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Judgement Patch Notes #6

Judgement Patch Notes #6

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

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. 

New Monster Cards Icon

Monster Icon

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.

  • Updated the icon on all monster cards

Soul Spawn Pits (p28)

With maps that have multiple Soul spawning pits, it was not clear where the 1st Soul spawns.

  • The "Step 4: Spawn Soul and Monsters Rule" step of the Communion Phase has been updated to state that on maps with multiple Soul pits, you randomly determine where the 1st Soul spawns in the game.

Combat Manoeuvres (p16)

General clarifications for the two generic combat manoeuvres.

  • Push combat manoeuvre changed to say "up to 1 inch".
  • Knocked Down combat manoeuvre clarified so that the hero that suffers knocked down as part of the triple J combat manoeuvre also suffers a critical hit.

Active Abilities (p18)

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.

  • Following text added: "Active abilities can only be executed during the owning hero’s activation."

Aiming Bonus (p17)

The aiming bonus can become complicated with various timings of events. This is an attempt to make it clearer.

  • Following text added: "A model must declare they are claiming the aiming bonus at the start of their activation."

Soul Harvesting (p24)

Another few clarifications that cropped up due to the increasing permutations of interactions between our heroes.

  • Clarified that regardless of the method used to Harvest a Soul, the hero gains a level and has the Soul bound to them.
  • Clarified that "gains Soul" is different to "harvests Soul", the former not affording the hero a level.
  • Specified that a hero must be alive to successfully harvest or gain a Soul.

Attack Process (p16)

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.

  • Add all dice from abilities that affect the attacking model in a positive way. E.g. Bastian’s Heroic Ballad.
  • Subtract all dice from abilities that affect the attacking model in a negative way.
  • Apply effects that specify “after all other modifiers”. If multiple effects, of this type, are present, the active player gets to choose their order of application.
  • For magic (MAG) and ranged (RNG) attacks we added a clarification so the attacking model does not deduct a dice from its own attack pool when it is engaging a model it is shooting.

Shrines (p23)

  • Added the point that they are non-hero models.

Summoned Models (p31)

There have been questions around what happens when a summoned model kills an enemy hero or monster.

  • The following paragraph was added: "If a summoned model inflicts the killing blow on an enemy hero the summoner harvests the enemy hero’s Soul. Similarly, if a summoned model inflicts the killing blow on a monster the summoner will gain a level and is eligible to collect the monster’s bounty assuming the summoned model, or the summoner, are within 2” of the monster when it is slain."

Frequently Asked Questions (p34)

We have added a Frequently Asked Questions section at the end of the rulebook.

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Errata

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.

Purchase a Magical Artefact (p14)

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.

  • Title changed to "Buy/Sell/Trade Magical Artefacts".
  • Heroes can now purchase more than 1 artefact during their activation and it still costs only 1 action.
  • Clarified rules around trading in magical artefacts.
  • Added rule where heroes can sell magical artefacts back for their original fate cost (fate gets added to their Warband's pool).

Monster Bounty (p21)

  • Added clarification that heroes can buy/trade/sell magical artefacts when collecting a monster's bounty, just like they were in base-to-base with their Effigy.

Magical Artefacts (p26)

  • Added "Selling Magical Artefacts" section.
  • Clarified the entire section to reflect the fact heroes can now purchase/trade/sell/pass on more than one artefact at a time.
  • Added the "One Use Only" section. Artefacts that have the  "One Use Only" keyword phrase are removed from play once they are used.
  • Added the "Active Component" section (p27) which specifies they must be used within the activation of the hero that possesses them.

Fate (p25)

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.

  • If a Warband has zero Fate in its Fate pool, after the completion of the “Step 3: Generate Fate” step of the Communion Phase, one hero, that is alive and not suffering the curse condition, can be dealt 1/3 (rounded up) of its maximum health or 5 health (whichever is greater), in True Damage, to add one Fate to the Fate pool. Any temporary health will count towards the “maximum health” when working out how much health to be dealt. If both Warbands have zero Fate, the player who is going 1st this turn will decide whether to take advantage of this rule followed by the player who is going 2nd.

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Hero Updates

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.

