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Quick Reference

Actively Being Updated

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

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. Spend Faction Support
  2. Set up map
  3. Deploy warbands
  4. First player begins their turn

Faction Support

15g 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. Ranged
  5. Cast
  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

General

Injuries for Melee/Ranged Attacks

Attack d20 RollResult
1-11Dazed
12-14Dazed
15-17Stunned
18-20Incapacitated

Injury Rolls

d20 RollResult
1-11Dazed
12-14Dazed
15-17Stunned
18-20Incapacitated

Plague Effects

The Plague has the following effects during battle:

  1. Units with the plague 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 Plague in Melee, they must make a Morale Check. If it fails, they immediately contract the Plague.
    1. If the unit that was Incapacitated already has the Plague then nothing happens.

Engaging

Out-of-Sight Rolls

d20Charge distance
1-5Half of base Move
6-15Full base Move
16-20Charge distance is as normal

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 checkRoll all attacks with disadvantage this round

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 Injury 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

Shooting from elevation

If you are within half range and elevated by at least 2” of the target you are shooting at, you get Advantage on your Ranged check. You may choose to shoot anyone that is at least 2” lower than you as opposed to the nearest target.

Shooting modifiers

ModiferEffect
Cover-3 Pierce
Moved this turn-3 Pierce

Melee

Attacking a unit that is dazed or stunned

See the table below for resolving whether someone is Incapacitated through Close Combat attacks on Stunned/Dazed:

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 Plague
  5. Each hero makes an Improvement Attempt
  6. Learn Skills & Spells
  7. Spend Gold

Income

30g + d20g for each Treasure token (+1 Treasure token for winning)

Hero Scars

d20NameResult
1PlagueThis unit contracts the Plague or dies if they already have the Plague.
2-7DeathtouchedCheck the 'Deathtouched' checkbox. If this is already checked, the unit dies.
8MadnessDisadvantage on Morale Checks
9Chest WoundLower Defence by 2
10Hand InjuryLower Melee by 2
11Blinded in One EyeLower Ranged by 2
12Nervous ConditionLower Agility by 3
13Leg WoundThis unit can no longer Run. They may still Engage at full speed as per normal.
14RobbedLose all current equipment
15Light WoundMiss the next game
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 Plague or dies if they already have the Plague.
2-5Death
6-20Nothing happens

Plague Roll

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

d20Result
1-4Death
8-18Nothing happens
16-20Recover from the Plague

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
5th100g
6th150g

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.