Your cart
Close Alternative Icon
Eternal Champions - Judgement Kickstarter Spring 2021 Eternal Champions - Judgement Kickstarter Spring 2021


Patch Notes #9

Patch Notes #9
Herein lies the ninth clarification and errata document for Judgement. From the very beginning, we socialised the fact Judgement would be a regularly "patched" game, to stay true to its MOBA origins, and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of January 2020. Continue reading

Judgement Patch Notes #2

Judgement Patch Notes #2

Herein lies the very second clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with its MOBA origins and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of April 2018.


Fate: Try Again

Using Fate to re-roll dices one of its most common uses, however it was not clear what to do when multiple re-rolls are triggered on the one dice pool. We have named the Fate re-roll as "Try Again" to help with distinguishing it from other re-rolls.

When used for Try Again, the model spends 1 Fate point to re-roll the entire pool of dice they just rolled. Any dice roll in the game can be re-rolled using Fate (except monster attacks). However, dice can only be re-rolled once, regardless of the re-roll source.

In some circumstances dice can be re-rolled by other means, for example by magical artefacts or hero abilities. In those situations, a player can use Fate to only re-roll the remaining dice that have not been re-rolled. For example, Kogan uses his Battle Cry ability to re-roll two dice from his attack pool of 5 dice. The active player has the opportunity to use a Fate to re-roll the remaining 3 dice that were not re-rolled via Battle Cry.

Forests and Line of Sight

We felt we needed to clarify how forests work due to confusion with how they work in other games.

Forests do not block line of sight to, or from, models that are within the forest, regardless of how big the forest is.

Healing an Effigy

Clarified that the health reduction on Effigies, by opponent's capturing Souls, cannot be healed.

Heroes can use certain active abilities to heal their Effigy during a game, since it is a friendly model to their warband. However only direct damage can be healed this way, damage reduction from captured Souls cannot be healed by heroes. Similarly, heroes are unable to provide temporary health to their Effigy, by any means.

Killing Heroes

Clarified the order of things when a hero dies.

The death of heroes is an integral part of Judgement. There are two stages that trigger when a hero dies.

Stage 1 “Zero Health”: Trigger any ability, or effect, that relies on a hero reaching zero health.

Stage 2 “Death”: Trigger any ability, or effect, that relies on a hero dying.

If multiple abilities, or effects, trigger on either stage, the active player decides the order the abilities, or effects, are triggered.

Dead heroes will always re-spawn at their Effigy next turn; there are no permanent effects incurred as a result of dying (see step 5 of the Communion Phase).

New Game Definition: Damage

There was some confusion around what a hero getting damaged actually means.

A model is considered to have suffered damage when the model has its health reduced by 1 or more.

Soul Harvesting

The intention was always that a Soul must be targeted to be harvested, however the word target, up until now, had been omitted from the rule book.

Souls that are not bound to a hero are unbound. A hero can harvest a target unbound Soul by successfully rolling a Soul harvest skill check while within 2” of it.

There were instances where players were including a +1 bonus for heroes that other heroes were Soul harvesting through, such as via Xyvera's  Unholy Harvest.

The following modifiers apply to a Soul harvest skill check:

  • Add the hero’s Soul harvest ability.
  • +1 for each friendly hero within 2” of the Soul other than the hero attempting the Soul harvest, or a model the hero is attempting the Soul harvest through.
  • -1 for each enemy hero and/or monster within 2” of the Soul.


Order of Application

As we increase the number of heroes in the game there has been a greater need to have a clear order of application blanket rule to resolve the timing on various triggers.

There are times where the interaction of rules and abilities results in tricky situations. The following section provides rules on how to deal with those situations. If a particular situation is not covered by these rules, we suggest you roll a dice to determine the order of execution.

Effects & Conditions

In a game, models can be affected by multiple effects and conditions. When this occurs, the effects are applied in the order in which they were placed on the model chronologically.

Re-rolling Dice

When two or more rules allow the re-rolling of dice, apply the following to determine the order.

The active player is given 1st option to re-roll any dice they are able to. This could include multiple re-rolls, such as using Augury (Saiyin’s ability) and then a Fate for the remaining dice. 

The non-active player is then given the option to force the active player to re-roll any dice that have not already been re-rolled. Even if the non-active player has the ability to force the active player to re-roll their entire dice pool (such as through the Gift of the Gods artefact), only dice that have not been already re-rolled can be re-rolled at this point.

Finally, if a monster has the ability to force a re-roll, its ability will execute last.


Aiming Bonus

Add a few more restrictions to what a model can, and cannot, do when claiming the aiming bonus.

Aiming Bonus: +1 dice if the attacker does not perform an advance action (aiming bonus), for all ranged attack actions this activation. Once a model claims the aiming bonus, they are unable to perform an advance action, attack action (using a melee weapon), or Effigy recall later in this activation. However they can use symbols to push themselves via the combat manoeuvre mechanic.