Al'garath

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.

  • Reduced Taunt range to 4".
  • Al'garath must be in taunted model's LoS at the start of their next activation or Taunt is ignored.
  • Increased Eldritch Discharge damage to d3+1 from d3.
  • Eldritch Discharge changed so that if it kills Viktor, his soul is harvested.

Gendris

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.

  • Added Steady to her Root ability.

Piper

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.

  • Reduced Taunt range to 4".
  • Piper must be in taunted model's LoS at the start of their next activation or Taunt is ignored.

 Skye

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.

  • Heroic Stand updated so it cannot be used on himself. Note that you can Heroic Stand friendly defender models.
  • Diversion updated so that damage can be redistributed between any friend models within 2" of Skye. It used to be 2" of the target of the original attack.
  • Spirit Strike moved to level 1 and changed from 2S to 1J.
  • Added the Dimension Warp innate ability at level 2.

Svetlana

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.

  • Beast Command range reduced from 6" to 5".

 Thrommel

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.

  • Added Fierce Challenge ability at level 1.

Zaffen

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.

  • Increased Giant Crossbow range from 9" to 10".
  • Changed Momentous Shot from 2J to 1S+1J.
  • Removed Stun description from his 4th card (left over from previous incarnation).

Zaron

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.

  • Explode no longer does True Damage.
  • Shadow Rift terminology changed to the new "0A" notation instead of "N/A".

Quality of Life Changes for Hero Cards

The following hero cards have been updated with minor corrections and clean ups.

Nephenee

  • She had an old definition of Dual Wield. This has been updated.

Brok

  • Spelling mistake on 4th card describing Back Swing.

Rakkir

  • Shadow Rift terminology changed to the new "0A" notation instead of "N/A".

Xyvera

  • Unholy Harvest terminology changed to the new "0A" notation instead of "N/A".

Magical Artefacts

Astral Stasis

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!

Ogre Strength

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.

  • Healing Surge
  • Ring of Invisibility
  • Tome of Experience 

 

 

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Judgement Patch Notes #3

Judgement Patch Notes #3

Herein lies the third 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 July 2018.

Remember that all hero, monster, magical artefact and rules can be downloaded from the Print & Play section of this website.

Language Standardisation

All hero, monster and magical artefact cards, have been updated with standardised language, including terms such as True Damage. Therefore all cards have had their version numbers incremented by 1, to reflect this change. Only the heroes, artefacts and monsters listed below have had actual rules errata performed on them.

Errata

Kogan

Knocked Down has become a powerful condition and we felt that Kogan was able to apply that condition a little too easily from range. Therefore we made it slightly more difficult for him to execute that Combat Manoeuvre.

Kogan

  • Power Shot's cost has been changed from 2S to "1S+1J".

Skye

We love Heroic Stand, however it still seemed to have too much of an influence on a battle, particularly in 3v3 games. This change tones down the power a touch more.

Skye

  • Heroic Stand's radius reduced to 5", instead of 8, and 4 temporary health, instead of 5.

Thorgar

Thorgar is pretty much universally considered to be the strongest aggressor in the game. He definitely brings a lot to the table and has the advantage of not being Fate hungry. We are very happy with where Thorgar currently sits, in terms of his play style and strengths in the game, however we felt, if anything, his ability to throw, and knock down, an enemy model was too readily available. Similar to Kogan, we decided to make Gore Thrust a little more difficult to execute.

Thorgar

  • Gore Thrust's cost has been changed from 2S to "1S+1J".

Xyvera

Xyvera has been a tough one to get right, which is was always going to be the case designing a hero that performs so differently to the rest. Soul Link, in particular, was having a huge bearing on battles and provided little counter play, therefore we changed it so the Fire condition partially counters it (no healing). We also swapped Soul Link from level 2 to Level 3, moving Diminish Will to level 2. Finally we introduced True Damage into her abilities removing the RES multiplier she was able to utilise in her original kit.

We feel these changes make her more interesting, and challenging, to use, and provide some counter-play by her opponent.

