When half or more of HEAT CAP is filled. Enables certain weapons/talents/effects. Visually obvious — glowing, steaming, vents open.
REMOVED: when heat drops below half of HEAT CAP
All kinetic, explosive, and energy damage doubled before reductions. Caused by overheating, plasma ejections, or system attacks.
REMOVED: Stabilize (Cool option) or Shut Down
Cannot be targeted by attacks or hostile actions. Enemies only know approximate location. Don't cause engagement.
REMOVED: Attacking, forcing saves, Boost, reactions, losing cover
All attacks have a 50% chance to miss outright before roll (flip coin/d2). Can always HIDE even without cover.
REMOVED: As specified by effect
Attacks against you get +1 bonus die. You are SLOWED and count as moving in difficult terrain. Cannot stand if IMMOBILIZED.
REMOVED: Stand up instead of standard move (doesn't count as movement)
Clears all heat and EXPOSED. Tech conditions end. Immune to all tech attacks. Mech is permanently STUNNED while shut down. NHPs stabilize.
REMOVED: Boot Up (Full Action by pilot inside)
All ranged attacks at +1 difficulty. If engaged mid-move by equal/larger SIZE target, movement stops immediately.
REMOVED: Move away from all adjacent hostiles
Unconscious and STUNNED. Any further damage kills them. Regain consciousness and half HP on rest.
REMOVED: Rest
All attacks, saves, and skill checks at +1 difficulty.
REMOVED: Stabilize (secondary option), Full Repair, rest
Cannot Overcharge, move, or take any actions (including free actions and reactions). Pilots can still Mount/Dismount/Eject. Max EVASION 5. Auto-fail HULL and AGILITY checks.
REMOVED: As specified (usually end of next turn, or Boot Up if Shut Down)
Only movement allowed is standard move on your own turn. Cannot Boost or use special movement from talents/systems/weapons.
REMOVED: End of next turn (usually), Stabilize, or Full Repair
Cannot make any voluntary movement. Involuntary movement (push, pull, etc.) still applies.
REMOVED: End of next turn (usually), Stabilize, or Full Repair
Hostile attackers can consume this condition for +1 bonus die on their attack. Condition ends after it is consumed. Required for some talents/systems.
REMOVED: Consumed by attacker, or Shut Down clears tech conditions
Cannot use comms. Cannot make attacks except Improvised Attack, Grapple, and Ram. Cannot take reactions or tech actions.
REMOVED: Stabilize, Full Repair, or as specified
Character does not benefit from ARMOR or RESISTANCE to any damage type.
REMOVED: As specified by the effect that caused it
Takes burn damage at start of each turn (equal to burn value). Must pass an ENGINEERING save to reduce burn; on success, reduce burn by the save amount.
REMOVED: Stabilize (secondary option "clear all burn")