Heroes - Wave 1

Bastian Oriel

Bastian's nerfs from the previous patch placed him in a decent place, we just wanted to ease him back slightly with an increase to his staff's critical damage.

Bastian Oriel, Lore Keeper

  • Clarified Time Bender to explain what happens when the model dies with conditions on it
  • Staff critical damage increased to 4


Istariel has always occupied a decent level, however with the introduction of a few RNG based heroes we felt she needed a bit more of an edge. Her kit as a fire mage is pretty much perfect, however a little more damage for her Conflagration ability will keep her in the mind's of the demi-gods.


  • Conflagration damage increased to D3+2

Skoll Bonestorm

Skoll was arguably the player's choice for most powerful hero when wave 1 was released. This was understandable as he was able to pretty much excel at all facets of the game. Skoll was nerfed fairly heavily in the last patch, and while we felt he was still a strong choice, the fact he had been nerfed saw his use drop a fair bit. We don't want to swing back and forth with hero changes, however we did feel there were a few areas where he could be improved. The most notable is the fact, unlike all other defenders in the game, Skoll was not really able to "defend" his allies until he reached level 2 and gained access to Bulwark. We believe this was one of the main reasons other defenders were chosen instead. Besides that change we brought his Soul harvest ability in line with most other defenders.

Skoll Bonestorm

  • Soul harvest increased from 3 to 4
  • Bulwark swapped with Combo Strike, so is available at level 1
  • Bulwark can only be cast on hero models

Zaron Bogdan

Simple wording update to reflect the changes to the Leech ability.

Zaron Bogdan

  • Leech can only be triggered once per attack action.

 Heroes - Wave 2

This patch signifies the official release of the wave 2 hero rules. Wave 2 heroes are now officially part of the game, and will be treated exactly like wave 1.

We took the opportunity to errata a few of the heroes before they were locked in for 3 months, so we listed them first, along with the changes.


With no RNG heroes making the cut from wave 1, it had been a long time since the RNG heroes had been heavily play tested. Once they were thrown in to the mix we felt that 10" range on their weapons was pretty strong, particularly in light of the fact that 3v3 is now a legitimate long term game mode.


  • Range of Bow dropped from 10" to 9"


Skye has been an interesting addition to the defender ranks, being a AGI based defender. We just wanted to tweak his kit slightly.


  • Heroic Stand cost changed from 1F to 1A+1F
  • Heroic Stand can only be cast on hero models


Simple change to his Cyber Repair ability to reflect the global change to Leech.


  • Leech can only be triggered once per attack action


Removed a loop hole for her Soul Link.


  •  Soul Link cannot be cast on Effigies. Just hero models only.

Zaffen Ironhelm

With no RNG heroes making the cut from wave 1, it had been a long time since the RNG heroes had been heavily play tested. Once they were thrown in to the mix we felt that 10" range on their weapons was pretty strong, particularly in light of the fact that 3v3 is now a legitimate long term game mode.

Zaffen Ironhelm

  • Range of Bow dropped from 10" to 9"

Magical Artefacts

One area of the game we have always been keen on expanding is Magical Artefacts. However before we look to introduce new artefacts we wanted to make sure the initial artefact deck was balanced and all were viable options in the game. In light of that we decided to buff two rarely used items.

Blood Sucker

  • Leech increased from 1 to 2
  • Includes text about the global change to Leech only triggering once per attack action

Minotaur Essence

  • Regeneration increased from 1 to 2
  • No longer stacks with other Regeneration
Continue reading

Zaffen Ironhelm, an old friend returns

Zaffen Ironhelm, an old friend returns

For many of the early Judgement play testers, Zaffen was an old favourite. The closest thing we have to an artillery piece in the game, with the kind of dwarf resilience you would expect. The latter, a trait that sets him apart from other ranged heroes. Zaffen was another hero that remained an unlocked stretch goal in our original Kickstarter, so has been waiting in the wings ever since. A version of his card was included in the two player starter box, however we have given him a slight re-work for his official release in wave 2.

The good news for Zaffen fans, is that he is one of the 6 core heroes in our wave 2 Kickstarter so is certain to be released this time around. We also commissioned our resident dwarf lover, Shane L Cook, to create a new illustration for him.

In the illustration above, Zaffen is under siege from an unusually aggressive pod of Gratin, the sea creatures he hunts regularly near his homeland. His boat smashed on rocks, Zaffen relies on his double crossbow to keep them at bay. Shane managed to capture the spirit, and tenacity, of Zaffen Ironhelm, perfectly in this illustration, it tells such a wonderful story.

