Statuses are tactical instructions. Some stop or redirect actions, some alter targeting, some spend stacks on a named trigger, and some announce an enemy sequence. Read the exact current description before spending AP.

Choose the visible status

Select the icon or name shown in the current battle. The panel gives one immediate response that still applies when the affected unit belongs to the other side, plus a link to the exact field record.

Choose your situation

Which named status is affecting the current unit?

Harmful · Action economyAction LockedSome actions, such as Overwatch, lock the Operator in an alerted state. These Operators cannot take any further actions on that turn and cannot gain additional AP.AffectsBothStack wordingNot named in the current rule

Remove the affected unit from this turn's remaining action order; it cannot act again or gain more AP.

Premise
This answer applies when: Harmful · Action economyAction LockedSome actions, such as Overwatch, lock the Operator in an alerted state. These Operators cannot take any further actions on that turn and cannot gain additional AP.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · Action economyAction LockedSome actions, such as Overwatch, lock the Operator in an alerted state. These Operators cannot take any further actions on that turn and cannot gain additional AP.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
Some actions, such as Reaction fire mechanicOverwatchOverwatch is an action that ends a unit's turn, and has them hunker down and fire at any enemy unit that moves through their Target Area. The Overwatching unit can fire a number of times equal to the amount of Action Points invested. Overwatch Shots have a 50% chance to immediately Stop a target's movement. If an Operator holding an Overwatch takes damage, they will exit Overwatch and all remaining shots are lost.Shot budget1 per AP investedStop chance50% per shotBreak conditionTaking damage ends the stance, lock the Operator in an alerted state. These Operators cannot take any further actions on that turn and cannot gain additional AP.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule

Use the visible stack count and exact rule to project damage after each action by this unit before deciding whether another attack is needed.

Premise
This answer applies when: Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule rule before committing AP.
Why this answer
Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule stacks is reduced by half when Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule Damage is taken.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · ConcealmentChromatic CamouflageThe Plague within this unit can warp light and color, making it nearly impossible to detect.AffectsEnemyStack wordingNot named in the current rule

Do not commit the turn's key attack until the targeting preview confirms a reliable shot; otherwise cover likely approach lanes.

Premise
This answer applies when: Helpful · ConcealmentChromatic CamouflageThe Plague within this unit can warp light and color, making it nearly impossible to detect.AffectsEnemyStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · ConcealmentChromatic CamouflageThe Plague within this unit can warp light and color, making it nearly impossible to detect.AffectsEnemyStack wordingNot named in the current rule rule before committing AP.
Why this answer
The Plague within this unit can warp light and color, making it nearly impossible to detect.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · ControlDazeA Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule

Remove attacks by this unit from the current action forecast, then plan around its movement, non-offensive actions, and later control resistance.

Premise
This answer applies when: Harmful · ControlDazeA Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · ControlDazeA Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
A Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule again for the rest of the battle.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current rule

Treat each incoming ranged attack as a separate block check and keep one check from deciding the whole turn.

Premise
This answer applies when: Helpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current rule rule before committing AP.
Why this answer
Helpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current rule provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule increases this chance by an additional +4%.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · AccuracyDisorientedDisoriented units suffer a -20% Chance-To-Hit penalty on all attacks.AffectsBothStack wordingNot named in the current rule

Recalculate the affected unit's threat with the listed Chance-To-Hit penalty before relying on its attack or exposing another unit to it.

Premise
This answer applies when: Harmful · AccuracyDisorientedDisoriented units suffer a -20% Chance-To-Hit penalty on all attacks.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · AccuracyDisorientedDisoriented units suffer a -20% Chance-To-Hit penalty on all attacks.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
Harmful · AccuracyDisorientedDisoriented units suffer a -20% Chance-To-Hit penalty on all attacks.AffectsBothStack wordingNot named in the current rule units suffer a -20% Chance-To-Hit penalty on all attacks.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · ControlDrainedA Drained unit cannot take any actions. Drained units recover on the next turn, but suffer from Lethargy until the Seer that drained them is defeated.AffectsOperatorStack wordingNot named in the current rule

Protect the disabled Operator and make removing the linked source the immediate squad task.

Premise
This answer applies when: Harmful · ControlDrainedA Drained unit cannot take any actions. Drained units recover on the next turn, but suffer from Lethargy until the Seer that drained them is defeated.AffectsOperatorStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · ControlDrainedA Drained unit cannot take any actions. Drained units recover on the next turn, but suffer from Lethargy until the Seer that drained them is defeated.AffectsOperatorStack wordingNot named in the current rule rule before committing AP.
Why this answer
A Harmful · ControlDrainedA Drained unit cannot take any actions. Drained units recover on the next turn, but suffer from Lethargy until the Seer that drained them is defeated.AffectsOperatorStack wordingNot named in the current rule unit cannot take any actions. Harmful · ControlDrainedA Drained unit cannot take any actions. Drained units recover on the next turn, but suffer from Lethargy until the Seer that drained them is defeated.AffectsOperatorStack wordingNot named in the current rule units recover on the next turn, but suffer from Harmful · Action economyLethargyUntil the Seer that drained this Operator is defeated, this Operator loses an AP each turn.AffectsOperatorStack wordingNot named in the current rule until the Seer that drained them is defeated.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · Action economyLethargyUntil the Seer that drained this Operator is defeated, this Operator loses an AP each turn.AffectsOperatorStack wordingNot named in the current rule

Budget the reduced turn first, then remove the source instead of accepting continued action loss.

Premise
This answer applies when: Harmful · Action economyLethargyUntil the Seer that drained this Operator is defeated, this Operator loses an AP each turn.AffectsOperatorStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · Action economyLethargyUntil the Seer that drained this Operator is defeated, this Operator loses an AP each turn.AffectsOperatorStack wordingNot named in the current rule rule before committing AP.
Why this answer
Until the Seer that drained this Operator is defeated, this Operator loses an AP each turn.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule

Recalculate this Jedi's Helpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current rule Chance and Lightsaber Damage from the visible Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule stack count before choosing an attack or exposure.

Premise
This answer applies when: Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule rule before committing AP.
Why this answer
Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule with the Force affects the capabilities of the Jedi. Helpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current rule Chance and Lightsaber Damage improve with each stack of Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · ResourceHatredEach stack increases the Second Sister's Lightsaber Damage by +4.AffectsEnemyStack wordingNamed in the current rule

Treat a Helpful · ResourceHatredEach stack increases the Second Sister's Lightsaber Damage by +4.AffectsEnemyStack wordingNamed in the current rule carrier as an escalating threat and deny it easy opportunities to convert the resource.