Xyvera

  • Soul Link moved from Level 2 to Level 3
  • Soul Link changed:
    • damage is actually inflicted on the 1st model before it is transferred
    • damage is transferred as True Damage
    • original model heals any damage that was transferred, therefore the Fire condition will prevent this
  • Corrupt Bond now inflicts True Damage on both heroes it affects

Zhonyja

Zhonyja was always intended to be a direct damage monster. She does exactly what she says on the tin, however we felt that her kit lacked that little bit of variety to make her interesting, particular at higher levels. Therefore we gave her a new level 3 ability that keeps in line with her aggressive melee persona.

Zhonyja

  • New level 3 ability called Counter Strike.

 

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Skye, Elf Monk Sculpt Reveal!

Skye, Elf Monk Sculpt Reveal!

Skye is the 12th, and final, hero to be sculpted from our wave 2 range, and we had a lot of fun with this one. He is the 3rd hero from our "space" genre, alongside Styx and Nephenee, however despite being from the future, he still adheres to the ancient monk ways, preferring to fight with a bo staff. 

Skye is our first AGI base defender, so unlike Thrommel, Doenrakkar, Marcus and Skoll, he relies on not being hit rather than soaking up the critical hits of his attackers through high health or RES. This means Skye will take a bit more time to master, however his high skill cap, once mastered, can elevate the effectiveness of your Warband to a high level.

 Skye, Elf Monk Defender

We drew a lot of inspiration from various futuristic cinema releases to get the look and feel for Skye. Our aim was to get a perfect blend between traditional fantasy and the space genre, which best describes the hero himself. James W Cain was commissioned to sculpt Skye, and as usual he is risen to the occasion spectacularly, setting the entire model off with an amazing scenic base.

Skye, Elf Monk Defender

With Skye completed, the only sculpts left to do are Viktor's demon, Al'garath, Vujasha the sea witch, and then of course Barnascus, the 13th hero designed in conjunction with, "Become a Hero!" backer, Shane. However with the core 12 done we are ready to launch our pledge manager so will do so in the coming days.

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Updated Rulebook, Wave 2 Hero Tweaks & Barnascus rules officially released

Updated Rulebook, Wave 2 Hero Tweaks & Barnascus rules officially released

The Judgement team continue to work on two streams for the wave 2 Kickstarter, which is to manufacturer the miniatures and ensure the game's rules are in good shape. Today's blog post is about the latter including both a core rulebook update and tweaks to 4 of the wave 2 heroes. The hero changes will be included in the official Patch Notes #3, which will is scheduled for July 1st, however we felt we would release these ones now so that tournament organisers had the option of using them in their tournaments, before patch #3, if they wished. Please note that since the wave 2 models are not actually released, tournament organisers are not obliged to allow them at all, however we are encouraging TOs to allow players to include a single wave 2 hero paper-doll in their Warbands.

Core Rulebook Update

Judgement Core Rulebook Version 1.3

An out of cycle core rulebook update is not something we would normally do, however we have had to prepare it for the wave 2 Two Player Starter Box so we decided to make it available for download immediately. Version 1.3 of the Judgement core rulebook is sporting a new cover and basically includes a number of clarifications, and standardisations, based on player feedback. The core rulebook is downloadable as a PDF from the Print & Play section of our website or you can click this link here

Hero Updates

These rules updates are technically not official until 1st of July, when we publish Patch Notes #3, however we are making them available for players and tournament organisers to use if they wish. Official tournaments, run by the Judgement team, will be using these updated hero rules and they will be added to both the iOS and Android mobile apps in the coming days.

Zhonyja V1.2

 Zhonyja V1.2

We felt that Zhonyja's previous level 3 ability, Last Breath, was underwhelming and did not add anything interesting to her kit considering it only triggered when she died. Zhonyja is meant to represent a frenzied orc warrior, all rage and fury, so after a lot of consideration we decided to give her the more characterful, and potent, ability Counter Strike. This means, at level 3, Zhonyja is a scary proposition to charge particularly if she can apply a Fury token to an enemy out of activation.

