Herein lies the sixth 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 2019.
Remember that all hero, monster, magical artefact and rules can be downloaded from the Print & Play section of this website. Both our Android and iOS apps will also be updated to reflect changes from this patch.
If you want to discuss the patch notes, or anything at all about Judgement, please join our Discord channel!
Clarifications are provided for rules that are normally played a certain way, however the rules as written do not necessarily support that. Clarifications can also be quality of life changes that do not necessarily change rules.
This is a general quality of life change. Up to this point, the monsters and hybrid class heroes have shared the same icon on their cards, the paw print. We have created a new icon for Monsters, and therefore updated all their cards to include the icon.
With maps that have multiple Soul spawning pits, it was not clear where the 1st Soul spawns.
General clarifications for the two generic combat manoeuvres.
As the interactions between an increasing number of heroes becomes more complicated, unforeseen issues may arise that require clarification. This is one of those times.
The aiming bonus can become complicated with various timings of events. This is an attempt to make it clearer.
Another few clarifications that cropped up due to the increasing permutations of interactions between our heroes.
We often see players calculating their attack dice pools in various orders, however the sequence to generate the attack dice pool can make a significant difference to the final number of dice you roll. Therefore, we have added a few more clarifications to assist in this area.
There have been questions around what happens when a summoned model kills an enemy hero or monster.
We have added a Frequently Asked Questions section at the end of the rulebook.
Errata are changes to the rules that we believe improve the player experience, close loop holes or are simply just kick-ass changes that make Judgement even better.
We love magical artefacts and what they bring to the game. Being able to change up the way your Warband plays, mid-game, is a unique element of Judgement and something that stands it apart from a lot of other table-top miniature games. We often look for ways to promote magical artefact use and make them more accessible to players, so in this patch we have introduced a number of changes to the way magical artefacts work, including a significant change where you are allowed to sell items back for the Fate you spent to buy them originally.
This is something that has been discussed among the design team for about 6 months. A player getting an early advantage and then snowballing the game to victory, with little counter play from their opponent. Similarly, artificially boosting the fortunes of a player losing a game is also not great. However, we do feel that having a single turn where one player is shut out of generating Fate is a difficult thing to comeback from. Therefore, after much deliberation, we have decided to make the following option available for players that find themselves in that position.
As the game continues to grow, the adding of heroes, different maps, magical artefacts and monsters creates many options for players. We continually revisit various elements to ensure they are balanced and players are faced with legitimate and interesting challenges while designing their Warbands. All the changes are carefully measured and, as is always the case, we will continue to monitor things over the next three months as we march towards the next patch.
There has been some concern about the lack of counter-play for Taunt. In isolation, Taunt is in a decent place, however the way that Viktor is able to get to it, at level 1, via Al'garath, meant we feel it can lead to poor player experiences. We like Taunt, and what it brings to a battle, however we wanted to balance the risk/reward journey that Viktor goes through when summoning his favourite demon.
We feel Gendris is in a decent place and she has a very interesting, and diverse, kit of abilities. We just felt she could do with a slight buff, to keep her on par with other heroes that fill a similar role. This change increases her viability and also provides greater incentive to get her to level 2.
Piper inherits the same change to Taunt, although being a level 3 ability, it is seen less and it not so much a problem. Piper is simply collateral damage.
Skye has been a difficult hero to balance from the start, as his version number attests. We feel that currently he is under the power curve and a little too niche to get the best use out of. With the changes, we have given him a significant boost at level 1 and also introduced a cool power at level 2, which we believe will see Skye compared much more favourably with other defenders.
Svetlana has been on our radar for a little while, and we feel she is in a good place. One of the core tenets of Judgement is ensuring heroes are viable, and balanced, in both forms of the game, and we feel Svetlana needs a little tempering for the 3v3 version of the game.
Thrommel is in a great place, and we feel his kit suits a dwarf warrior perfectly. In saying that, Thrommel can be one dimensional and, as a quality of life improvement, it would be nice if he had something to do with his spare action from time to time. The new ability, Fierce Challenge, also fits his character perfectly.