Premise
This answer applies when: Helpful · ResourceHatredEach stack increases the Second Sister's Lightsaber Damage by +4.AffectsEnemyStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · ResourceHatredEach stack increases the Second Sister's Lightsaber Damage by +4.AffectsEnemyStack wordingNamed in the current rule rule before committing AP.
Why this answer
Each stack increases the Second Sister's Lightsaber Damage by +4.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · DefenseImmovableThis unit is temporarily Immune to Push and Pull effects.AffectsBothStack wordingNot named in the current rule

Remove Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks from every plan involving this unit until the immunity is gone.

Premise
This answer applies when: Helpful · DefenseImmovableThis unit is temporarily Immune to Push and Pull effects.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · DefenseImmovableThis unit is temporarily Immune to Push and Pull effects.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
This unit is temporarily Immune to Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks effects.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · DefenseImperviousThis unit is temporarily Immune to all negative Status Effects.AffectsBothStack wordingNot named in the current rule

Remove negative Status Effects from every plan involving this unit until the immunity ends.

Premise
This answer applies when: Helpful · DefenseImperviousThis unit is temporarily Immune to all negative Status Effects.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · DefenseImperviousThis unit is temporarily Immune to all negative Status Effects.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
This unit is temporarily Immune to all negative Status Effects.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Mixed · PlagueInfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.AffectsEnemyStack wordingNot named in the current rule

Choose defeat order only after checking every nearby Plague carrier and the statuses connected to it.

Premise
This answer applies when: Mixed · PlagueInfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.AffectsEnemyStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Mixed · PlagueInfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.AffectsEnemyStack wordingNot named in the current rule rule before committing AP.
Why this answer
This unit is infected by Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom's Plague and will Resonate when nearby Mixed · PlagueInfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.AffectsEnemyStack wordingNot named in the current rule units are defeated.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule

Reduce further exposure and favor the route that preserves the Operator for the campaign.

Premise
This answer applies when: Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule rule before committing AP.
Why this answer
Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · DefenseInvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.AffectsBothStack wordingNamed in the current rule

Plan the next incoming attack with its damage blocked and an Helpful · DefenseInvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.AffectsBothStack wordingNamed in the current rule stack removed, then judge the following attack separately.

Premise
This answer applies when: Helpful · DefenseInvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.AffectsBothStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · DefenseInvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.AffectsBothStack wordingNamed in the current rule rule before committing AP.
Why this answer
Prevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · OffenseLethalIncreases Chance-To-Hit by +5% and Critical Chance by +3% for each stack of this effect. All stacks are lost when this Operator moves, or is knocked out of position.AffectsOperatorStack wordingNamed in the current rule

Plan the movement that preserves the benefit before moving the Operator impulsively.

Premise
This answer applies when: Helpful · OffenseLethalIncreases Chance-To-Hit by +5% and Critical Chance by +3% for each stack of this effect. All stacks are lost when this Operator moves, or is knocked out of position.AffectsOperatorStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · OffenseLethalIncreases Chance-To-Hit by +5% and Critical Chance by +3% for each stack of this effect. All stacks are lost when this Operator moves, or is knocked out of position.AffectsOperatorStack wordingNamed in the current rule rule before committing AP.
Why this answer
Increases Chance-To-Hit by +5% and Critical Chance by +3% for each stack of this effect. All stacks are lost when this Operator moves, or is knocked out of position.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · AccuracyMachine LearningEach stack of Machine Learning increases Chance-To-Hit by +5% for all attacks. Does not expire.AffectsDroidStack wordingNamed in the current rule

Recalculate the affected Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule's attack reliability from the visible stacks, and do not expect the state to expire on its own.

Premise
This answer applies when: Helpful · AccuracyMachine LearningEach stack of Machine Learning increases Chance-To-Hit by +5% for all attacks. Does not expire.AffectsDroidStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · AccuracyMachine LearningEach stack of Machine Learning increases Chance-To-Hit by +5% for all attacks. Does not expire.AffectsDroidStack wordingNamed in the current rule rule before committing AP.
Why this answer
Each stack of Helpful · AccuracyMachine LearningEach stack of Machine Learning increases Chance-To-Hit by +5% for all attacks. Does not expire.AffectsDroidStack wordingNamed in the current rule increases Chance-To-Hit by +5% for all attacks. Does not expire.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · TargetingMarkedWhen an ally fires on a Marked target, the Operator who placed the mark will Assist and fire as well.AffectsBothStack wordingNot named in the current rule

Identify the mark source and the next shot by a unit allied with that source before committing an attack around this unit.

Premise
This answer applies when: Harmful · TargetingMarkedWhen an ally fires on a Marked target, the Operator who placed the mark will Assist and fire as well.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · TargetingMarkedWhen an ally fires on a Marked target, the Operator who placed the mark will Assist and fire as well.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
When an ally fires on a Harmful · TargetingMarkedWhen an ally fires on a Marked target, the Operator who placed the mark will Assist and fire as well.AffectsBothStack wordingNot named in the current rule target, the Operator who placed the mark will Assist and fire as well.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · RecoveryMoraleEach turn, Morale restores 2 Health per Stack and then 1 Stack is lost.AffectsOperatorStack wordingNamed in the current rule

Keep the recovering Operator safe long enough for the visible stacks to matter.

Premise
This answer applies when: Helpful · RecoveryMoraleEach turn, Morale restores 2 Health per Stack and then 1 Stack is lost.AffectsOperatorStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · RecoveryMoraleEach turn, Morale restores 2 Health per Stack and then 1 Stack is lost.AffectsOperatorStack wordingNamed in the current rule rule before committing AP.
Why this answer
Each turn, Helpful · RecoveryMoraleEach turn, Morale restores 2 Health per Stack and then 1 Stack is lost.AffectsOperatorStack wordingNamed in the current rule restores 2 Health per Stack and then 1 Stack is lost.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · DefensePlague ArmorThis unit is empowered by Fathom's Plague and reduces incoming damage by 50%.AffectsEnemyStack wordingNot named in the current rule

Control the protected enemy or prepare a coordinated damage turn instead of feeding isolated attacks into it.

Premise
This answer applies when: Helpful · DefensePlague ArmorThis unit is empowered by Fathom's Plague and reduces incoming damage by 50%.AffectsEnemyStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · DefensePlague ArmorThis unit is empowered by Fathom's Plague and reduces incoming damage by 50%.AffectsEnemyStack wordingNot named in the current rule rule before committing AP.
Why this answer
This unit is empowered by Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom's Plague and reduces incoming damage by 50%.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · DefenseRay ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.AffectsBothStack wordingNot named in the current rule

Treat shield depletion as a separate damage gate before health, and include the listed per-turn recharge in the plan.

