Judgement
Eternal Champions
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Game Definitions
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Active Player
The player who controls the Hero currently being activated.
Adjacent
Any hex that shares a border with another hex. A hex is also adjacent to itself.
AP
Action Point(s).
Armour Piercing (WEAPON)
When this model attacks a target, the target receives -1 RES point when applying damage. Multiple so
Away/Towards
There are 3 instances of moving away/towards another model or hex, **Advance**, Place or *Push*. 1
Basic Attack
The weapons listed on the Card 1 (Attribute card) of a model.
Champion
A hero that is aligned to a particular god and gains benefits when taken in a Warband that uses the
Crossing Through a Hex
Crossing through a hex would involve drawing a line that enters and leaves a hex. Drawing a parallel
D2
Roll a D6. A roll of 1-3 counts as a 1, a roll of 4-6 counts as a 2.
D3
Roll a D6, divide by 2 and round up.
D6
D6 refers to the standard 6-sided die. When an ability or effect calls for a roll of (X)+, roll a D6
Damage
A model is considered to have taken damage when the model has its health reduced by 1 or more. Once
Deployment Zone
The designated hexes where Heroes are allowed to be Placed at start-of-game. Heroes with Bound Souls
Disengage
One model moves away from another model, breaking engagement. This is usually followed by a Parting
Engaged
A model is considered engaged when it is within the melee reach, and line-of-sight, of an enemy mode
Engaging
A model is considered to be engaging an enemy model when they have that enemy model within their mel
Enter
To **Advance**, be *Pushed*, Placed or **Thrown** to within a specified area, from outside that area
Friendly
All models a player controls are friendly to each other. A model is friendly to itself. Models canno
Heal
Remove damage which is marked on a health card.
Height
- Heroes: 2; - Shrines: 2; - Effigies: 4; - Smoke/Forest: 4; - Walls: 1; - Souls: 1
Hit
A model is considered to have been Hit when any attack dice roll targeting that model (chosen by the
Interrupt
An ability or effect that pauses the general game mechanics and must be resolved before continuation
Killed/Destroyed/Die
When a Hero dies, it is considered to have been killed/destroyed. The following two stages are appli
Killing Blow
The model that inflicts the last damage point, resulting in the death of an enemy model, is consider
Melee
A melee involves 2 or more models where at least 1 of them is either engaging, or being engaged by,
Occupied/Unoccupied Hex
A hex is considered occupied when a Shrine, Effigy, impassable terrain feature, Soul, or other model
One Use Only Magical Artefacts
Some Artefacts have abilities that can only be used once per game. After the ability has been used i
Place
A model is Placed on a particular hex. It ignores all intervening terrain and models. If the target
Randomise
Roll a dice (usually a D6, unless specified) to decide the result.
Resurrect
To return a Hero that was killed in the previous round back into play. Typically the Hero is Placed
Share Damage (Interrupt)
When a model in a unit is damaged but not killed by an enemy Basic Attack or Active Ability, they ma
Spawn, respawn, resurrect and Spawning
To be Placed on the board at a specific location, thereby entering play.
Target
The recipient of an attack or ability. A model can target another model if it has LoS and is within
Temporary Health
Models can gain temporary health from varous items and abilities. Temporary health is a pool of heal
This Model
The phrase 'this model' always refers to the model to which the card belongs/on whose card it is wri
True Damage
Damage that ignores a model's RES.
Unit Cohesion
Unit Cohesion is satisfied when models are within 3 hexes of the Commander; therefore, a unit Comman
Within
When an ability refers to being within (x) hexes from a given point, simply count how many hexes to
Within Melee Reach
A model's melee reach is defined on their card alongside their melee weapon choices. This refers to