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Income & Loot

Actively Being Updated

This section will change prior to the start of alpha playtesting.

Income

At the end of the game, roll for income. To do so, do the following:

  1. Check the number of Treasure token you obtained during the game
    1. Add an additional Treasure if you won the game
  2. Roll a d20 for each Treasure token and add the values together
    1. Add 30g to the total value, which becomes your total gold earned
    2. For any 20s rolled on the d20, you earn additional 'Loot', described in the section below.
  3. Update your warband sheet by adding your earned gold to any existing gold.

Some Treasure tokens may be worth double. In this case, roll an extra d20 for it during Step 2 above.

Loot

When you roll a 20 during the Income rolls, you earn Loot! Loot comes in two forms, Consumables and Magic Items. Consumables are single-use items, while Magic Items have ongoing effects. If a Magic Item uses a weapon slot, it will be noted in the description.

Only heroes can equip and use loot and can only have one Consumable and one Magic Item equipped at any one time.

To determine what loot you have received, first roll to see which table you are rolling on:

d20Table
1-13Consumables
14-20Magic Items

Now roll on the relevant table, gaining the result and adding it to your stored equipment.

Consumables Table

d20ConsumableSpecial Rules
1-3Potion of TeleportConsume at the start of the round to teleport to any location within 6". This does not count as moving.
4-6Potion of FrenzyGain frenzy this scenario
7-9Potion of HealingAt the start of their turn, the holder can consume this when Stunned or Knocked Down to immediately get back up (without any of the negative effects of getting up from knocked down).
10-11PoisonOne unit's melee weapons do an additional +2 Injury for one scenario
12-13Superior AmmoOne unit's ranged weapons does an additional +2 Injury for one scenario
14-15Bomb10" Range, Treat as blunderbuss, but hits anything within two inches of target unit. Must be able to see the target.
16-17Kev's BrewAll units have advantage on Fear checks for the scenario.
18-19Bounty posterSelect the player with the most wins (roll randomly for a tie, or select player with second most wins if you have the most wins). Select a hero randomly among that player's warband. If you Incapacitate that hero in the future, it does not roll on the Scars table and is instead captured. The bounty is consumed once you capture the hero.
20Demon Summoning RitualSpend three full consecutive turns summoning a demon. If not charged or hit by a ranged attack, it is in your control at the end of the third turn. If you are interrupted roll a d20. On 1-10, the summoning fails. On 11-20, the summoning partly succeeds, but the demon is an enemy to all units. The scroll is lost no matter whether you were interrupted or not.

Magic Items Table

d20Magic ItemSpecial RulesSlots
1-2Tower Shield+6 Def. Counts as a shield.1
3-4Assassin garbAdd +5 to your roll when rolling to charge out-of-sight units. Cannot be worn with armour (including a shield).0
5-7Elven Boots+1 move0
8-10Elven CloakAlways have cover against ranged0
11-12HornCan be blown at the start of a turn once per battle (instead of that unit otherwise acting). During that turn, units have advantage to hit in melee if they charged.0
13-14WardogAs wardog stats.0
15ZweihanderMelee Spear + Sword 2h (+7 Hit, +4 Injure, -3 Def)2
16Standard BannerUsed as a 2h spear. Anyone within 8" of the standard can use the Leader's Ld (even if the leader is OoA)2
17Rapier+3 hit, crit on 19-201
18Shotgun10" Range, Prepare Shot, Long Reload, Deadly, Armour Piercing, Spread: Can shoot a target and any model within an inch of the target with disadvantage1
19Blowpipe15" Range, No Def roll, but -3 Injury1
20Repeater Crossbow30" Range, Deadly1