Premise
This answer applies when: Helpful · DefenseRay ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · DefenseRay ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
This unit is protected by an active Helpful · DefenseRay ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.AffectsBothStack wordingNot named in the current rule. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule

Inspect the visible count and intended transfer recipient before defeating the carrier.

Premise
This answer applies when: Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule rule before committing AP.
Why this answer
When this unit's Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule reaches 3 stacks, the Plague within it will Helpful · PlagueSurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.AffectsEnemyStack wordingNot named in the current rule and grow much stronger. When defeated, this unit's Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule is transferred to the nearest Mixed · PlagueInfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.AffectsEnemyStack wordingNot named in the current rule unit.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current rule

Plan the next incoming attack as an exchange that consumes a Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current rule stack and allows a Reaction Shot against the attacker.

Premise
This answer applies when: Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current rule rule before committing AP.
Why this answer
After this unit is attacked, Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current rule triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · TargetingScannedWhile Scanned, this unit's Defense is reduced by 4 and attackers gain +20% Chance-To-Hit.AffectsBothStack wordingNot named in the current rule

Recalculate every incoming attack with the listed Defense and Chance-To-Hit changes before committing this unit or an attack against it.

Premise
This answer applies when: Harmful · TargetingScannedWhile Scanned, this unit's Defense is reduced by 4 and attackers gain +20% Chance-To-Hit.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · TargetingScannedWhile Scanned, this unit's Defense is reduced by 4 and attackers gain +20% Chance-To-Hit.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
While Harmful · TargetingScannedWhile Scanned, this unit's Defense is reduced by 4 and attackers gain +20% Chance-To-Hit.AffectsBothStack wordingNot named in the current rule, this unit's Defense is reduced by 4 and attackers gain +20% Chance-To-Hit.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · DefenseShared Suffering (Ally)Damage against this unit is reduced by 75%. The Guardian protecting this unit takes 25% of any damage they receive. Defeating the connected Guardian removes this protection.AffectsEnemyStack wordingNot named in the current rule

Defeat the connected Guardian before repeating attacks into this unit's listed Damage reduction.

Premise
This answer applies when: Helpful · DefenseShared Suffering (Ally)Damage against this unit is reduced by 75%. The Guardian protecting this unit takes 25% of any damage they receive. Defeating the connected Guardian removes this protection.AffectsEnemyStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · DefenseShared Suffering (Ally)Damage against this unit is reduced by 75%. The Guardian protecting this unit takes 25% of any damage they receive. Defeating the connected Guardian removes this protection.AffectsEnemyStack wordingNot named in the current rule rule before committing AP.
Why this answer
Damage against this unit is reduced by 75%. The Guardian protecting this unit takes 25% of any damage they receive. Defeating the connected Guardian removes this protection.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · OffenseSharpened SensesGases harvested from Umbara temporarily enhance the senses, increasing Chance-To-Hit by +5% and Ranged Attack Damage by +1 per stack. One stack expires after each Ranged Attack.AffectsOperatorStack wordingNamed in the current rule

Spend the visible stacks on the ranged attacks that gain the most from the window.

Premise
This answer applies when: Helpful · OffenseSharpened SensesGases harvested from Umbara temporarily enhance the senses, increasing Chance-To-Hit by +5% and Ranged Attack Damage by +1 per stack. One stack expires after each Ranged Attack.AffectsOperatorStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · OffenseSharpened SensesGases harvested from Umbara temporarily enhance the senses, increasing Chance-To-Hit by +5% and Ranged Attack Damage by +1 per stack. One stack expires after each Ranged Attack.AffectsOperatorStack wordingNamed in the current rule rule before committing AP.
Why this answer
Gases harvested from Umbara temporarily enhance the senses, increasing Chance-To-Hit by +5% and Ranged Attack Damage by +1 per stack. One stack expires after each Ranged Attack.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current rule

Recalculate the affected unit's reachable tiles with the listed Movement reduction before committing a route, target, or objective race.

Premise
This answer applies when: Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
Decreases this unit's Movement by 50%.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule

Rebuild the ranged plan around the affected unit keeping its hit protection until that unit moves out of Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule.

Premise
This answer applies when: Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule rule before committing AP.
Why this answer
Units inside Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · TargetingSpottedChance-To-Hit penalties from Range and Smoke are ignored when attacking Spotted units.AffectsBothStack wordingNot named in the current rule

Recalculate the affected unit's ranged exposure with Range and Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule penalties removed before committing a tile or attack.

Premise
This answer applies when: Harmful · TargetingSpottedChance-To-Hit penalties from Range and Smoke are ignored when attacking Spotted units.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · TargetingSpottedChance-To-Hit penalties from Range and Smoke are ignored when attacking Spotted units.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
Chance-To-Hit penalties from Range and Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule are ignored when attacking Harmful · TargetingSpottedChance-To-Hit penalties from Range and Smoke are ignored when attacking Spotted units.AffectsBothStack wordingNot named in the current rule units.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · OffenseStimulantIncreases Ranged Damage and Melee Damage by +2 and increases Max Health by +8.AffectsOperatorStack wordingNot named in the current rule

Apply the listed Ranged Damage, Melee Damage, and Max Health increases to this Operator's current attack and survival plan.

Premise
This answer applies when: Helpful · OffenseStimulantIncreases Ranged Damage and Melee Damage by +2 and increases Max Health by +8.AffectsOperatorStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · OffenseStimulantIncreases Ranged Damage and Melee Damage by +2 and increases Max Health by +8.AffectsOperatorStack wordingNot named in the current rule rule before committing AP.
Why this answer
Increases Ranged Damage and Melee Damage by +2 and increases Max Health by +8.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · OffenseStrong StimulantIncreases Ranged Damage and Melee Damage by +3 and increases Max Health by +12.AffectsOperatorStack wordingNot named in the current rule

Apply the listed Ranged Damage, Melee Damage, and Max Health increases to this Operator's current attack and survival plan.

Premise
This answer applies when: Helpful · OffenseStrong StimulantIncreases Ranged Damage and Melee Damage by +3 and increases Max Health by +12.AffectsOperatorStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · OffenseStrong StimulantIncreases Ranged Damage and Melee Damage by +3 and increases Max Health by +12.AffectsOperatorStack wordingNot named in the current rule rule before committing AP.
Why this answer
Increases Ranged Damage and Melee Damage by +3 and increases Max Health by +12.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule

Remove the affected unit from the current action order, then plan later control around its post-Stun resistance.

Premise
This answer applies when: Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule units cannot take any actions. A Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule unit gains Stun Resistance when this effect expires, and cannot be Dazed or Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule again for the rest of the battle.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · PlagueSurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.AffectsEnemyStack wordingNot named in the current rule

Treat the empowered carrier as a priority source and use control if immediate removal is unavailable.

