Version History
Version 0.95
Date: 12/03/26
General
- The Blight Special Scenario clarifications
- Fear Checks are now made as the first step of resolving combat
- If a player has a Hero in the pits, they may now pay gold to fund a new Pit Fight (cost decreases over time)
- Rules added for Pit Fights around the Finale
- If you are immune to the Blight and roll a 1 on the Scar table, you now die/gain Deathtouched
- Now one extra chance of 'Deathtouched' on Hero Scars table (one less 'Nothing Happens')
Errata
- War Caster typo
- Out-of-Sight rules updated to reflect new Run rules
- Quick reference updated again to match current rules
Dwarves
- Dwarves are receiving a significant rework:
- Gunners are removed and Miners can now use the Gunners old Ranged Equipment
- New Henchman: Runner. Has 'Vanguard' and can place one Ladder down each game. Cap of 2.
- Armourer and Engineers are removed. Their skills are now rolled into the warband as special skills.
- New Hero: Builder. Can place one ladder, barricade, and ballista down per game. Only the ballista can be moved, but is slow to do so. Ballista is otherwise stationary and has the stats of a Crossbow. It always has Advantage.
- New Hero: Hellion. A hero version of the Berserker.
- Veteran can now take Gunner equipment, Mel 12 -> 13, can now take Ranged Skills
- Miner can now take Ranged Skills
Inquisitors
- 'Inquisitor' Skill removed from heroes
Undead
- Necromancer no longer has Ranged Skills as an option, as it cannot use Ranged Weapons
- 'Undead Horde' warband special rule removed
- Clarified that 'Raise Dead' can only target Henchman and a raised unit may not make a Ranged Attack the turn it is raised
- Zombie now has 'Spread Blight (Minor)', 20g -> 25g
Wood Elves
- Ranger Rgd 10 -> 12, gains Vanguard skill
Skills
- 'Sprint' now gives +6" when Running
- Two 'Thief' skills existed so they have been merged and updated based on other rule changes
- 'Pit Fighter' skill reworked
Version 0.94
Date: 06/03/26
General
- Blight Tokens increased from 1 -> 2
- Treasure Token set up rules updated to have more detail
- Hero Scars table: Chance of Pit Fight doubled from 1 to 2 chances
- The extra replaces a 'Nothing Happens'
- Treasure Token contesting rules changed
- Contested Tokens can now be picked up on a successful Morale Check
- Updates to make it clear who can and cannot contest/pick up Tokens
- Units cannot run on the First Turn of a game
- Run/Engage now adds a flat +3" to Movement, rather than being 1.5x Move
- Special Scenarios have been updated and are now ready to be played
Errata
- Cast and Ranged Phases updated to be in the correct order for the Turn Overview section and Quick Refence section/sheet
- Multiple updates to outdated info in the Quick Reference section on the website
Inquisitors
- Holy Smite 4" radius -> 3" radius
- Heal ranged increased from 2" -> 5"
Paladins
- Holy Smite 4" radius -> 3" radius
- Heal ranged increased from 2" -> 5"
Undead
- Soul Rend replaced by Raise Dead as the Basic spell
- Clarified that Soul Rend cannot target Undead or Animals
Vampires
- Vampire movement reduced from 8" to 7"
- 'Vampire' Skill removed
Wood Elves
- Citizen cost reduced from 50g to 45g
Skills
- A unit with Vanguard can no longer Run during the free Move
Faction Agents
- Shady Merchant:
- Mel 16 -> 14
- Rgd 16 -> 14
- Atk 1 -> 2
Version 0.93
Date: 25/01/26
Alpha playtesting has begun!
General
- Hero Scars table updates:
- Chance of Deathtouched reduced from 2-7 to 2-6
- Robbed entry removed
- 'Nothing happens' increased from 4 to 5 chances
- Leg Wound portion of 'Major Wounds' moved from that to its own entry
- Chance of Death on the Henchman Scars table reduced from 2-5 to 2-4
- Heroes no longer get +2 to Blight Rolls, but now gain 'Deathtouched' instead of immediately dying
- Base gold earned at end of game increased from 30g to 40g
- Animals and Large units can now Promote (only with a 1 in 20 chance)
- Improvement Cards updated to reflect this
- They cannot learn Skills and draw another Improvement card if they draw a Skill one
- If units currently have more than 1 Wound and they would be Stunned or Dazed, they now instead lose 1 Wound.
- Buying Hero slots has been rescaled (previously 50g/100g/150g, now 50g/75g/100g)
- Special Scenario player selection rules updated
- One Special Scenario added for each matchup (except 1v1v1)
- Updated first turn rules to disallow first player from casting any spells on their turn
Errata
- Blight Roll table is now displayed correctly
- Vampire Count Faction Agent formatting issue corrected
- Updated Fencing Specialist skill text
Inquisitors
- Divine Fervour spell now lasts for the round
- Holy Smite 5" radius -> 4" radius
Paladins
- Divine Fervour spell now lasts for the round
- Cavaliers can now wield Great Hammers and Great Swords
- Holy Smite 5" radius -> 4" radius
Vampires
- Lure spell can no longer target Engaged units
Wood Elves
- Control Earth spell is now Ongoing
- It is now reworded to make it simpler and clearer
Skills
- Cleave now works whenever a successful hit is not Defended against (rather than only on Incapacitate)
Faction Agents
- Pit Fighter:
- Atk 3 -> 2
- Pit Fighter is now released back to warband after winning or losing
- Other minor updates
- Necromancer movement has been reworded to be clearer
- Archbishop Event no longer has Henchman
- Shady Merchant Event no longer has Henchman, but can hold multiple Treasures.
