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Quick Reference

Actively Being Updated

This section is actively being worked on and will change.

This page can be used as a reference for common rules which use tables or specific values that may not be easy to recall.

Pre-Game​

Pre-Game Steps​

  1. Rally Support
  2. Set up map
  3. Deploy warbands
  4. First player begins their turn

Rally Support​

30g for each win less than your opponent

Treasure Tokens Per Game​

GameTokens
17
26
3+5

Game Rules​

Turn Phases​

Turns are broken up into six phases:

  1. Upkeep
  2. Engage
  3. Move
  4. Cast
  5. Ranged
  6. Melee

Upkeep Phase Steps​

The upkeep phase is divided into four steps, which are done in order. The phases are:

  1. Neutrals
  2. Rout
  3. Recover
  4. Treasure
  5. Ongoing Spells

Routing​

Player's Units Lost + Opponent's Treasures Held >= (6 or 7 depending on warband)

General​

Injuries for Melee/Ranged Attacks​

Attack d20 RollResult
1-14Dazed
15-17Stunned
18-20Incapacitated

Mishap Rolls​

d20 RollResult
1-11No effect
12-14Dazed
15-17Stunned
18-20Incapacitated

Blight Effects​

The Blight has the following effects during battle:

  1. Units with the Blight gain Advantage on Melee Checks during the turn of any new combat.
  2. If a unit Incapacitates or is Incapacitated by a unit with the Blight in Melee, they must make a Morale Check. If it fails, they immediately contract the Blight.
    1. If the unit that was Incapacitated already has the Blight then nothing happens.

Engaging​

Out-of-Sight Rolls​

d20Engage DistanceFailed Engage Move
1-50.5x base Move of the unit0.5x base Move of the unit
6-151x base Move of the unit1x base Move of the unit
16-20Engage as normal1x base Move of the unit

Jump Attack​

A unit may perform a Jump Attack under all of the following conditions:

  • As part of your Engage you make a successful Jump Down check
  • Where you land after your Jump Down check directly engaged with a unit

If you successfully perform a Jump Attack you roll your attacks with Advantage for the current turn.

Fear​

Morale Check ResultEffect
Passed Morale checkNothing happens
Failed Morale checkUnit is Staggered for the rest of the turn

Moving​

Jumping​

Make an agility check to jump across a gap of up to 3” and a height of up to 1”. If you fail then you fall.

Dropping down​

Now an Agility Check must be made to see whether the unit safely landed. If the distance being jumped is 4" or more vertically, the unit makes the Agility Check with Disadvantage. On a success, it lands and may continue Moving as normal. If it fails if Falls, stopping where it landed. Resolve Falling as normal.

Falling damage​

When falling, simply roll on the Injury chart. For every extra full inch above 2” that the unit falls from, add +2 to the Mishap Roll. A roll of 1-11 has no effect.

Difficult Terrain​

-2" to total Move

Casting​

Spellcasting Modifiers​

If you run, charge or are engaged in melee combat then the difficulty of spellcasting is increased by +2.

Ongoing Spells​

If the Caster is Stunned or Incapacitated, the Ongoing Spell immediately ends.

Ranged​

Being Elevated​

If an enemy is at least 2" below your Shooting unit and within half range of the Ranged Weapon being used (this can only be measured after declaring the target to be Shot at), then the unit Shooting has Advantage on their Ranged Check.

Shooting modifiers​

ModiferEffect
Cover-3 Pierce
Moved this turn-3 Pierce

Attacking a unit that is dazed or stunned​

StatusHow To Incapacitate
DazedMelee check with Advantage, Defence check as normal
StunnedIncapacitated automatically (but costs one attack to do so)

Post-Game​

Post-Game Steps​

  1. Update Wins/Losses on Warband Sheet
  2. Roll for Income & Loot
  3. Resolve Promotions
  4. Roll for Scars & the Blight
  5. Each hero makes an Improvement Attempt
  6. Learn Skills & Spells
  7. Spend Gold

Income​

40g + d20g for each Treasure token (+1 Treasure token for winning). Roll for Loot when you roll a 20.

Hero Scars​

d20NameResult
1BlightThis unit contracts the Blight or gains 'Deathtouched' if they already have the Blight.
2-7DeathtouchedCheck the 'Deathtouched' checkbox. If this is already checked, the unit dies.
8MadnessThis unit gains the Madness special rule
9Leg WoundThis unit gains 'Slow' special rule
10Major WoundRoll again: 1-5 Worsen Defence by 2, 6-10 Worsen Melee by 2, 11-15 Worsen Ranged by 2, 16-20 Worsen Agility by 2
11Light WoundMiss the next game
12-14Nothing happensNothing happens
15-16Pit Fight!Pit Fight (see below)
17BerserkThis unit gains the Berserker special rule
18DisfiguredThis unit gains the Fear special rule
19HatredThis unit gains Hatred for the opposing warband
20ImprovementThis unit immediately makes an Improvement Attempt with Advantage

Henchmen Scars​

d20Result
1This unit contracts the Blight or dies if they already have the Blight.
2-4Death
5-20Nothing happens

Blight Roll​

Units that have the Blight must roll at the end of every game to see how the Blight progresses. Heroes added a +2 Modifier to this roll.

d20Result
1-4Henchman: Death, Heroes: Deathtouched
5-15Nothing happens
16-20Recover from the Blight

Buying Hero Slots​

Players can spend gold to increase their total Hero Slots and enable them to hire Heroes beyond the usual 3. This can be especially useful if the player has gotten unlucky with Henchman Promotion roles and is feeling limited by their Hero Slots. See the following table for the cost required to buy a Hero slot. The costs listed are not cumulative.

Hero SlotCost
4th50g
5th75g
6th100g

Buying Improvement Attempts​

Players can spend 25g to allow a Hero to make an Improvement Attempt. Draw once from the Improvement Deck for that Hero and resolve the card. Each Hero can only attempt to Improve once between each game.