Premise
This answer applies when: Helpful · PlagueSurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.AffectsEnemyStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · PlagueSurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.AffectsEnemyStack wordingNot named in the current rule rule before committing AP.
Why this answer
The Plague within this unit has Surged and imbued it with terrifying power. This connection to Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom provides newfound vigor, strength, and powers. Beware.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · TargetingTauntA Taunted unit must target the source of the Taunt.AffectsBothStack wordingNot named in the current rule

Rebuild the affected unit's targeting plan with the Harmful · TargetingTauntA Taunted unit must target the source of the Taunt.AffectsBothStack wordingNot named in the current rule source as its required target before committing attacks or reactions.

Premise
This answer applies when: Harmful · TargetingTauntA Taunted unit must target the source of the Taunt.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · TargetingTauntA Taunted unit must target the source of the Taunt.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
A Taunted unit must target the source of the Harmful · TargetingTauntA Taunted unit must target the source of the Taunt.AffectsBothStack wordingNot named in the current rule.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · OffenseViciousEach stack of Vicious guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.AffectsOperatorStack wordingNamed in the current rule

Route the next high-value offensive action through the buffed Operator while the condition is useful.

Premise
This answer applies when: Helpful · OffenseViciousEach stack of Vicious guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.AffectsOperatorStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · OffenseViciousEach stack of Vicious guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.AffectsOperatorStack wordingNamed in the current rule rule before committing AP.
Why this answer
Each stack of Helpful · OffenseViciousEach stack of Vicious guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.AffectsOperatorStack wordingNamed in the current rule guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · OffenseVulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.AffectsBothStack wordingNot named in the current rule

Forecast the next damaging attack as a guaranteed Critical Hit before choosing this unit's exposure or the attack against it.

Premise
This answer applies when: Harmful · OffenseVulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · OffenseVulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
A Harmful · OffenseVulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.AffectsBothStack wordingNot named in the current rule unit suffers a Critical Hit on the next attack that damages it.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · DamageVolatileWhen defeated, this unit unleashes a dreadful burst of energy, damaging all units in a 5m radius.AffectsEnemyStack wordingNot named in the current rule

Clear allies from the defeat area and preserve a safe finishing angle before taking the last hit.

Premise
This answer applies when: Harmful · DamageVolatileWhen defeated, this unit unleashes a dreadful burst of energy, damaging all units in a 5m radius.AffectsEnemyStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · DamageVolatileWhen defeated, this unit unleashes a dreadful burst of energy, damaging all units in a 5m radius.AffectsEnemyStack wordingNot named in the current rule rule before committing AP.
Why this answer
When defeated, this unit unleashes a dreadful burst of energy, damaging all units in a 5m radius.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · ConcealmentPlague MiasmaThe Unit is surrounded by a foul haze, which reduces accuracy of incoming attacks (from outside the haze) to 0. Hitting this unit drops the haze, but they activate it again at the start of their next turn.AffectsEnemyStack wordingNot named in the current rule

Change the firing position before committing attacks and keep enough pressure to prevent a safe reset.

Premise
This answer applies when: Helpful · ConcealmentPlague MiasmaThe Unit is surrounded by a foul haze, which reduces accuracy of incoming attacks (from outside the haze) to 0. Hitting this unit drops the haze, but they activate it again at the start of their next turn.AffectsEnemyStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · ConcealmentPlague MiasmaThe Unit is surrounded by a foul haze, which reduces accuracy of incoming attacks (from outside the haze) to 0. Hitting this unit drops the haze, but they activate it again at the start of their next turn.AffectsEnemyStack wordingNot named in the current rule rule before committing AP.
Why this answer
The Unit is surrounded by a foul haze, which reduces accuracy of incoming attacks (from outside the haze) to 0. Hitting this unit drops the haze, but they activate it again at the start of their next turn.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule

Apply the listed Damage per visible stack to every attack by this unit; Non-Offensive actions in Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule Mode add Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule.

Premise
This answer applies when: Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule rule before committing AP.
Why this answer
Each stack grants +1 Damage to any attack used. Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule is gained by taking Non-Offensive actions while in Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule Mode.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · OffenseInspiredRanged and Melee Damage are increased by +2 for the remainder of the turn.AffectsOperatorStack wordingNot named in the current rule

Act with the empowered Operator before the squad spends the opportunity on lower-impact actions.

Premise
This answer applies when: Helpful · OffenseInspiredRanged and Melee Damage are increased by +2 for the remainder of the turn.AffectsOperatorStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · OffenseInspiredRanged and Melee Damage are increased by +2 for the remainder of the turn.AffectsOperatorStack wordingNot named in the current rule rule before committing AP.
Why this answer
Ranged and Melee Damage are increased by +2 for the remainder of the turn.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · RecoveryRecoveringThis unit is fighting through its pain, and will regain lost Health on its next action.AffectsEnemyStack wordingNot named in the current rule

Finish or control the recovering enemy before distributing damage to a new target.

Premise
This answer applies when: Helpful · RecoveryRecoveringThis unit is fighting through its pain, and will regain lost Health on its next action.AffectsEnemyStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · RecoveryRecoveringThis unit is fighting through its pain, and will regain lost Health on its next action.AffectsEnemyStack wordingNot named in the current rule rule before committing AP.
Why this answer
This unit is fighting through its pain, and will regain lost Health on its next action.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · ReactionUnder SentryThe unit that placed this Sentry will automatically fire on this unit if it Moves.AffectsBothStack wordingNot named in the current rule

Treat movement by the affected unit as an automatic-shot trigger and identify the Sentry before changing its route.

Premise
This answer applies when: Harmful · ReactionUnder SentryThe unit that placed this Sentry will automatically fire on this unit if it Moves.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · ReactionUnder SentryThe unit that placed this Sentry will automatically fire on this unit if it Moves.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
The unit that placed this Sentry will automatically fire on this unit if it Moves.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · TargetingDartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.AffectsBothStack wordingNot named in the current rule

Treat the Harmful · TargetingDartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.AffectsBothStack wordingNot named in the current rule and linked ElectroWeb as one pending Helpful · PlagueSurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.AffectsEnemyStack wordingNot named in the current rule explosion, and plan around the affected unit being the explosion target.

Premise
This answer applies when: Harmful · TargetingDartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.AffectsBothStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · TargetingDartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.AffectsBothStack wordingNot named in the current rule rule before committing AP.
Why this answer
An embedded Harmful · TargetingDartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.AffectsBothStack wordingNot named in the current rule links this target to the ElectroWeb. When the Warrior · UltimateElectroWeb SurgeEmit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.Primary ceiling6 ranks is triggered, this dart emits a powerful electrical explosion.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Harmful · ControlAbout To DieOn her next combat turn Fathom will execute this Operator, Killing them. This danger can be Broken by using Rally or by knocking Fathom out of position.AffectsOperatorStack wordingNot named in the current rule

Prevent the pending loss first; damage optimization is secondary until the Operator is safe.

