Patch Notes v2.3
Full patch notes for v2.3 of Judgement: Eternal Champions.
Core Rules
0AP attacks cannot execute the Push Combat Manoeuvre (page 46)
Note: Attacks with a cost of (0AP) cannot be used to apply the Push Combat Manoeuvre. They can, however, be used for other combat manoeuvres.
Monsters no longer attack effigies in 3v3. (page 73)
In the 3v3 game mode, Monsters will not attack Effigies under any circumstance and will ignore them during the Hunter phase of their movement.
Direct damage to Effigies (page 80)
Models that attack Effigies can only ever use the damage grid from their Basic Attack weapons. Any increase in damage, including artefacts, level-up bonuses, Innate Abilities, etc… to their Basic Attack weapons are ignored.
Similarly, bonuses to a model's attributes from any source are not applied while attacking Effigies. Any increase in attributes from artefacts, level-up bonuses, Innate or Active Abilities, etc… are ignored.
The Gang Up and Firing into Melee rules do not apply when a model attacks an opponent's Effigy.
Bonuses to the Attack dice pool are restricted to the charging and aiming bonuses. No other dice may be added to the pool while attacking an Effigy.
4th Golden Rule of Cards (page 29)
Abilities on cards that state 'once per activation' can only be activated by the Hero that the card belongs to, during their activation.
Order of Application (page 60)
Occasionally, an event may trigger multiple interrupts/other events. These are not resolved simultaneously but in sequential order, determined by the active player (unless stated otherwise). If the circumstances have changed in resolving one triggered event and the requirements to fulfil the remaining events are no longer present, then the remaining events are not triggered. For example, a Hero advances and triggers 2 Voodoo Idols. If the Hero dies from the first Idol, the second Idol does not trigger.
Artefacts
Elixir of Life
- Converted to an Interrupt but operates the same
Ring of Teleportation
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Name changed to Scroll of Teleportation
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Now a One Use Only item.
Gods
Bruelin
After several patches of changes trying to balance the AP efficiency of Rampage, and to make it beneficial to a greater number of Bruelin champions, we decided to re-write it.
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Rampage: Friendly Champion of Bruelin Heroes gain +1 MEL and Unerring Accuracy during their activation. They also gain +2 damage to their charge attack. This replaces the existing Rampage rules.
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Champions of Bruelin can target the Effigy under Rampage.
Grul
We wanted to provide more opportunities for Grul players to benefit from their Warband Bonus.
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Gendris' Lightning Leap cost permanently changed to 2S or 1J from the Avatar Bonus.
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Smoke has been added to Forests, Rough/Treacherous Ground to benefit Grul champions for Warband Bonus and Effigy Power.
Ista
The current Effigy Power provides too much of a board state reset so we are toning it down a touch.
- Celestial Gift: now only removes a single condition.
Krognar
Closing a loophole that the little terror, Viktor, was exploiting.
- Summoned models can no longer target the Effigy during the round Shadow Dance is called.
Tomas
The play test team extensively tested Tomas to dig into why the Effigy Power was underwhelming, even though it was very thematic and, on the surface, looked strong.
- Virtuoso: In addition to existing rules, it grants 2 Blessing of Tomas tokens that Champions of Tomas can use as Fate to execute Combat Manoeuvres or Active Abilities on the round that Virtuoso is called. Unused Blessing of Tomas tokens are removed at the start of the following Communion Phase.
Heroes
Aschell
Heroes with a 2AP basic attack are an important variation to include in the game; however, they do require extra care when balancing them. Thrommel has been in a decent place for a long time; however, we felt Aschell was under the curve. We also believe we have made Critical Rage a viable option at levels 2 or 3.
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MEL raised from 5 to 6.
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Claws damage increased to 2/3/4.
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Critical Rage updated to an Innate Interrupt that can be used by spending a Fate after the enemy has resolved their Combat Manoeuvres. Aschell can execute Combat Manoeuvres from the Critical Rage attack.
Isabel
We continue to tweak Isabel to ensure she sits in the right spot. Improving her Paladin theme at the same time is a bonus.
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Holy Aura no longer benefits friendly Demon models.
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Divine Intervention updated to an Interrupt.
