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.
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.
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.
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.Continue reading
The sickening sound of metal slicing through bone was quickly followed by the scream. Pain, fear. Skoll could feel it. Smell it. Taste it. As he steadied himself to make the killing blow against the prone elf before him, Skoll sensed danger. Senses from two heads simultaneously gathering data from his surroundings, heightening his awareness, making him ever vigilant, keeping him safe. Skoll trusted his instincts, and spun around just in time to parry a mighty dwarf warhammer that would have shattered his shoulder. Skoll recognised the dwarf immediately, Thrommel of the Ironbeard clan. It took all of the ettin’s might to stall the dwarf’s hammer blow and fend off the immediate follow-up strike. Skoll knew he’d been frustratingly close to driving the elf from this place, but he could only growl in rage as she slunk away, all of his attention required to prevent the dwarf from braining him with his infernal hammer.
Skoll had fought Thrommel before and knew he had little chance to finish this fight quickly, it would be difficult and drawn-out, unless fate intervened. It appeared that fate heard his prayer when the sound of hooves clattered on the cobble stones behind the dwarf. Thrommel turned to his side an attempt to dodge, but couldn’t escape the thrust of two mighty horns that pierced his gut plate, and then sent him sailing through the air, to land hard on his back metres away. Skoll was big amongst his kin, yet the huge frame of Thorgar towered over him, and for a moment, Skoll feared the beast would not know friend from foe. The moment passed, and the rage in Thorgar’s eyes subsided enough to allow a snort, and a hand gesture indicating that Skoll should pursue the elf priestess who had fallen back to the outskirts of the melee. The minotaur then turned and made a beeline for the prone dwarf, clearly intending to finish that fight permanently.
Skoll ran towards the priestess as she drew yet another soul out of the ground. There were now two of the blue spectres whirling around her, in some kind of macabre dance. She seemed renewed, most of her wounds healed, and she was clearly braced to fight this time as Skoll bore down on her. Although the instincts of his race urged him to charge head-long into melee, he fought the urge and instead drew on the reservoir of will that his two minds, joined in unity purpose, granted him. This formidable will was the root of what had bought him such grand status amongst all the orcs of Athien, and here in this place, it could rend the earth itself. Bending his mind to the task, Skoll drew deeply from the power vested within the Effigy that had summoned him, and magical energies surged through his body, contorting his muscles and popping veins in his neck, to the point where he thought he may burst. The release was ecstatic as a pulse of pure energy rumbled outward from his feet in all directions, staining the ground red as it passed. The wave reached the elf before she could react, her gaze moved from the ground to Skoll, and the realisation of what was to come dawned in her.
As the wave struck her, the souls around her were dyed blood red as the ground, and their dance became disjointed and broken, leaping around her in a frenzy before freezing for an instant. Then, they exploded, shattering in unison and blazing with a hell-red fire that scorched the elf. She screamed for a moment, silhouetted in light, before wining out as the chord that bound her projection to Between was severed and Saiyin returned to her mortal body on Athien. Skoll revelled in the backwash of power around him as she was driven away, a new soul, carved from her energies, and the Effigy that had bound her here, coalesced on his skin, and formed the familiar light blue ball that danced around him. The power felt like a drug in his system, opening new possibilities, removing limitations. Though he knew this was only a temporary gain, sure to leave him when he left this plane, he knew he had some time to enjoy it.
He whirled around to survey his surroundings once again. The sounds of battle reverberated around the ancient amphitheatre they had been summoned to, grey and bleak in the half-light of the plane of Shadow. The dwarf had somehow survived to continue his struggle with Thorgar, and Skoll could see further of that the rest of his war band was faltering without their two largest fighters to hold off the enemy. He hardened his grip on his massive axe and bellowed a war cry plunging headlong back into the fray. Today he would gain much power before the battle was done.
Origins of Ettins
The origin of Ettins is unknown; most dismiss them as aberrations of Orcs, others as some unholy union between Orcs and Ogres. The truth is somewhere in between. The exact time the first Ettins walked Athien is not really known, however they are inexorably linked to the Orc race, and always have been as long as anyone can remember. The union of an Orc and an Ettin can produce offspring of either, as can, strangely enough, the union of two Ettins. However there are no recorded incidences of the union of two Orcs producing an Ettin, therefore the debate continues on how the first Ettins came to be. In any event, most Orc tribes treat Ettins as they would any other Orc, albeit with the respect and fear such a large, violent creature demands.
The population of Ettins is roughly a tenth of Orcs, and there is only one known Orc tribe that consists entirely of Ettins. Most of the time the Ettins mingle with Orcs freely and have the same status and rights as their smaller brethren within their society. In general, Ettins have shorter tempers, are more irritable, and less tolerant of anyone standing in their way. This is largely attributed to the fact their two heads are often squabbling, for it is most common that over time the two heads of an Ettin get on each other's nerves and spiral into dangerous love/hate relationships. The squabbling sometimes turns violent and can even lead to death. For while an Ettin can survive with one of its heads “dead” or removed, it is a sad existence and inevitably leads to what remains of the Ettin taking its own life.
Occasionally, the two heads get along, have common cause, and work together to achieve common goals. These are by far the most powerful, respected and feared Ettins. One such Ettin is Skoll Bonestorm, who has grown in stature over decades amongst the Orc tribes. It would be difficult to find an Orc on Athien, that does not know of Skoll, or even one who could not recite stories of his exploits in great detail. For Skoll is an example of what an Ettin can achieve when its heads work together. Skoll is even more remarkable, since he is the first of his kind to be summoned, which has only increased his powers and renown.
Like all Ettins, Skoll has extraordinary fortitude and constitution, being able to withstand remarkable amounts of punishment in battle before being felled. The union of his two minds makes Skoll similarly resilient on Between where opponents find themselves struggling to shatter his will, and drive him off. These traits have accelerated his rise amongst the chosen and made him a preferred choice of the new gods seeking to bolster the strength of their Warbands.
The 54mm resin miniature of Skoll Bonestorm can be purchased here.
Narrative by Andrew "Guns" Galea
Edited by Colin "Bobliness" Hill
Miniature painted by Gavin "Slardy" Clarke