Premise
This answer applies when: Harmful · ControlAbout To DieOn her next combat turn Fathom will execute this Operator, Killing them. This danger can be Broken by using Rally or by knocking Fathom out of position.AffectsOperatorStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Harmful · ControlAbout To DieOn her next combat turn Fathom will execute this Operator, Killing them. This danger can be Broken by using Rally or by knocking Fathom out of position.AffectsOperatorStack wordingNot named in the current rule rule before committing AP.
Why this answer
On her next combat turn Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom will execute this Operator, Killing them. This danger can be Broken by using Rally or by knocking Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom out of position.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · DefenseDamage ReducedDecreases Damage for the remainder of the turn.AffectsOperatorStack wordingNot named in the current rule

Inspect the displayed damage preview for the affected Operator before choosing attacks or exposure, then use actions that still retain value.

Premise
This answer applies when: Helpful · DefenseDamage ReducedDecreases Damage for the remainder of the turn.AffectsOperatorStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Helpful · DefenseDamage ReducedDecreases Damage for the remainder of the turn.AffectsOperatorStack wordingNot named in the current rule rule before committing AP.
Why this answer
Decreases Damage for the remainder of the turn.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Helpful · DefenseEvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.AffectsBothStack wordingNamed in the current rule

Plan the next incoming attack as an automatic miss that removes an Helpful · DefenseEvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.AffectsBothStack wordingNamed in the current rule stack, then judge the following attack separately.

Premise
This answer applies when: Helpful · DefenseEvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.AffectsBothStack wordingNamed in the current rule.
Do now
Verify the affected unit, visible stack count, and any trigger named in the Helpful · DefenseEvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.AffectsBothStack wordingNamed in the current rule rule before committing AP.
Why this answer
The next incoming attack on this unit is automatically Evaded and misses. One stack of Helpful · DefenseEvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.AffectsBothStack wordingNamed in the current rule is lost after the attack.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Mixed · Unit ruleRelentlessThis unit does not take Cover but cannot be Exposed.AffectsEnemyStack wordingNot named in the current rule

Do not build the turn around Cover-removal setup; choose direct damage, control, or another target.

Premise
This answer applies when: Mixed · Unit ruleRelentlessThis unit does not take Cover but cannot be Exposed.AffectsEnemyStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Mixed · Unit ruleRelentlessThis unit does not take Cover but cannot be Exposed.AffectsEnemyStack wordingNot named in the current rule rule before committing AP.
Why this answer
This unit does not take Cover but cannot be Accuracy and Cover mechanicExposedTargets are considered Exposed when they are not protected from the attack by Cover. Some enemies do not use Cover and bonuses do not apply.TriggerThe target is not protected from the attack by CoverIconShared Strike The Flanks icon used for Exposed.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule

Check whether the planned tool explicitly interacts with Droids before spending it on this unit.

Premise
This answer applies when: Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule.
Do now
Verify the affected unit and any trigger named in the Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule rule before committing AP.
Why this answer
Droids are weak against Ion effects and cannot be Healed.
Tradeoff
Respond to the exact visible trigger; do not assume a shared duration, cleanse, immunity, or stack cap.
Alternative
The status expires, transfers, spends a stack, names a new target, or the described source leaves the board.
If it fails
The expected response is unavailable or the status behaves differently from its current description.
Recovery
Protect the affected unit, switch to a legal target or action, and record the exact visible state before testing again.
Done when
The forced loss is prevented or the status window has been safely spent, survived, removed, or allowed to expire.
Next action
Return to the battlefield and verify the icon, count, target, and trigger before committing AP.
Open this status record →

Read the trigger before acting

Check whether the description names an action, hit, defeat, next turn, linked enemy, transfer, or stack threshold. That trigger determines when the state matters. Do not assume every status lasts one turn, has a universal cleanse, or shares one stack cap.

Respond to forced losses

Action denial states are not interchangeable. A state may remove a specific action, reduce the available turn, force a target, or depend on a linked source. Use the selected panel’s exact rule, then move the decisive job to an unaffected Operator if necessary.

If the safe response is unavailable, reduce the cost of the disabled turn: break line of sight, protect the affected unit, control the most dangerous enemy, or remove the named source. Personal response Talents add their own availability checks; open the Operator Talent record for those conditions.

Use setup and protection windows

Setup states matter only when another action can use them before their trigger changes. Apply the needed state, spend the opening with the intended Operator, and keep one legal fallback for a miss or surviving target.

Protection states require the opposite discipline. Do not commit the turn’s premium hit until the live damage or targeting preview shows that the protection has been removed, spent, bypassed, or allowed to expire. When a description does not state a duration or cap, use the visible count and wording.

Status field index

The index below contains all 48 current records. Each entry keeps the exact rule beside its field response and has a stable direct link.

Action economy (2)

StatusTargetExact ruleField response
Harmful · Action economyAction LockedSome actions, such as Overwatch, lock the Operator in an alerted state. These Operators cannot take any further actions on that turn and cannot gain additional AP.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulSome actions, such as Reaction fire mechanicOverwatchOverwatch is an action that ends a unit's turn, and has them hunker down and fire at any enemy unit that moves through their Target Area. The Overwatching unit can fire a number of times equal to the amount of Action Points invested. Overwatch Shots have a 50% chance to immediately Stop a target's movement. If an Operator holding an Overwatch takes damage, they will exit Overwatch and all remaining shots are lost.Shot budget1 per AP investedStop chance50% per shotBreak conditionTaking damage ends the stance, lock the Operator in an alerted state. These Operators cannot take any further actions on that turn and cannot gain additional AP.Remove the affected unit from this turn's remaining action order; it cannot act again or gain more AP.
Harmful · Action economyLethargyUntil the Seer that drained this Operator is defeated, this Operator loses an AP each turn.AffectsOperatorStack wordingNot named in the current ruleOperator · HarmfulUntil the Seer that drained this Operator is defeated, this Operator loses an AP each turn.Budget the reduced turn first, then remove the source instead of accepting continued action loss.

Damage (2)

StatusTargetExact ruleField response
Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current ruleBoth · HarmfulHarmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule stacks is reduced by half when Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule Damage is taken.Use the visible stack count and exact rule to project damage after each action by this unit before deciding whether another attack is needed.
Harmful · DamageVolatileWhen defeated, this unit unleashes a dreadful burst of energy, damaging all units in a 5m radius.AffectsEnemyStack wordingNot named in the current ruleEnemy · HarmfulWhen defeated, this unit unleashes a dreadful burst of energy, damaging all units in a 5m radius.Clear allies from the defeat area and preserve a safe finishing angle before taking the last hit.

