Perils are units that represent traps or other dangers that occupy a single hex on the map.
Once a peril is triggered, remove it from the map or mark it as used.
Generally, perils do not move, however the GM may create a peril that wanders randomly or that you may control, depending on what you propose and how successful you are in creating it. If there is a possibility of failure, the GM may call for a roll to determine the outcome.
Destroying Perils
If a peril can be destroyed or disarmed, a unit must be adjacent to the peril and spend an action to disarm or destroy it. No roll is necessary to succeed.
A peril cannot be captured.
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