Prone

Moderate

Effect: Melee attacks against you at TN −2 (easier to hit); ranged attacks against you at TN +2 (smaller profile); your melee attacks at −2 dice; your ranged attacks at +1 Roll Bonus if braced; Speed reduced to 2.

Duration Until you Stand

Inflicted By

  • Attacks with the Knockdown quality (Heavy Cleave, Power Fist, Bone Club, Trample)
  • Failed Resist roll on Knockdown effects
  • Tripping or being shoved
  • Diving for cover (voluntary)
  • Choosing to go Prone (voluntary)
  • Failing certain QUICK checks by 5+ (Suppressing Fire, environmental hazards)

Cleared By

  • Stand Up action (Tempo 3), which triggers Exposed
  • Being lifted or carried by an ally

Prone is a double-edged condition: you’re easier to hit in melee but harder to hit at range, your own melee suffers but your braced ranged attacks gain a +1 Roll Bonus. The tradeoff makes voluntary Prone a viable tactic for snipers and entrenched riflemen, while involuntary Prone (from Knockdown attacks) is uniformly bad for melee-focused characters.

Standing back up costs Tempo 3 and triggers Exposed: you’re upright and visible before your defenses are back. The interplay between Prone and Exposed creates real cost for the standing-up turn.