5.0 STATUS CONDITIONS

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).

ConditionSystem FailureEffect Description
PINNEDMovement LockThe Unit cannot move from its current tile.
DAZEDWeapon LockThe Unit cannot declare Attacks. It may still Move or perform other actions.
BLINDEDSensor ErrorThe Unit cannot perform Ranged Attacks
Note: Melee Attacks are still permitted.
DEAFENEDComms OfflineThe 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.

  1. Application: Status is applied during the Attacker’s turn.
  2. Active Duration: The status persists through the Opponent’s turn (restricting their actions).
  3. 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.