Concealment (4)

StatusTargetExact ruleField response
Helpful · ConcealmentChromatic CamouflageThe Plague within this unit can warp light and color, making it nearly impossible to detect.AffectsEnemyStack wordingNot named in the current ruleEnemy · HelpfulThe Plague within this unit can warp light and color, making it nearly impossible to detect.Do not commit the turn's key attack until the targeting preview confirms a reliable shot; otherwise cover likely approach lanes.
Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current ruleBoth · HelpfulUnits inside Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule.Rebuild the ranged plan around the affected unit keeping its hit protection until that unit moves out of Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule.
Helpful · ConcealmentPlague MiasmaThe Unit is surrounded by a foul haze, which reduces accuracy of incoming attacks (from outside the haze) to 0. Hitting this unit drops the haze, but they activate it again at the start of their next turn.AffectsEnemyStack wordingNot named in the current ruleEnemy · HelpfulThe Unit is surrounded by a foul haze, which reduces accuracy of incoming attacks (from outside the haze) to 0. Hitting this unit drops the haze, but they activate it again at the start of their next turn.Change the firing position before committing attacks and keep enough pressure to prevent a safe reset.
Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current ruleOperator · HelpfulEach stack grants +1 Damage to any attack used. Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule is gained by taking Non-Offensive actions while in Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule Mode.Apply the listed Damage per visible stack to every attack by this unit; Non-Offensive actions in Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule Mode add Helpful · ConcealmentStealthEach stack grants +1 Damage to any attack used. Stealth is gained by taking Non-Offensive actions while in Stealth Mode.AffectsOperatorStack wordingNamed in the current rule.

Control (4)

StatusTargetExact ruleField response
Harmful · ControlDazeA Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulA Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule again for the rest of the battle.Remove attacks by this unit from the current action forecast, then plan around its movement, non-offensive actions, and later control resistance.
Harmful · ControlDrainedA Drained unit cannot take any actions. Drained units recover on the next turn, but suffer from Lethargy until the Seer that drained them is defeated.AffectsOperatorStack wordingNot named in the current ruleOperator · HarmfulA Harmful · ControlDrainedA Drained unit cannot take any actions. Drained units recover on the next turn, but suffer from Lethargy until the Seer that drained them is defeated.AffectsOperatorStack wordingNot named in the current rule unit cannot take any actions. Harmful · ControlDrainedA Drained unit cannot take any actions. Drained units recover on the next turn, but suffer from Lethargy until the Seer that drained them is defeated.AffectsOperatorStack wordingNot named in the current rule units recover on the next turn, but suffer from Harmful · Action economyLethargyUntil the Seer that drained this Operator is defeated, this Operator loses an AP each turn.AffectsOperatorStack wordingNot named in the current rule until the Seer that drained them is defeated.Protect the disabled Operator and make removing the linked source the immediate squad task.
Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulHarmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule units cannot take any actions. A Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule unit gains Stun Resistance when this effect expires, and cannot be Dazed or Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule again for the rest of the battle.Remove the affected unit from the current action order, then plan later control around its post-Stun resistance.
Harmful · ControlAbout To DieOn her next combat turn Fathom will execute this Operator, Killing them. This danger can be Broken by using Rally or by knocking Fathom out of position.AffectsOperatorStack wordingNot named in the current ruleOperator · HarmfulOn her next combat turn Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom will execute this Operator, Killing them. This danger can be Broken by using Rally or by knocking Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom out of position.Prevent the pending loss first; damage optimization is secondary until the Operator is safe.

Defense (9)

StatusTargetExact ruleField response
Helpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current ruleBoth · HelpfulHelpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current rule provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule increases this chance by an additional +4%.Treat each incoming ranged attack as a separate block check and keep one check from deciding the whole turn.
Helpful · DefenseImmovableThis unit is temporarily Immune to Push and Pull effects.AffectsBothStack wordingNot named in the current ruleBoth · HelpfulThis unit is temporarily Immune to Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks effects.Remove Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks from every plan involving this unit until the immunity is gone.
Helpful · DefenseImperviousThis unit is temporarily Immune to all negative Status Effects.AffectsBothStack wordingNot named in the current ruleBoth · HelpfulThis unit is temporarily Immune to all negative Status Effects.Remove negative Status Effects from every plan involving this unit until the immunity ends.
Helpful · DefenseInvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.AffectsBothStack wordingNamed in the current ruleBoth · HelpfulPrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.Plan the next incoming attack with its damage blocked and an Helpful · DefenseInvulnerablePrevents all Damage from the next incoming attack. One stack is lost after the attack's damage is blocked.AffectsBothStack wordingNamed in the current rule stack removed, then judge the following attack separately.
Helpful · DefensePlague ArmorThis unit is empowered by Fathom's Plague and reduces incoming damage by 50%.AffectsEnemyStack wordingNot named in the current ruleEnemy · HelpfulThis unit is empowered by Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom's Plague and reduces incoming damage by 50%.Control the protected enemy or prepare a coordinated damage turn instead of feeding isolated attacks into it.
Helpful · DefenseRay ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.AffectsBothStack wordingNot named in the current ruleBoth · HelpfulThis unit is protected by an active Helpful · DefenseRay ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.AffectsBothStack wordingNot named in the current rule. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.Treat shield depletion as a separate damage gate before health, and include the listed per-turn recharge in the plan.
Helpful · DefenseShared Suffering (Ally)Damage against this unit is reduced by 75%. The Guardian protecting this unit takes 25% of any damage they receive. Defeating the connected Guardian removes this protection.AffectsEnemyStack wordingNot named in the current ruleEnemy · HelpfulDamage against this unit is reduced by 75%. The Guardian protecting this unit takes 25% of any damage they receive. Defeating the connected Guardian removes this protection.Defeat the connected Guardian before repeating attacks into this unit's listed Damage reduction.
Helpful · DefenseDamage ReducedDecreases Damage for the remainder of the turn.AffectsOperatorStack wordingNot named in the current ruleOperator · HelpfulDecreases Damage for the remainder of the turn.Inspect the displayed damage preview for the affected Operator before choosing attacks or exposure, then use actions that still retain value.
Helpful · DefenseEvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.AffectsBothStack wordingNamed in the current ruleBoth · HelpfulThe next incoming attack on this unit is automatically Evaded and misses. One stack of Helpful · DefenseEvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.AffectsBothStack wordingNamed in the current rule is lost after the attack.Plan the next incoming attack as an automatic miss that removes an Helpful · DefenseEvasionThe next incoming attack on this unit is automatically Evaded and misses. One stack of Evasion is lost after the attack.AffectsBothStack wordingNamed in the current rule stack, then judge the following attack separately.