Istariel
We have been sitting on Istariel changes for some time. She was one of the first heroes ever designed for the game and is a quintessential fire mage. However, she has been sitting above the curve for a while and we decided to pull the trigger reigning her in.
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Conflagration now only targets a single model suffering the burn condition.
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Conflagration removes the burn condition from the target model after the damage is dealt.
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Blaze place distance has been reduced from 3 to 2.
Kain
Kain has been in a solid place for some time and fills a really cool spot in the game. The goal was to balance out some of his level up choices.
- Soothe can be triggered by both Ritual Sword and Blood Magic attacks. The healing amount is now two health.
Loribela
Everyone's favourite dwarf alchemist is just a little but too good.
- Hand Grenade range decreased to 3 hexes from 4 and now requires her to target the hex she wants to place the Hand Grenade Icon in.
Marcus
Standardising his wall with the way Gendris' forest works.
- Wall of Ice updated to be within 3 hexes instead of completely within 4 hexes.
Masuzi
Masuzi had too many options in his kit that he could execute a little too easily. Toning him down a touch.
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Viper Shot loses the extra damage for a J.
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Decay cost increased to (1AP+1F) from (1F).
Onkura
A hero that the play test team really like and spent a lot of play testing on. A bunch of changes to make her compete with others in her slot and leaning in more into her signature ability.
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Weakening Blow and Contagion combined into a new ability called Bane, which can inflict both Weaken (on a 2S) and Contagion (if a J is included in the attack roll).
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Bell of Doom cost increased to 1AP+1F and also costs 1AP+1F to remove.
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Sunder Armour is now available to Onkura at level 1 and expires at the end of the target model's activation.
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A new ability called Ring the Bell is available for selection at levels 2 and 3.
Piper
Aligning Piper's Taunt ability with that of Summoned Al'garath. Piper is in a fantastic place.
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Taunt has been updated. He cannot take the Advance or Charge action after casting it, and if Piper dies during the Taunted model's activation, they are no longer Taunted.
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When used, previous instances of Taunt that are already in play expire.
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Taunt range reduced from 4 to 3.
Skoll
While Skoll brings a lot of versatility to the battlefield, he often loses out to his peers in the Defender role. We have increased his survivability and the protection he provides his allies.
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Two Heads were updated so enemy models do not gain Gang Up bonuses against Skoll.
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He gains Watchout!, an Interrupt that grants +1 AGI and immunity to gang up to a friendly non-defender model within two hexes for a single attack.
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Mystic Shield cost updated to '1AP or 1F' from 1AP and may be cast on defender models.
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Skoll's card has been updated to fix the Warrior path, which was always intended to give him +1 MEL, but this was lost during the transition to Tarot cards.
Styx
We love what Styx brings to the table, but he is a little too safe doing it.
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RES reduced from 1 to 0.
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Astral Split range reduced from 4 to 3.
Viktor
The little man's impact was a little too big.
- Cannot cast Demon Gate if he has cast Soul Step previously in this activation.
Yorgawth
We wanted to curb this sleeping giant before he woke up.
- Attacks generated by Momentum no longer benefit from Critical Strike.
** Monsters**
Al'garath
A few quality of life tweaks.
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Added Pathfinder.
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Taunt changed, so if Al'garath dies during the Taunted model's activation, they will no longer be Taunted.
Gloom
Adding more threat to her kit and bringing her in line with Al'garath
- MOV statistic increased to D3.
Summons
Al'garath
The balance between what Al'garath brought to the table and the risk of doing so was out of whack. We want Warlock familiars to be impactful but there has to be counter balance.
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Gains Eldritch Debt, which grants 1 Fate to an adjacent enemy when Al'garath is killed.
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Taunt has been updated so that Al'garath cannot move or charge after casting Taunt, and the Taunted model will no longer be Taunted if Al'garath is killed during activation.
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Health dropped from 8 to 7.
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Previous Taunts that are in play expire when Al'garath casts Taunt.
Dor'gokaan
The big guy simply brought too much to the table when summoned. We have toned him down to reduce the impact of summoning the mighty Dorg.
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MEL and MAG were reduced from 8 to 7.
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Demon Blade damage was reduced to 3/4/5.
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He cannot be summoned in 3v3 games.
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Summon cost changed to 2AP + 1F.