A Berserk character is in a state of ecstatic frenzy, attacking hostiles on sight, or his friends if he can't find any.
This can occur due to the Berserker Feature, magic, and other circumstances.
Berserk characters cannot be Dazed. They immediately become Undazed if already Dazed.
In Melee, they get +1 to attack and damage rolls, but -2 to Defense. They cannot Evade missiles.
They are immune to Panic.
Their actions are restricted to moving and facing towards, charging, and melee attacking the closest hostile.
Proximity is measured in MP. Everything in Melee Reach counts as 0 MP. Ties are resolved by player choice.
Their Facing must always be towards the closest hostile.
If they can Charge the closest hostile, they must do so.
Throwing weapons may be used during passive player turns only.
If there are no hostiles in sight, friendlies and neutrals are treated as hostiles instead.
Berserk Status can be indicated with a yellow or green marker.
Berserk characters may voluntarily attempt to recover during the Morale Phase:
DR + Morale (Leadership bonus applies)
+ 2 if adjacent friendly has been calming last round (Complex Action, doesn't stack)
+ 2 if has Downed hostiles while Berserk
+ 2 if has Wounded or Downed friendlies while Berserk (cumulative with hostile)
- 2 if hostiles in sight
- 2 if Engaged
- 2
Result | Effect |
---|---|
\<= 0 | no effect |
1-3 | normal, but Dazed |
4+ | normal |