Accuracy (2)

StatusTargetExact ruleField response
Harmful · AccuracyDisorientedDisoriented units suffer a -20% Chance-To-Hit penalty on all attacks.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulHarmful · AccuracyDisorientedDisoriented units suffer a -20% Chance-To-Hit penalty on all attacks.AffectsBothStack wordingNot named in the current rule units suffer a -20% Chance-To-Hit penalty on all attacks.Recalculate the affected unit's threat with the listed Chance-To-Hit penalty before relying on its attack or exposing another unit to it.
Helpful · AccuracyMachine LearningEach stack of Machine Learning increases Chance-To-Hit by +5% for all attacks. Does not expire.AffectsDroidStack wordingNamed in the current ruleDroid · HelpfulEach stack of Helpful · AccuracyMachine LearningEach stack of Machine Learning increases Chance-To-Hit by +5% for all attacks. Does not expire.AffectsDroidStack wordingNamed in the current rule increases Chance-To-Hit by +5% for all attacks. Does not expire.Recalculate the affected Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule's attack reliability from the visible stacks, and do not expect the state to expire on its own.

Resource (2)

StatusTargetExact ruleField response
Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current ruleOperator · HelpfulHelpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule with the Force affects the capabilities of the Jedi. Helpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current rule Chance and Lightsaber Damage improve with each stack of Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule.Recalculate this Jedi's Helpful · DefenseDeflectionDeflection provides an independent chance to block incoming enemy Ranged Attacks before standard Chance-to-Hit is checked. Each stack of Harmony increases this chance by an additional +4%.AffectsBothStack wordingNamed in the current rule Chance and Lightsaber Damage from the visible Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule stack count before choosing an attack or exposure.
Helpful · ResourceHatredEach stack increases the Second Sister's Lightsaber Damage by +4.AffectsEnemyStack wordingNamed in the current ruleEnemy · HelpfulEach stack increases the Second Sister's Lightsaber Damage by +4.Treat a Helpful · ResourceHatredEach stack increases the Second Sister's Lightsaber Damage by +4.AffectsEnemyStack wordingNamed in the current rule carrier as an escalating threat and deny it easy opportunities to convert the resource.

Plague (3)

StatusTargetExact ruleField response
Mixed · PlagueInfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.AffectsEnemyStack wordingNot named in the current ruleEnemy · MixedThis unit is infected by Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom's Plague and will Resonate when nearby Mixed · PlagueInfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.AffectsEnemyStack wordingNot named in the current rule units are defeated.Choose defeat order only after checking every nearby Plague carrier and the statuses connected to it.
Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current ruleEnemy · MixedWhen this unit's Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule reaches 3 stacks, the Plague within it will Helpful · PlagueSurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.AffectsEnemyStack wordingNot named in the current rule and grow much stronger. When defeated, this unit's Mixed · PlagueResonanceWhen this unit's Resonance reaches 3 stacks, the Plague within it will Surge and grow much stronger. When defeated, this unit's Resonance is transferred to the nearest Infected unit.AffectsEnemyStack wordingNamed in the current rule is transferred to the nearest Mixed · PlagueInfectedThis unit is infected by Fathom's Plague and will Resonate when nearby Infected units are defeated.AffectsEnemyStack wordingNot named in the current rule unit.Inspect the visible count and intended transfer recipient before defeating the carrier.
Helpful · PlagueSurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.AffectsEnemyStack wordingNot named in the current ruleEnemy · HelpfulThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Key enemyKundri FathomThe leader of the Infinite Coil. She is infected by the Shadow Plague, while early reports treat a rumored connection to the Force as an open question.Game labelFathom provides newfound vigor, strength, and powers. Beware.Treat the empowered carrier as a priority source and use control if immediate removal is unavailable.

Campaign injury (1)

StatusTargetExact ruleField response
Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current ruleOperator · HarmfulHarmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.Reduce further exposure and favor the route that preserves the Operator for the campaign.

Offense (7)

StatusTargetExact ruleField response
Helpful · OffenseLethalIncreases Chance-To-Hit by +5% and Critical Chance by +3% for each stack of this effect. All stacks are lost when this Operator moves, or is knocked out of position.AffectsOperatorStack wordingNamed in the current ruleOperator · HelpfulIncreases Chance-To-Hit by +5% and Critical Chance by +3% for each stack of this effect. All stacks are lost when this Operator moves, or is knocked out of position.Plan the movement that preserves the benefit before moving the Operator impulsively.
Helpful · OffenseSharpened SensesGases harvested from Umbara temporarily enhance the senses, increasing Chance-To-Hit by +5% and Ranged Attack Damage by +1 per stack. One stack expires after each Ranged Attack.AffectsOperatorStack wordingNamed in the current ruleOperator · HelpfulGases harvested from Umbara temporarily enhance the senses, increasing Chance-To-Hit by +5% and Ranged Attack Damage by +1 per stack. One stack expires after each Ranged Attack.Spend the visible stacks on the ranged attacks that gain the most from the window.
Helpful · OffenseStimulantIncreases Ranged Damage and Melee Damage by +2 and increases Max Health by +8.AffectsOperatorStack wordingNot named in the current ruleOperator · HelpfulIncreases Ranged Damage and Melee Damage by +2 and increases Max Health by +8.Apply the listed Ranged Damage, Melee Damage, and Max Health increases to this Operator's current attack and survival plan.
Helpful · OffenseStrong StimulantIncreases Ranged Damage and Melee Damage by +3 and increases Max Health by +12.AffectsOperatorStack wordingNot named in the current ruleOperator · HelpfulIncreases Ranged Damage and Melee Damage by +3 and increases Max Health by +12.Apply the listed Ranged Damage, Melee Damage, and Max Health increases to this Operator's current attack and survival plan.
Helpful · OffenseViciousEach stack of Vicious guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.AffectsOperatorStack wordingNamed in the current ruleOperator · HelpfulEach stack of Helpful · OffenseViciousEach stack of Vicious guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.AffectsOperatorStack wordingNamed in the current rule guarantees that this Operator's next Ranged Attack or Melee Attack is a Critical Hit. One stack is lost when a critical hit is scored.Route the next high-value offensive action through the buffed Operator while the condition is useful.
Harmful · OffenseVulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulA Harmful · OffenseVulnerableA Vulnerable unit suffers a Critical Hit on the next attack that damages it.AffectsBothStack wordingNot named in the current rule unit suffers a Critical Hit on the next attack that damages it.Forecast the next damaging attack as a guaranteed Critical Hit before choosing this unit's exposure or the attack against it.
Helpful · OffenseInspiredRanged and Melee Damage are increased by +2 for the remainder of the turn.AffectsOperatorStack wordingNot named in the current ruleOperator · HelpfulRanged and Melee Damage are increased by +2 for the remainder of the turn.Act with the empowered Operator before the squad spends the opportunity on lower-impact actions.

