Floor spikes
  • 08 Mar 2023
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Floor spikes

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Article summary

Braziers begins at the 9 minute 38 second mark

Floor Spikes

Hazard-Minis

Random. Dangerous. Sounds like fun! Any Square in the arena is a potential trap and a helot may find their feet impaled without warning.

Structural Condition

Indestructible

Used for Cover

No.

Activation

Turning Point Duplicate Roll

  • RPO (pg.9) is used to see where (1) set of Floor Spikes pop up.
  • If Floor Spikes are spawned underneath a destructible object, then the destructible object is destroyed and replaced by the Floor Spikes.
  • If Floor Spikes are spawned underneath an indestructible object, then nothing happens.
  • If Floor Spikes are spawned underneath a helot, then the helot loses its weakest Lower Appendage and triggers the Bleeding State. If both lower appendages are of equal condition, then the helot’s owner chooses which one is lost.
  • Once all (4) Floor Spikes are placed on the board, they remain in that location untill the next Turning Point.
IMPORTANT NOTE:

If Floor Spikes spawn underneath a Floor Saw, the Floor Saw is destroyed, doing (5) shrapnel damage, and replaced with the Floor Spikes.

Re-Activation

Turning Point

  • Take all Floor Spikes off the board and roll RPO (pg.9) for each.

Area of Effect

The occupying square.

Damage

  • If dragged, thrown, or pushed into a Floor Spikes then the helot takes (10) location damage, also triggering the Bleeding State, and is placed in an unoccupied square determined by the compass die, keeping its original FFD. If that square is occupied, the helot is thrown back into the Floor Spikes, once again taking damage, and the process begins again with another compass die roll.
  • If Floor Spikes are spawned underneath a helot, then the helot loses its weakest Lower Appendage and triggers the Bleeding State. If both lower appendages are of equal condition, then the helot’s owner chooses which one is lost. The helot is then placed in an unoccupied square determined by the compass die, keeping its original FFD. If that square is occupied, the helot is thrown back into the Floor Spikes, once again taking damage, and the process begins again with another compass die roll.

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