Full patch notes for v2.4 of Judgement: Eternal Champions.
These are core rule updates to the Judgement rule book.
(Page 17) Magical Artefacts
Deleted sentence about duplicate artefacts, since this is described elsewhere (page 37).
(Page 20) Multiple Avatars
Multiple avatars from the same god can be played within the same warband. A player must choose one Hero to be the Avatar for a game after the warband selection phase, before deployment. Only the Hero chosen as the Avatar will gain the extra abilities of the Avatar for that game.
(Page 25) Hero Attributes
Clarified that RES can be reduced to zero.
(Page 32) Communion Phase
Added clarifying text around monsters starting on their spawning pits to address a frequently asked question from players learning the game.
Added an additional reference to unbound soul movement excluding models suffering curse or with the soulless condition.
(Page 33) Communion Phase Step 4: Spawn Soul and Monster(s)
Souls: Clarified that if clockwise direction is not intuitive on a given map, randomize the spawn order.
Monsters: Re-wrote the monster spawning rule for clarity. There is no functional change to how this rule is evaluated. The intention is only to make it more clear to new players learning the game.
(Page 37) Magical Artefacts
Clarify that each warband has access to an Artefact deck at the beginning of the game. Clarify that duplicate Artefacts are allowed when sourced from another warband’s deck.
Introduce a new rule. Models that control a centre line shrine can Buy, Sell, Trade Artefacts during the communion phase.
Clarified the Hand Over Magical Artefact action. No functional change.
(Page 41) Aiming Bonus
Clarified language on Aiming Bonus to give this a duration. No functional change.
(Page 42) Choosing Dice
Clarify that if no hit or J symbols are rolled, no damage is done and damage modifiers do not apply. Clarify that (S) is interchangeable with the maneuver symbol.
(Page 47) Disengaging from Combat
Added a note about how to evaluate three J knockdown scenarios if the model is in an occupied hex at the time of the knockdown.
(Page 50-51) Terrain
Clarify that multiple terrain pieces on a map setup are treated as a single piece of terrain. Clearly state that Terrain Templates (Gendris Wild Growth, Marcus Wall of Ice) are treated as separate pieces of terrain when placed adjacent to terrain that is already on the map.
Also clarified that a model with Fly ignores damage from treacherous ground as long as they do not land in a treacherous ground hex.
Clarify that the edge of the map is considered Impassable (impacts Sharn’s Shield Slam and models that just want to go home.
Updated note under the seven-hex smoke + treacherous ground terrain template to indicate that the treacherous ground hexes are also smoke.
(Page 60) Order of Application
Clarified that abilities of the same name do not stack, even in the case of effects with no duration (Bell of Doom).
Interrupt - (at the end of the 2nd paragraph) A model can only use 1 interrupt for each attack action. This does not prevent 2 separate models from interrupting the same action.
(Page 63) Conditions
Freeze: Clarified the order of application (no change, just saves the reference back to page 60). Also clarified that Dash does not work on models suffering freeze and that models can still gain the +2 hexes from Charging.
Knock Down: Clarify that 0AP Active Abilities are not able to be used while a model is suffering knock down.
Pin: Wording revised to remove “during their next activation” as the intent is that Pin is intended to apply until the end of their next activation, including any out of activation movements.
A model suffering the Pin condition cannot perform an Advance or a Charge.
Fear: New condition added to the game. A model suffering the fear condition:
Undead models are immune to fear.
(Page 64-65) Tokens
Removed the word “Active” in front of abilities for clarity. Innate abilities also use tokens.
(Page 66) Dash
Clarify that Dash does not work for models suffering freeze.
(Page 67) Leech
Clarify that the additional AP from a charge is not added to the Leech effect.
(Page 67) Mark Target
New text added to state that the Mark Target token cannot be removed by any means except as described in the Mark Target rule.
