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Version History

Version 0.99

Date: 26/07/26

General

  • Loot is now replaced with Artifacts
  • Factions are now replaced by Neutral Heroes
    • Campaign Rules section has been heavily updated to cater for Neutral Heroes
    • References elsewhere are updated as appropriate
  • Added an explicit post-game step so that Neutral Heroes make Scar Rolls and gain free Improvements like any other hero
  • Faction Support is now Rally Support and has been updated
    • Warbands can now use Support to hire additional Henchman of their own warband, among other updates
  • Made it explicit that Cast Attacks can Crit
  • A '20' on the Hero Scars now allows the player two draw two Improvement Cards and resolve one of their choice
  • 'General wargaming' section is now completed
  • Crits are now on any Injury roll of 20+, rather than based on the Melee roll. This means Hammers now Crit on a 16+.
  • Crits can no longer trigger additional Crits
  • Pike, Great Sword/Axe, and Great Hammer have all had their Mel reduced by 1 to compensate for the buff received from the Crit changes

Errata

  • The rules for picking up Treasure were incorrect in the Game Concepts section

Version 0.98

Date: 25/07/26

General

  • Hero slots now cost 60g/100g/140g to purchase for the 4th/5th/6th slot respectively, but now get cheaper by 5g after each game.
    • Example: If a player has played 3 games, the cost is now 45g/85g/125g for the 4th/5th/6th slots.
  • Reworked deployment type table
  • Small updates to the map type table
  • For every point above the Rout Threshold, Rout Checks now have a -1 modifier.
    • Example: If a Mercenary warband has lost 4 units and their opponent has 4 Treasure, that is two points above their Rout Threshold of 6. This means they suffer a -2 modifier to their Rout Checks.
  • Morale Improvements now have a 2 in 20 chance of being drawn (previously 3 in 20). Added in a card that improves both Injury and Pierce by 1.
  • New 'Advanced Rules' section created
    • Neutral Unit rules moved to here from Factions page, as it was becoming overloaded
    • Multiplayer Games moved to here
    • Vehicle rules placeholder created for future additions
  • Small updates to Quickstart Guide (ignore Events and Blight results on Treasure for your first game)

Skills

  • Removed the following skills:
    • Deadly (merged into Dual Wielding Specialist)
    • Hero Killer
    • Magebane
    • Animal Handler
    • Treasure Hunter
  • Added the following skills:
    • Guardian
    • Countercharge
    • Stout
    • Lucky
    • Animal Leader
  • Reworked the following skills:
    • Cleave: Now gain +1 Atk when Engaged with multiple enemies. Must spread attacks across at least two enemies to gain the benefit.
    • Dual Wielding Specialist: Now gain the benefits of the old Deadly skill (Advantage on Injury rolls) when dual wielding.
    • Gunner: Blackpowder weapon users now gain Advantage up to their full range when elevated (rather than the usual half range).
  • The following skills have minor changes:
    • Agile: Now also gain Advantage on any Jump Check, rather than just Climb Checks.
    • Fencing Specialist: Made explicit that all Magic users can use this skill.
    • Leap: Can now make any Jump Check with Advantage, rather than just Jump Across Checks.
    • Drag You Down: All Engaged enemies must now make a Mishap Roll if this unit is Incapacitated, rather than just the attacker. Moved from Defence to Melee.
    • Sturdy: Made explicit that this also makes you immune to Fear. Renamed to Stand Firm.
    • Improved Critical: Now Crit on 18-20 instead of 19-20.
    • Hoarder: Clarified that it can not work on Artifacts.
    • Spell Sniper: +5" Range now applies to all single target spells rather than just Cast Attacks.
    • Run and Gun: Typo was fixed.

Dwarves

  • Removed Dwarven Firearms additional range. All Dwarves now get Heavy Gunner as a warband skill instead
  • Builder can now take Morale Skills

Inquisitors

  • Changed complexity from 1 star to 2 stars
  • Torch 10g -> 5g

Paladins

  • Changed complexity from 2 stars to 1 star
  • Removed Initiate from Skills table and added Guardians

Ratlings

  • Renamed Special Promotion to Ratling Initiation

Wood Elves

  • Renamed Elven Agility to Elf
  • Honour Guard can now take Morale Skills

Version 0.97

Date: 07/07/26

General

  • Clubs are now treated as Daggers, rather than Hammers
  • Jump Down and Jump Attack rules expanded to be clearer about how they work
  • All sample warbands brought up to date since v0.90

Dwarves

  • Chieftain Mrl 5 -> 6
  • Hellion 75g -> 60g, unit cap removed
  • Veteran 60g -> 55g
  • Berserker unit cap removed
  • Renamed 'Hard to Kill' skill to 'Dwarf' and clarified that it applies to Mishap and Injury Rolls

Inquisitors

  • High Inquisitor Mrl 7 -> 8
  • Priest 80g -> 85g
  • Doomsayer 65g -> 60g
  • Fanatics unit cap removed
  • Hounds unit cap 5 -> 6