Similar to Skye, we feel that Zaffen is below the curve slightly, and struggles to find air time in an increasingly crowded role. As with all these changes, our main priority is to keep the flavour of the hero in tact and try to enhance his abilities within the context of how he/she currently plays. We feel we have managed to do that with this version of Zaffen.
We felt a need to just temper the power of Explode, for both Zaron and his skeletons, slightly. We also are conscious of the number of damage in the game that ignores RES.
The following hero cards have been updated with minor corrections and clean ups.
We always look for opportunities to introduce meaningful magical artefacts that provide new tactical options and cool interactions with our heroes. The Astral Stasis Potion is just that. Can't wait to see what you all do with it at your disposal!
The original intention was that Ogre Strength would not work against the Effigy and monsters, however making it hero models only meant it inadvertently meant it did not work against Summoned models either. We have added Summoned models into the wording.
The following Magical Artefacts were re-worded to be consistent with the new "One use only" definition. Their functions have remained the same.
Herein lies the very first 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 January 2018.
A simple clarification around the proper use of tokens that a model is placed in base contact with, such as Shadow Orbs.
A model that is placed in base contact with a token must be placed so that the edge of the model's base is touching the edge of the token. The model's base is not allowed to be covering any part of the token.
The rules for being engaged or engaging were incorrectly omitted from the Core Rule Book.
A model is considered engaged when it is within the melee range and line of sight of an enemy model.
A model is considered to be engaging an enemy model when they have that enemy model within their melee range and line of sight.
There is no actual change to the rules for magic attacks in melee, however we felt it required further clarification. An easy way to remember this rule is that magic attacks in melee follow all the normal rules for standard melee attacks, except the hero cannot charge with the attack.
Some models possess magic attacks that are also melee attacks. Despite being a magic attack they can be used while engaged, however they cannot be used to charge. For all other cases they follow the rules for melee attacks. A model must use it's MAG stat for this kind of attack.
Questions have arisen about what happens when a model is pushed into a wall.
Models cannot be pushed over walls. If they come into contact with a wall during a push, they immediately stop.
Clarifications around a model making a RNG attack and receiving the aiming bonus.
A model that is placed during its activation, by any means, is not able to claim the aiming bonus in subsequent attacks.
We have had a few queries around whether you can re-roll a single dice using Saiyin's Augury, and then re-roll the entire dice pool using a Fate. The answer is no.
A dice that has been re-rolled, by any means, cannot be re-rolled again, by any means.
There has been some confusion with the Core Rule Book's assumption there was more than one Soul pit on a map.
On maps that have a single Soul pit, a Soul will spawn from that pit each turn, assuming there are not 2 or more un-bound Souls on the battle field already.
There have been a few questions around Thorgar's Enraged Slam ability, and the way it interacts with other rules, and heroes, in the game. Enraged Slam does operate outside the bounds of "normal" Judgement play, however we have always felt it was worth some pain to be able to have something as cool as 9' Minotaur gladiator rampaging across the battle field. This section is merely to clarify two things in particular.
Thorgar's Enraged Slam is not an advance. Therefore, parting blows are not triggered whenever Thorgar sets off on an Enraged Slam movement. Similarly, since it is not an advance, Thorgar can escape Doenrakkar's Stone Grasp ability. Any time an advance is specifically mentioned, it generally would not apply to Thorgar's Enraged Slam movement.
This clarifies the invisibility rule to make it more intuitive, preventing active abilities from targeting the model as well.
This model cannot be targeted by active abilities or RNG/MAG basic attacks from greater than 3" away.
Bastian has established himself as the pre-eminent Supporter in the game, and is a staple in many player's warbands. The combination of Heroic Ballad, Calming Waters and Prayer of Health make him the most Fate efficient hero in the game. We are very happy with Bastian's ability to support his allies. That was the design intention with him and he fulfils the role perfectly. Our main gripe with him was his combat prowess, particularly when you consider his 3" reach, was not be-fitting a supporting Lore Keeper. We also felt the Prayer of Health was simply too efficient in its original guise.
