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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Both · Harmful | Some actions, such as | Remove the affected unit from this turn's remaining action order; it cannot act again or gain more AP. | |
| Operator · Harmful | Until 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)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Both · Harmful | Use the visible stack count and exact rule to project damage after each action by this unit before deciding whether another attack is needed. | ||
| Enemy · Harmful | When 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)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Enemy · Helpful | The 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. | |
| Both · Helpful | Units inside | Rebuild the ranged plan around the affected unit keeping its hit protection until that unit moves out of | |
| Enemy · Helpful | 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. | Change the firing position before committing attacks and keep enough pressure to prevent a safe reset. | |
| Operator · Helpful | Each stack grants +1 Damage to any attack used. | Apply the listed Damage per visible stack to every attack by this unit; Non-Offensive actions in |
Control (4)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Both · Harmful | 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 | Remove attacks by this unit from the current action forecast, then plan around its movement, non-offensive actions, and later control resistance. | |
| Operator · Harmful | A | Protect the disabled Operator and make removing the linked source the immediate squad task. | |
| Both · Harmful | Remove the affected unit from the current action order, then plan later control around its post-Stun resistance. | ||
| Operator · Harmful | On her next combat turn | Prevent the pending loss first; damage optimization is secondary until the Operator is safe. |
Defense (9)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Both · Helpful | Treat each incoming ranged attack as a separate block check and keep one check from deciding the whole turn. | ||
| Both · Helpful | This unit is temporarily Immune to | Remove | |
| Both · Helpful | This unit is temporarily Immune to all negative Status Effects. | Remove negative Status Effects from every plan involving this unit until the immunity ends. | |
| Both · Helpful | Prevents 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 | |
| Enemy · Helpful | This unit is empowered by | Control the protected enemy or prepare a coordinated damage turn instead of feeding isolated attacks into it. | |
| Both · Helpful | This unit is protected by an active | Treat shield depletion as a separate damage gate before health, and include the listed per-turn recharge in the plan. | |
| Enemy · Helpful | 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. | Defeat the connected Guardian before repeating attacks into this unit's listed Damage reduction. | |
| Operator · Helpful | Decreases 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. | |
| Both · Helpful | The next incoming attack on this unit is automatically Evaded and misses. One stack of | Plan the next incoming attack as an automatic miss that removes an |
Accuracy (2)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Both · Harmful | Recalculate the affected unit's threat with the listed Chance-To-Hit penalty before relying on its attack or exposing another unit to it. | ||
| Droid · Helpful | Each stack of | Recalculate the affected |
Resource (2)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Operator · Helpful | Recalculate this Jedi's | ||
| Enemy · Helpful | Each stack increases the Second Sister's Lightsaber Damage by +4. | Treat a |
Plague (3)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Enemy · Mixed | This unit is infected by | Choose defeat order only after checking every nearby Plague carrier and the statuses connected to it. | |
| Enemy · Mixed | When this unit's | Inspect the visible count and intended transfer recipient before defeating the carrier. | |
| Enemy · Helpful | The Plague within this unit has Surged and imbued it with terrifying power. This connection to | Treat the empowered carrier as a priority source and use control if immediate removal is unavailable. |
Campaign injury (1)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Operator · Harmful | Reduce further exposure and favor the route that preserves the Operator for the campaign. |
Offense (7)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Operator · Helpful | 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. | Plan the movement that preserves the benefit before moving the Operator impulsively. | |
| Operator · Helpful | 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. | Spend the visible stacks on the ranged attacks that gain the most from the window. | |
| Operator · Helpful | Increases 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. | |
| Operator · Helpful | Increases 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. | |
| Operator · Helpful | Each stack of | Route the next high-value offensive action through the buffed Operator while the condition is useful. | |
| Both · Harmful | A | Forecast the next damaging attack as a guaranteed Critical Hit before choosing this unit's exposure or the attack against it. | |
| Operator · Helpful | Ranged 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)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Both · Harmful | When an ally fires on a | Identify the mark source and the next shot by a unit allied with that source before committing an attack around this unit. | |
| Both · Harmful | While | Recalculate every incoming attack with the listed Defense and Chance-To-Hit changes before committing this unit or an attack against it. | |
| Both · Harmful | Chance-To-Hit penalties from Range and | Recalculate the affected unit's ranged exposure with Range and | |
| Both · Harmful | A Taunted unit must target the source of the | Rebuild the affected unit's targeting plan with the | |
| Both · Harmful | An embedded | Treat the |
Recovery (2)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Operator · Helpful | Each turn, | Keep the recovering Operator safe long enough for the visible stacks to matter. | |
| Enemy · Helpful | This 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)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Both · Helpful | After this unit is attacked, | Plan the next incoming attack as an exchange that consumes a | |
| Both · Harmful | The 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)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Both · Harmful | Decreases 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)
| Status | Target | Exact rule | Field response |
|---|---|---|---|
| Enemy · Mixed | This unit does not take Cover but cannot be | Do not build the turn around Cover-removal setup; choose direct damage, control, or another target. | |
| Droid · Mixed | Droids 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
Names, categories, audiences, effect descriptions, stack triggers, recovery text, immunities, defensive rules, and Plague interactions.
Current English in-game descriptions