Zaffen remains firmly in our main fantasy time-line, but that did not stop us adding a little bit of intrigue with his mechanical left hand. The story of how that came to be will be published a little down the track, however for those of you that want to learn more about this mighty hero, have a read of Colin Hill's excellent piece called "The Hunter".

Rules wise, as mentioned earlier, Zaffen's new card remains true to his origins, however we have reworked him a bit, to bring him inline with the rest of the heroes in the range.

Like all dwarfs, Zaffen enjoys a solid core state line, including RES 1 and a base health of 16. He also share the maximum range of 10", with Allandir, on his Giant Crossbow. On the surface the 2A weapon's damage output looks limited, however the Reload ability means he can get 2 shots off in an activation, assuming he does not move. Then, to top it off, Big Game Hunter can throw in another d6 damage to boot!

Like most Aggressors, Zaffen has very good Combat Manoeuvres at his disposal, with Poison (2S) and Momentous Shot (2J), the latter being a more powerful version of the standard "3J Knockdown" all heroes enjoy. Racial Enmity is in-line with our move towards more raced based abilities in wave 2, granting Zaffen +1 attack dice against a race of his choosing, very powerful against race themed Warbands.

The Judgement team are so excited to get Zaffen Ironhelm out there into the community, and as always, cannot wait to see him get sculpted up!

Continue reading

Allandir, Elf Ranger - 1st Sculpt for our Wave 2 Kickstarter

Allandir, Elf Ranger - 1st Sculpt for our Wave 2 Kickstarter

The Judgement team are super excited to release the render of the Allandir sculpt, the 2nd hero from the World War 2 genre, and 1st of our Wave 2 Kickstarter heroes. Allandir is a male elf ranger of the aggressor class, who brings to bear the longest ranged weapon in the game at 10", and a host of cool abilities.

Like all elves, Allandir has decent base stats including MOV and AGI of 5. His RNG of 7 is not amazing, however with a range of 10" on his Bow, he will often be able to gain the aiming bonus, boosting it to 8. Equipping him with the Heart Seeker artefact will often send him to the stratospheric levels of 9 RNG, which will scare the life out of your opponents. Allandir's signature plays are the Twin Shot combat manoeuvre, which makes a mockery of an opponent's tendency to bunch their heroes together, and Explosive Shot, which pretty much means a bunched enemy is a burning enemy. Finally, at level 3, he becomes the ultimate tank buster with the Armour Piercing fate ability. This guy packs some serious punch, albeit not with the same mobility of Istariel, but when positioned well, he is a terror to behold.

The Allandir illustration was done by Helge C. Balzer, whose artworks are becoming synonymous with the Judgement range. Helge managed to capture the essence of Allandir in a dynamic pose that reflected his in-game rules superbly. 

When it came to sculpting Allandir, we wanted to move even further, so that he was not simply a fantasy elf in military clothes. He had to look the part. We were fortunate enough to once again secure Tom Lishman to create the sculpt, and true to form, he produced a masterpiece. Absolutely nailed it. 

There are so many interesting things with this model, it is something you can look at several times and still find something new, which is really cool. The main deviation from the illustration was to remove the bandana and reveal his mohawk, a hairstyle a lot of paratroopers employed during WW2. His cape and bow keep him tied to his elven roots, however the rest of his outfit blends him into the WW2 genre perfectly. Scenic bases are a very important aspect of all Judgement models, and Allandir's is no different. It also ties in the dual fantasy and WW2 themes by having giant mushrooms near a pond (fantasy) and a dead tree (WW2).

Allandir is a fantastic sculpt to kick off our wave 2 kickstarter range, and we are bursting with excitement to reveal the rest. Stay tuned. 

Andrew "Guns" Galea

Continue reading

A Tear in the Fabric of Time

A Tear in the Fabric of Time

A short story about Loribela Runeflask and Allandir.

Loribela took a moment to breathe and assess her surroundings. The battle was not going well. The monster with the metal bucket on its head was causing havoc, seemingly tossing its enemies around at will. The creature was unnerving. The others referred to him as Kvarto, however this was her first encounter with him, and it was daunting. Lori too had the ability to shift her enemy, however at least she did it within the normal rules of the physical realm. This abomination could do it with its mind.

Her thought process was interrupted by the piercing howl of another of her comrades falling, the Mistress of the Flame. Lori cared little for the elf anyway, although she was handy in a fight. With her death, the Effigy that bound Lori to the plane of shadow crumbled even more, and she knew the end was near.  There would be no euphoric feeling of enhanced power today, something only victory in this game of demigods could provide. With a bellowing roar, the mighty Doenrakkar charged head long into Lori’s Effigy, destroying it with one mighty blow. The familiar low hum emanated from the Effigy, signalling its final attempt to survive before one last release of energy burst out in a powerful wave of magical flux, knocking the victors on their backs.


