Quick Reference
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
- Spend Faction Support
- Set up map
- Deploy warbands
- First player begins their turn
Faction Support
15g for each win less than your opponent
Treasure Tokens Per Game
| Game | Tokens |
|---|---|
| 1 | 7 |
| 2 | 6 |
| 3+ | 5 |
Game Rules
Turn Phases
Turns are broken up into six phases:
Upkeep Phase Steps
The upkeep phase is divided into four steps, which are done in order. The phases are:
- Neutrals
- Rout
- Recover
- Treasure
- Ongoing Spells
General
Injuries for Melee/Ranged Attacks
| Attack d20 Roll | Result |
|---|---|
| 1-11 | Dazed |
| 12-14 | Dazed |
| 15-17 | Stunned |
| 18-20 | Incapacitated |
Injury Rolls
| d20 Roll | Result |
|---|---|
| 1-11 | Dazed |
| 12-14 | Dazed |
| 15-17 | Stunned |
| 18-20 | Incapacitated |
Plague Effects
The Plague has the following effects during battle:
- Units with the plague gain Advantage on Melee Checks during the turn of any new combat.
- 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.
- If the unit that was Incapacitated already has the Plague then nothing happens.
Engaging
Out-of-Sight Rolls
| d20 | Charge distance |
|---|---|
| 1-5 | Half of base Move |
| 6-15 | Full base Move |
| 16-20 | Charge 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 Result | Effect |
|---|---|
| Passed Morale check | Nothing happens |
| Failed Morale check | Roll 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
| Modifer | Effect |
|---|---|
| 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:
| Status | How To Incapacitate |
|---|---|
| Dazed | Melee check with Advantage, Defence check as normal |
| Stunned | Incapacitated automatically (but costs one attack to do so) |
Post-Game
Post-Game Steps
- Update Wins/Losses on Warband Sheet
- Roll for Income & Loot
- Resolve Promotions
- Roll for Scars & the Plague
- Each hero makes an Improvement Attempt
- Learn Skills & Spells
- Spend Gold
Income
30g + d20g for each Treasure token (+1 Treasure token for winning)
Hero Scars
| d20 | Name | Result |
|---|---|---|
| 1 | Plague | This unit contracts the Plague or dies if they already have the Plague. |
| 2-7 | Deathtouched | Check the 'Deathtouched' checkbox. If this is already checked, the unit dies. |
| 8 | Madness | Disadvantage on Morale Checks |
| 9 | Chest Wound | Lower Defence by 2 |
| 10 | Hand Injury | Lower Melee by 2 |
| 11 | Blinded in One Eye | Lower Ranged by 2 |
| 12 | Nervous Condition | Lower Agility by 3 |
| 13 | Leg Wound | This unit can no longer Run. They may still Engage at full speed as per normal. |
| 14 | Robbed | Lose all current equipment |
| 15 | Light Wound | Miss the next game |
| 16 | Pit Fight! | Pit Fight (see below) |
| 17 | Berserk | This unit gains the Berserker special rule |
| 18 | Disfigured | This unit gains the Fear special rule |
| 19 | Hatred | This unit gains Hatred for the opposing warband |
| 20 | Improvement | This unit immediately makes an Improvement Attempt with Advantage |
Henchmen Scars
| d20 | Result |
|---|---|
| 1 | This unit contracts the Plague or dies if they already have the Plague. |
| 2-5 | Death |
| 6-20 | Nothing 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.
| d20 | Result |
|---|---|
| 1-4 | Death |
| 8-18 | Nothing happens |
| 16-20 | Recover 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 Slot | Cost |
|---|---|
| 4th | 50g |
| 5th | 100g |
| 6th | 150g |
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.