Targeting (5)

StatusTargetExact ruleField response
Harmful · TargetingMarkedWhen an ally fires on a Marked target, the Operator who placed the mark will Assist and fire as well.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulWhen an ally fires on a Harmful · TargetingMarkedWhen an ally fires on a Marked target, the Operator who placed the mark will Assist and fire as well.AffectsBothStack wordingNot named in the current rule target, the Operator who placed the mark will Assist and fire as well.Identify the mark source and the next shot by a unit allied with that source before committing an attack around this unit.
Harmful · TargetingScannedWhile Scanned, this unit's Defense is reduced by 4 and attackers gain +20% Chance-To-Hit.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulWhile Harmful · TargetingScannedWhile Scanned, this unit's Defense is reduced by 4 and attackers gain +20% Chance-To-Hit.AffectsBothStack wordingNot named in the current rule, this unit's Defense is reduced by 4 and attackers gain +20% Chance-To-Hit.Recalculate every incoming attack with the listed Defense and Chance-To-Hit changes before committing this unit or an attack against it.
Harmful · TargetingSpottedChance-To-Hit penalties from Range and Smoke are ignored when attacking Spotted units.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulChance-To-Hit penalties from Range and Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule are ignored when attacking Harmful · TargetingSpottedChance-To-Hit penalties from Range and Smoke are ignored when attacking Spotted units.AffectsBothStack wordingNot named in the current rule units.Recalculate the affected unit's ranged exposure with Range and Helpful · ConcealmentSmokeUnits inside Smoke are much more difficult to hit. Each Stack reduces Chance-To-Hit of Ranged Attacks by 10%. This bonus is lost when a unit moves out of the Smoke.AffectsBothStack wordingNamed in the current rule penalties removed before committing a tile or attack.
Harmful · TargetingTauntA Taunted unit must target the source of the Taunt.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulA Taunted unit must target the source of the Harmful · TargetingTauntA Taunted unit must target the source of the Taunt.AffectsBothStack wordingNot named in the current rule.Rebuild the affected unit's targeting plan with the Harmful · TargetingTauntA Taunted unit must target the source of the Taunt.AffectsBothStack wordingNot named in the current rule source as its required target before committing attacks or reactions.
Harmful · TargetingDartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulAn embedded Harmful · TargetingDartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.AffectsBothStack wordingNot named in the current rule links this target to the ElectroWeb. When the Warrior · UltimateElectroWeb SurgeEmit electrical blast around Cly and each enemy with a Dart. These blasts Ignore Defense.Primary ceiling6 ranks is triggered, this dart emits a powerful electrical explosion.Treat the Harmful · TargetingDartAn embedded Dart links this target to the ElectroWeb. When the ElectroWeb Surge is triggered, this dart emits a powerful electrical explosion.AffectsBothStack wordingNot named in the current rule and linked ElectroWeb as one pending Helpful · PlagueSurgeThe Plague within this unit has Surged and imbued it with terrifying power. This connection to Fathom provides newfound vigor, strength, and powers. Beware.AffectsEnemyStack wordingNot named in the current rule explosion, and plan around the affected unit being the explosion target.

Recovery (2)

StatusTargetExact ruleField response
Helpful · RecoveryMoraleEach turn, Morale restores 2 Health per Stack and then 1 Stack is lost.AffectsOperatorStack wordingNamed in the current ruleOperator · HelpfulEach turn, Helpful · RecoveryMoraleEach turn, Morale restores 2 Health per Stack and then 1 Stack is lost.AffectsOperatorStack wordingNamed in the current rule restores 2 Health per Stack and then 1 Stack is lost.Keep the recovering Operator safe long enough for the visible stacks to matter.
Helpful · RecoveryRecoveringThis unit is fighting through its pain, and will regain lost Health on its next action.AffectsEnemyStack wordingNot named in the current ruleEnemy · HelpfulThis unit is fighting through its pain, and will regain lost Health on its next action.Finish or control the recovering enemy before distributing damage to a new target.

Reaction (2)

StatusTargetExact ruleField response
Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current ruleBoth · HelpfulAfter this unit is attacked, Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current rule triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.Plan the next incoming attack as an exchange that consumes a Helpful · ReactionRetaliationAfter this unit is attacked, Retaliation triggers and allows a Reaction Shot against the attacker. One stack is lost after this attack.AffectsBothStack wordingNamed in the current rule stack and allows a Reaction Shot against the attacker.
Harmful · ReactionUnder SentryThe unit that placed this Sentry will automatically fire on this unit if it Moves.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulThe unit that placed this Sentry will automatically fire on this unit if it Moves.Treat movement by the affected unit as an automatic-shot trigger and identify the Sentry before changing its route.

Movement (1)

StatusTargetExact ruleField response
Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current ruleBoth · HarmfulDecreases this unit's Movement by 50%.Recalculate the affected unit's reachable tiles with the listed Movement reduction before committing a route, target, or objective race.

Unit rule (2)

StatusTargetExact ruleField response
Mixed · Unit ruleRelentlessThis unit does not take Cover but cannot be Exposed.AffectsEnemyStack wordingNot named in the current ruleEnemy · MixedThis unit does not take Cover but cannot be Accuracy and Cover mechanicExposedTargets are considered Exposed when they are not protected from the attack by Cover. Some enemies do not use Cover and bonuses do not apply.TriggerThe target is not protected from the attack by CoverIconShared Strike The Flanks icon used for Exposed.Do not build the turn around Cover-removal setup; choose direct damage, control, or another target.
Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current ruleDroid · MixedDroids are weak against Ion effects and cannot be Healed.Check whether the planned tool explicitly interacts with Droids before spending it on this unit.

Close the status decision

Return to the battlefield and verify the icon, visible count, affected unit, and next named trigger. The decision is closed when the forced loss is prevented or the window has been safely spent, survived, removed, or allowed to expire.

If the result differs from the description, protect the unit and record the status name, source, target, count, action, and event order before testing again. Do not explain the mismatch with an unstated cleanse, immunity, duration, or hidden stack rule.

REFERENCES

References

  1. Names, categories, audiences, effect descriptions, stack triggers, recovery text, immunities, defensive rules, and Plague interactions.

    Current English in-game descriptions