks are still permitted. |
| DEAFENED | Comms Offline | The Unit is cut off from command. It cannot be the target of Friendly Orders, Tactics, or Unit Abilities. |
5.2 Persistent Status Effects
This condition does not expire automatically and requires intervention to remove.
BLEEDING (Structural Critical)
- Effect: The Unit takes 10 Damage at the end of EVERY turn.
- Triggers: End of Owner’s Turn AND End of Opponent’s Turn.
- Duration: Persistent. Remains active until the Unit is Knocked Out or the condition is Cured.
- Cure Protocol (Triage): A player may declare a Triage action for the bleeding Unit during their Attack Phase.
- Action: The Unit sacrifices its Attack for the turn to heal the Bleeding condition.
5.3 Duration Protocols
Standard Duration (One Full Round)
Conditions classified as “Temporary” (Pinned, Dazed, Blinded, Deafened) last for exactly one full round of gameplay.
- Application: Status is applied during the Attacker’s turn.
- Active Duration: The status persists through the Opponent’s turn (restricting their actions).
- Expiration: The status is automatically cleared at the Start of the Attacker’s Next Turn.
Persistent Duration
Conditions classified as “Persistent” (Bleeding) ignore the Standard Duration Protocol. They remain in effect indefinitely until a specific cure condition is met.