Skye V1.4

Skye V1.4

The design team are very happy with where Skye basic kit sits among his defender peers. An AGI based defender provides an interesting counter point to the RES based ones and he has opened up different Warband options for many players. After several months play testing we came to the conclusion that Heroic Stand provided little counter play and could really stifle the flow of a game once it was in play. We have made 3 tweaks to it in an attempt to bring it back in line. It can no longer be cast on defenders, the range has dropped from 8" to 5", and it now grants 4 temporary health instead of 5. 

Xyvera V1.6

Xyvera V1.6

Xyvera was the hero the design team used to push the boundaries. This is an important step in the evolution of any game, opening up opportunities to move into new directions and increasing the variety of tools available with future heroes. It has come as no surprise to us that she has been a difficult one to balance, however after this last batch of changes we are a lot more comfortable with where she currently sits. Corrupt Blood was changed so that both the friendly, and enemy, hero models have to be within 4" of Xyvera. Previously the enemy model only had to be within 4" of the friendly model she damaged, effectively giving this ability a 10" range allowing her to do serious damage from the safety of the backline. This change means she has to be a lot closer to the action to use Corrupt Blood.

 The major change for Xyvera is her Soul Link ability, which was proving to be too easy for her to get into play and once there proved too dominant, with very little counter play. The first change was to swap her level 2 and level 3 abilities around. This moved Soul Link to level 3 meaning she would get access to it later in the game, but it also means that Diminish Will, which we feel is an interesting ability, will get to see more play time. Soul Link's cost has been raised to 1A+1F, from 1A, and finally we removed defender models as valid targets. The design team want to keep Soul Link in Xyvera's kit, and while it is still a strong ability, these changes mean it has the appropriate cost and restrictions in place to ensure the balance is maintained with other level 3 abilities.

Barnascus V1.0

Barnascus V1.0

We are also taking this opportunity to officially release the 1st version of Barnascus' rules, and giving players and tournament organisers the opportunity to allow him in their games. As many of you know, Barnascus was designed as a result of the "Become a Hero!" backer from our wave 2 Kickstarter. The design team are so pleased with the aesthetic he brings to the table and worked hard putting together rules that mirrored the fact he is a dwarf riding a tank-like platform. The one change we made from his beta version was to give him a brand new level 1 Fate ability called Grind. Simulating Barnascus grinding his opponents into the turf under his tank tracks, Grind provides the opportunity to do True Damage to multiple opponents simultaneously which gives Barny's kit a bit more bite.

Download and Mobile Apps

These updated cards are immediately available for download from the Print & Play section of our website and will be available on both our iOS and Android mobile apps within days.

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Kickstarter Success, Sculpt Update & Andrew's UK Tour

Kickstarter Success, Sculpt Update & Andrew's UK Tour

Kickstarter Success

The dust has settled on our 2nd successful Kickstarter campaign which will see the Judgement range expand to 28 heroes and 4 monsters. A hero pool of that size provides tremendous variety in Warband design, and we are looking forward to an exciting tournament season in 2019 once the Kickstarter ships and the new models hit retail. 

Sculpt Update

We are working on getting the wave 2 sculpts complete with Svetlana Oaklost, Skye, Gendris, Viktor/Al'garath and Vujasha yet to be done. Svetlana will be completed in a few days time while the sculpting of Viktor & Al'garath is underway. Here is a few more sneaky images of the Svetlana sculpt WiP.

Pledge Manager and Late Pledges

We will be running the pledge manager once all the sculpts are complete and will also open up for late pledges at that time. We hope to have the sculpts completed by the end of May so will launch the pledge manager around the 1st of June. We will keep everyone informed with regular updates so you can sit back and relax until  then and enjoy the sculpts as they run off the production line!

Kickstarter Payment Errors

There were a decent number of backers whose Kickstarter payments were rejected by their credit card companies. Thank you to the backers that have resubmitted their payments, for those that have not yet it would really help us out if you could see to clearing the payment sooner rather than later. :)

Andrew's UK Tour

Judgement creator, Andrew Galea, is going to be in the UK during the month of June and will be spending time meeting existing Judgement players and promoting the game to new ones! There are currently three events scheduled for Andrew's trip:

Promises to be a lot of fun and a fantastic opportunity for those interested in learning more about Judgement to learn it from the game's creator, and for existing players to challenge him!

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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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