- Mechanics updated to cater for this
- Vampire Count Faction Agent is now named
Version 0.92
Date: 13/01/26
Rulebook is now content complete for Alpha Playtesting, with only small sections requiring review.
Inquisitors
- Peasants now have the 'Mob Mentality' special rule
Vampires
- Vampires must now use the 'Vampire' skill when able
- Dire Wolf Mrl 18 -> 16
Version 0.91
Date: 02/01/26
Small changes ahead of Alpha Playtesting.
General
- Animals no longer benefit from Leader skill
- Large units can no longer pick up Treasure
Ratlings
- Plague Host renamed to Blight Host
Sellswords
- Warrior renamed to Infantry
- Man-at-Arms 'Ambush' skill removed, Inj 0 -> 2, Prc 0 -> 2, 50g -> 35g
Undead
- Zombie Mrl 16 -> 13
- Skeleton Mrl 16 -> 13
- Plague Cultist renamed to Blight Cultist
Version 0.9
Date: 14/11/25
Major rebalance prior to Alpha release. Rulebook 95% of the way to being ready for alpha playtesting.
General
- Light Armour 15g -> 10g
- Heavy Armour 30g -> 20g
- Rifle Range 25" -> 30"
Dwarves
- Removed Sturdy Legs Special Rule
- Gromril Armour 50g -> 40g
- Chieftain 75g -> 90g
- Engineer 70g -> 65g
- Armourer 55g -> 65g
- Veteran 45g -> 60g
- Miner 40g -> 45g
- Gunner 40g -> 50g
- Berserker 45g -> 55g
- Berserker Special Rule no longer gives Advantage
Inquisitors
- Incapacitated 'Incite the Mob' Peasants no longer count towards rout threshold
- Grand Inquisitor 100g -> 85g
- Priest 60g -> 80g
- Inquisitor 50g -> 55g
- Doomsayer 50g -> 65g
- Fanatic Mel 12 -> 13, Def 15 -> 16, Prc 2 -> 0
- Zealot 25g -> 20g
- Hound 25g -> 20g
- Pack Tactics Advantage only works with other Pack Tactics units
Paladins
- Divine Great Hammer 20g -> 30g
- Justicar 90g -> 95g, Def 17 -> 16
- Cleric 40g -> 50g, Def 18 -> 17
- Paladin 40g -> 50g, Def 17 -> 16
- Standard Bearer Def 18 -> 17
- Initiate 25g -> 20g
- Monk 40g -> 55g, Inj 0 -> 2
- Cavalier 55g -> 50g, Rgd 14 -> -, Mel 14 -> 13, Def 18 -> 17
- Cavalier now has its own equipment list
Ratlings
- Mastermind renamed to Guildmaster
- Ratlock 65g -> 55g
- Enforcer 50g -> 55g, Mel 12 -> 13
- Assassin 55g -> 60g, Prc 0 -> 2
- Underrat Mel 14 -> 15, Rgd 14 -> 15
- Blight Host 35g -> 40g
- Giant Rat 10g -> 15g
- Rat Monstrosity 210g -> 205g, Mel 8 -> 13, Def 8 -> 12, Inj 3 -> 0
Sellswords
- Tower Shield 10g -> 15g
- Captain 60g -> 75g, Mel 13 -> 12, Rgd 13 -> 12
- Sniper 40g -> 45g
- Knight 40g -> 45g
- Man-at-Arms 40g -> 50g
- Marksman 30g -> 35g
Undead
- Reaper 75g -> 85g, Mel 8 -> 10, Agi 10 -> 14, Cap 2 -> 1
- Death Knight 50g -> 75g, Mel 13 -> 14, Rgd 15 -> 14, Cap 2 -> 1
- Zombie 15g -> 20g
- Skeleton 20g -> 30g
- Bone Giant 225g -> 200g, Def 7 -> 13, Atk 3 -> 2, Inj 0 -> 3, Prc 0 -> 3
Vampires
- Warband no longer gains Vampire Spawn from dead enemy heroes.
- Vampire Skill reworded. It can now remove Staggered and recover 1 Wound.
- Vampire Noble 160g -> 165g, Mel 11 -> 14, Def 14 -> 18, Agi 6 -> 7
- Vampire Seductor 130g -> 125g, Def 16 -> 18, Agi 8 -> 10
- Nosferatu 115g -> 125g, Def 14 -> 18
- Vampire Spawn 70g -> 85g, Def 16 -> 18, Agi 8 -> 10
- Thrall 25g -> 20g, can now equip Crossbows and Heavy Armour
- Ghoul 40g -> 60g, Mel 14 -> 13, Def 16 -> -, Inj 0 -> 2
- Dire Wolf 30g -> 35g, Def 19 -> 18, Agi 14 -> 10, Inj 0 -> 2
Wood Elves
- Commander Agi 5 -> 6
- Mage 90g -> 70g
- Honour Guard Agi 5 -> 6, Rgd 12 -> 13
- Ranger 70g -> 75g, Agi 5 -> 6
- Citizen 55g -> 50g
- Scout 65g -> 60g, Agi 5 -> 6
- Woodland Creature 20g -> 15g
- Treant 185g -> 175g, Mov 8 -> 6, Def 8 -> 9, Inj 0 -> 4, Prc 2 -> 4