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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.

Clarifications

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.

Errata

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

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.

Ista

  • 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.

Allandir

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.

Allandir

  • Range of Bow dropped from 10" to 9"

Skye

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

Skye

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

Styx

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

Styx

  • Leech can only be triggered once per attack action

Xyvera

Removed a loop hole for her Soul Link.

Xyvera

  •  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
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