The ethereal chord that bound Lori’s mortal body on Athien to her physical projection on Between pulled her violently out of the shadow plane, through the fog of the ether, and into the atmosphere of her home world.  Losing a battle on Between had its consequences, and she thought of the coming days of nausea and muscle pain. However, she knew that she would recover over time, and once again long for a chance to return to the arena of shadow. Loribela’s body hurtled from the sky towards her still form, laying where she left it upon her summons. 

With a thud, Lori was thrust back into her body; always a weird sensation. She slowly opened her eyes and propped herself up on her arms to take in her surroundings. Without conscious thought, Lori suddenly leapt to her feet, and set herself into a defensive stance, combat ready as the hairs on the back of her neck stood on end. Something had gone awry. She was in an alien place; a forest of some kind, snow covering the ground and dew glistening on tall pines. 

Earlier when she had been summoned, as she had done countless times before, Lori had laid down in the rear shed of her father’s forge, a place where her mortal body would be safe until she returned. However, for some inexplicable reason, today she had been returned back to her body in a different place; a place that was unfamiliar. However, the scene reminded her of the descriptions she had heard about the great forests of the north of Athien. 

“Loribela Runeflask”, a calm, methodical voice spoke behind her. She turned on her heels to see where the voice originated from. Before her stood a slender, but stoic-looking elf, bow drawn before him, pointed at her heart. 

“Allandir”, Lori responded, “please lower your weapon.” Loribela spoke these words firmly, more a command than a request. She had fought several times with, and against, the elf ranger, however this was the most they had ever spoken. He was haughty and aloof, even for his kind. They had actually fought on the same side earlier today, the defeat still leaving a bitter taste in her mouth.

Allandir pondered her for a moment before lowering his bow, his arrow remaining knocked. 


“Do you know where we are?” she asked rather sheepishly. Lori did not like being in unfamiliar surroundings, so far from her warm hearth, particularly when she was poorly dressed for such wintery conditions.

“My forest is unmistakable to me, every square inch.” he replied slowly. “The question is not where we are, but when we are”.  Allandir let the last statement hang in the air as he crept away from Lori, his attention drawn to something further north.

“Speak plainly, elf. Where the hell are we?”, Lori barked. 

Allandir waved his hand towards her irritably, beckoning silence. He then gestured to her to follow, index finger to mouth. Yep, Lori thought, elves were so annoying.

They walked 100 yards or so to the top of a rise before the elf motioned Lori to stop. They crawled the last few yards, the cold wet snow seeping through her britches. Lori’s discomfort from the snow was quickly forgotten once she was able to see over the rise, onto a road below. Three vehicles, like none she had seen before, were stopped on the road. Five or six humanoid figures milled around them and spoke amongst themselves, too far away for her to discern what they were saying. Their clothes were odd, military uniforms perhaps, certainly not from any army of Athien. The furrowed expression on Allandir suggested he was as perplexed as she was.

Lori’s attention then turned towards the vehicles. Large metal behemoths, one with strange looking tracks wrapped around its wheels. Her mind raced back to her earlier conversation with the elf, when he talked about not where but when

Allandir tapped her on the shoulder and motioned for her to retreat back down the rise. Once back, he spoke:

“Have you ever spoken with Bastian, the gem encrusted man of legend?” he asked.

“No, I only know of him from what Doenrakkar has told me. About him being not of this world, and the puppet master behind many of Athien’s machinations”, she replied.

“Bastian is indeed not of this world. He is from the shadow plane itself. No one knows his actual purpose, however the man has more knowledge about all things, than any other mortal on Athien, even the oldest of my kin. Of late, he speaks of a tear in the fabric of time, that is slowly growing in size the more the demigods meddle with the gate between Athien and Between. But all I have heard is a time span of days, perhaps a few weeks, until now. It seems you and I have somehow been cast back to Athien on a different time line, potentially on a completely different mirror plane.” Allandir stopped, his eyes glazed as he thought deeply.

The enormity of what the ranger had said started to sink in. Lori absentmindedly stroked the deep scar on the side of her face, as she did when troubled. 

“Do you think we're stuck here?” she asked.

“I'm not sure, however my educated guess is we will be drawn back to the shadow plane the next time we are summoned. After that battle, who knows." Allandir had a glint in his eye as he added: "Which means we don’t have a lot of time to learn everything we can from this land, and garner as many new weapons and contraptions as we can before our time here ends…” 

Lori had not been thinking of this situation as an opportunity, however perhaps the gods had dealt her and the elf a good hand after all. “Well, let’s do it”, she said, as she offered her hand to Allandir as if to shake on it. The elf looked at her hand in disdain, before touching it lightly with the end of his bow. “Deal. Now, we have work to do. Let’s go”.

-- by Andrew "Guns" Galea --

Continue reading
Recent posts