We felt a slight adjustment to Brok was required to bring him back to the field once he reached level 3.
We felt Kvarto's Telekinesis had too great a sphere of influence, particularly on 3v3 maps. We reduced its range and the distance it could place the enemy model. The 4" range also brings it in line with most other abilities of a similar nature.
Piper sits in a pretty good place, and he plays true to our original design goals. The intention of Enhance Self was to provide a combat buff for Piper, however often it is being used to turn Piper into a Soulgazer that is extremely difficult to hit in the following turn. Removing the Soul harvest buff returns the ability back to its intended use.
Once Piper reached level 2, we felt that Viper Venom was too easy to trigger. Changing it to (2S) also brought it in line with abilities used by other heroes. The wording of Duplicate Self was causing some confusion around whether the enemy's attack actually occurred. Therefore we clarified it to only ignore basic attacks and that it ignores the damage and combat manoeuvres resulting from the attack.
Just another cleanup exercise with Augury. We incorrectly omitted an end of activation expiry for Augury in the original card, so that has been included. It was also unclear whether Saiyin could use Augury the activation she cast it on herself, so that was included as well.
Skoll has been the centre of many a discussion around his power level in the game. Some players swear by him, whereas others struggle to find a place for him. Our main concern with Skoll centred around the fact he was good at too many things. He could pretty much compete in all facets of the game, and this is not a healthy place for any hero to be in. We also felt his damage was a tad too high for a Defender, particular when you consider he has the highest health value in the game at all levels.
With these changes, Skoll now sits as a solid health-tank hero that brings a lot of utility to the table, including substantial damage against low DEF or knocked down targets.
The Core Rule Book presents different rules for resolving when monsters have more than one hero in their melee range, depending on whether the monster moved or was pushed. We want to standardise the way this is handled moving forward, so we have changed the rule for when a monster is pushed.
Replace the paragraph on page 22 regarding when a monster is pushed with:
If the monster is pushed, placed or thrown (assuming it has a special rule preventing it from being knocked down because of being thrown) so that it is engaging a hero that was unengaged by the monster. If multiple heroes are engaged by the monster when it is about to attack, the closest will be attacked. If they are equidistant, then randomise.
Ashtooth is the most difficult monster to kill, and hits like a truck. We feel a single Fate and level is not a good enough reward for bringing the big man down.
We feel Inferno's Bounty should be somewhere in between Gloom's 1 Fate and Ashtooth's 2 Fate...
Heroes wielding two weapons are cool, and there are many iconic heroes throughout the fantasy genre that are legendary for it. Besides Skoll, we plan on having more heroes with the ability. In preparation we decided to add an entry for it in the Core Rule Book. Note that we have added in a rule that the 2nd attack now incurs a -1 attack dice pool penalty, just to smooth the power curve a bit.
Each time a model with dual wield resolves an attack action with “weapon”, it can immediately make a 2nd attack using the same weapon, against the same target, or another target enemy model. The 2nd attack incurs a -1 attack dice penalty.
Only the 1st attack of a charge receives the +2 attack dice pool bonus. Dual wield can only be triggered during a model’s activation, and cannot trigger another dual wield attack.
We have discovered a few inconsistencies with the way non-hero models are treated in the rules, such as models that are summoned. I.e. Zaron's Child models. We are making a slight change to the contesting and claiming of Shrines, to clean this area up.
Replace the 1st point of the "Controlling the Shrine" section on page 23 of the Core Rule Book with:
There are plans for more heroes that summon models in the future, this clarifies one of the finer points on how they operate.
When a summoned model kills an enemy hero, by any means, the hero that summoned the model harvests the enemy hero's Soul.
Below we provide complete clarifications on several points for the only summoned model currently in the game, "Zaron's Child".
Summoned models are not hero models. They are friendly models to the hero who summoned them, and their warband, but not heroes in their own right. Therefore anything in the rules that references a hero model, does not apply to summoned models.
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