Traps

The streets of Mordheim are perilous even when there are no enemies in sight. Traps are rife throughout the alleyways on the ground, walls and buildings. Triggering a Trap can inflict a number of buffs or debuffs to an unwitting warrior.

Looking at the ground, walls and sometimes ceilings in buildings, you will notice Chaos growths and Skaven symbols. This points represent potential Traps which will be triggered if a warrior walks into range. For floor Traps, the warrior must step on the Trap to trigger its effects. Wall traps will trigger when a warrior passes close by. Triggering a Trap will commit the warrior's movement.

Traps effects come in a number of varieties:

Negative Effects

 * Horned Rat's Breath: -15 Initiative
 * Disorienting Veil: -25% Dodge/Parry chance
 * Corrosive Miasma: -15% Armour Absorption
 * Warp Enfeeblement: -25% Melee damage
 * Stench of Chaos: -25% Melee/ranged Hit chance
 * Numbing Vapors: -25% Melee Resistance
 * Glean Magic: -25% Magic Resistance
 * Surge of Insanity: -25% All Alone, Fear and Terror tests
 * Warp Dust: -25% Ranged Resistance
 * Foul Mist: -25% Poison Resistance
 * Breath of Suffering: Deals 16-22 damage to the target

Positive Effects

 * Befuddling Fumes: +15% Ranged Hit chance
 * Zealous Corruption: +15 Initiative
 * Gift of Savagery: +15% Melee damage

Once a Trap has been triggered, it will be 'spent' and cannot be triggered again. If a warrior triggers a Trap during a Charge or Ambush action, the charge will stop and fail to reach the target, consuming the Offense Points used in the action.

Trap Resistance, which starts at 0% for all warriors except the Smuggler, will allow warriors a chance to roll to avoid Trap effects - this will negate both positive and negative effects. Trap Resistance can be increased by using the Perception action, certain consumables and enchantments.

Continue to Perception of Danger