Status effects

Unless stated otherwise, status effects last until the beginning of the 'Mech's next turn.

Cover
Effects:


 * 20% damage reduction against ranged attacks from the front and side. May be upgraded to 40% with the skill Bulwark.

Caused by:


 * Being inside cover.

Evasive
Effects:


 * Decreases the chance to be hit by ranged attacks. Each chevron of evasiveness decreases the chance to hit by 10% (i.e. enemies have -2 penalty to hit per Evasion chevron).

Caused by:


 * Move, Jump or Sprint action of enough distance to show the gain of an evasion chevron.

Guarded
Effects:


 * 20% damage reduction against attacks from the front and side. May be upgraded to 40% with the skill Bulwark.

Caused by:


 * Brace action.

Entrenched
Effects:


 * 50% stability damage reduction.

Caused by:


 * Brace action.

Unsteady
Effects:


 * Cannot sprint.
 * Mechs won't be knocked down through instability unless they have gained the unsteady status first. Thus it takes at least two salvoes to knock over a mech, unless they lose a leg.

Caused by:


 * Stability damage reaching the white threshold marker.
 * Performing a Death from Above attack.

Removed by:


 * Unsteady is not removed automatically.
 * Taking the Brace action will remove Unsteady by removing all stability damage.
 * Walking removes 1 instability bar.
 * Remaining stationary one turn removes 2 instability bars.

Prone
Effects:


 * Standard ranged attacks on this unit will become called shots.
 * Loss of 1 initiative until the unit's next turn is complete.
 * The next movement phase can only be used to stand up.
 * Immediately after standing from prone, the unit has a -4 penalty to hit targets.

Caused by:


 * Stability damage bar completely filling up.
 * Loss of a leg will completely fill this bar up.

Removed by:


 * Standing during next movement phase (clears all instability bars).