Paladins

  • Initiate replaced by Guardian. Guardian has better Def but worse Agi and no Rgd options. It is able to make Morale Checks to force enemy units to target it during combat.
  • Justicar Mrl 7 -> 8
  • Standard Bearer 40g -> 35g, Rgd - -> 14, Mrl 7 -> 8, can now use Slings
  • Removed Unit Cap on Monks
  • Cavalier Mov 9 -> 8 (Mounted skill now gives +2 Mov, down from +3 Mov)

Ratlings

  • Blight Host Rgd 14 -> -, Cap 2 -> 6
  • Blight Bolt description updated so that it no longer references a 'Plague Check'

Sellswords

  • Captain Mrl 7 -> 8
  • Sniper unit cap removed, can now wear Heavy Armour
  • Knight unit cap removed
  • Marksman unit cap removed, can now wear Heavy Armour
  • Man-at Arms unit cap removed
  • Defender unit cap removed

Undead

  • Necromancer Mrl 7 -> 8
  • Death Knight Mrl 13 -> 12
  • Reaper 70g -> 55g, Mrl 13 -> 12
  • Zombie Mrl 13 -> 16
  • Skeleton Mrl 13 -> 14
  • Ghost Mrl 13 -> 12
  • Bone Giant Mrl 13 -> 14

Vampires

  • Vampire Seductor Mrl 10 -> 8
  • Ghoul Mov 6 -> 7, Def None -> 18, Mrl 16 -> 12

Wood Elves

  • Commander Agi 6 -> 5, Mrl 5 -> 6
  • Citizen Mrl 7 -> 8
  • Scout Mrl 7 -> 8
  • Treant Mrl 7 -> 8

Version 0.96

Date: 09/06/26

General

  • Finale Rules in 'Playing a Campaign' updated
  • 'Secure the Artifact' special scenario finalised for the final battle
  • Clarified that units need to be unengaged to Protect other units
  • 'Fixed Equipment' has been removed as a special rule
  • Added 'Free Improvement Attempts' as a section in Post-Game to make the Post-Game step order clearer
    • Mentioned that all units (including those that missed the game) make an Improvement Attempt
  • Renamed 'Faction Agents' to 'Faction Heroes'
  • The maximum skills that can be learnt is limited to 2 (down from 3). Skills that a unit starts with do not count toward this cap.
  • Large units can now Promote (with the same chance as Animals)
  • Chance of an improvement is now 5% higher for Henchman when defeating a Hero (20%, up from 15%) and when defeating a Leader (25%, up from 20%)
  • Neutral Units will, if possible, Intercept if another Neutral Unit is being Engaged
  • If a failed Engage causes a unit to end their movement midway through a Jump Across check, that unit Falls
  • Jump Downs that are 4" or more are no longer made with Disadvantage.
  • 'Injury Roll' renamed to 'Mishap Roll' to better distinguish them from checking for Injury from attacks.

Errata

  • Faction Support gold shown as 100g in one location, instead of 50g
  • Removed a reference to old rules for multi-wound units and injuries

Inquisitors

  • Peasants no longer have 'Fixed Equipment', but have 'No Equipment' instead.

Paladins

  • Standard Bearer no longer has 'Fixed Equipment'. Can instead buy three different banners that do not count as a weapon, but take up a single slot and use them interchangeably. All banners have a 5" radius aura. Banners now also affect the Standard Bearer. Banners are 10 gold.
    • Banner of Bravery: Morale Checks within aura are made with Advantage.
    • Banner of Marching: Units that start their turn within the aura have +1 Move for the turn
    • Banner of Protection: Units within the aura have +1 Def
  • Standard Bearer Mel 7 -> 14, Inj 3 -> 0, Def 17 -> 18, 55g -> 40g

Undead

  • Reaper no longer has 'Fixed Equipment' but can now buy a Scythe
    • Mel 10 ->15, Prc 3 -> 0, Inj 3 -> 0, 85g -> 70g (now 5g cheaper, but otherwise the same stats after buying the Scythe)

Wood Elves

  • Control Earth is updated (again). Base difficulty 10 -> 8. Player declares where they want to place it before making the Cast Check. Difficulty now increases by 2 for every unit (ally or enemy) that would be moved to the top of the platform. Every unit that is moved to the top of the platform must make an Agility Check or immediately fall.

Faction Heroes

  • Noted that Archbishop needs to be able to see a unit to try and cure it of the Blight
  • Vampire Count now appears on the nearest board edge, rather than 1" away from the triggering unit
  • Rebel Captain no longer has 'Rally the Troops' skill. 40g -> 35g.

Skills

  • 'Flying' now has clarifications around Engaging.
  • 'Mounted' extra wound does not count towards the stat cap (so it is possible to have a Mounted unit with 4 Wounds).

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 Heroes

  • 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 Hero 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 Heroes

  • 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 Hero 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 0.90

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