(Page 67) “One Use Only” Magical Artefacts
Clarified that a second copy of a non-Monster Bounty Artefact gained from an opponent’s deck (like from Bale’s Level 2 ability) is treated independently for the sake of this rule. For example, a warband with Bale could use its original Elixir of Life and also the Elixir of Life stolen from the opponent’s deck.
(Page 68) Point Blank
The Point Blank rule has been revised so that it allows models to use their RNG/MAG basic attacks to target models that they are adjacent to. Models can no longer use their attacks to target models outside of the combat. Models using Point Blank suffer from Distracted modifiers as well, so it functions very similar to a melee attack but with their RNG/MAG weapon.
Point Blank: This model can use its RNG or MAG Basic Attacks to make attacks against adjacent enemy models even if this model is engaged in melee. The model suffers Distracted modifiers from enemy models engaging them as if they were making a melee attack, other than engagement from the target of the attack. The “Firing Into Melee” modifier does not apply for attacks targeting an adjacent enemy model.
(Page 68) Protect Me
Revised to work similar to Redirect.
(Page 68) Small
Clarify that Small models only require additional combat manoeuvres to move non-Small models as part of a Push, but can move themselves as normal. Also added a reference from the terrain section that makes it clear that Small models treat terrain of height 1 as impassable.
(Page 69) Throw (X)
Revised the Throw rule to make it clear the distance is measured from the model’s current hex. No functional change.
(Page 69) Vulnerability (Burn)
A model with Vulnerability (Burn) takes 1 extra damage from the Burn condition.
(Page 72-73) Monsters
Clarified that the Monster Bounty is an interrupt to the attack action.
Added additional bullets to the “During a Monster’s activation:” section to address frequently asked questions about Monster attacks.
Revised the Respawn section to clarify that Random Monster spawns randomize at each spawn, not just once at the beginning of the game (new player question). Added rules to support the use of monsters that begin on the table with no respawn.
Added an additional bullet under “During a Monster’s attack” to clarify that monster’s that are engaged with the monster in melee, it will only use its melee weapon to attack.
(Page 76) Souls
Bound, Unbound and Banked Souls: Reworded this section to make it clear that models that end their activation in their deployment zone will lose any bound souls (new player question). No functional change.
Also added a statement that abilities that spawn souls (e.g. Vujasha) adhere to the 2 max unbound soul rule. Note that abilities that place souls on the board (do not use the word “spawn”) like Saiyin’s Soul Beckon, are not restricted by this rule.
Intentional Death: This situation comes up in enough game situations that we felt it would be helpful to have a term to use for reference. 3rd bullet point under “Souls can be harvested by:” is now titled “Intentional Death”. Also added a sentence stating what happens when a model with Soulless triggers this rule (soul is banked to the opponent’s Effigy).
(Page 81) Effigies & Shrines
Made several clarifying edits to Effigy rules. Effigies cannot be moved or placed by any means. Removed the word “Active” from “Active Abilities” since Innate Abilities may also not be used to damage an Effigy and can also Heal the Effigy. Clarified that Disabling the Effigy is based on Base health (no change, reinforces previous FAQs regarding Temp HP and Effigies).
Controlling a Shrine: Provided further clarification on the Fate value of Shrines (no functional change). Introduce a new rule: During the Communion Phase, step 3 (pg. 32), if a player controls a Shrine on a map’s centre line they may Buy, Sell, or Trade Magical Artefacts with each Hero that is controlling that Shrine during step 3.
(Page 82) Summoned Models
Added clarification under “A summoned model:” to incorporate several FAQs surrounding summoners and their summoned models with respect to activation order, when a model’s activation ends, and how resummoning a model that died previously works.
(Page 83) Unit Cohesion & Commander Death
Clarified that models in a Hero Unit can each use self-heal and cleanse once per Hero activation. Updated the range restriction from 2 hexes to 3 hexes.
(Page 85) Demons
Coalesce: Clarify that a Demon model can use Coalesce only to go to the hex containing their Coalesce icon, not another Demon’s.
Added section on Demonic Level Ups that was previously only addressed on the Hero cards. No functional change other than to reinforce that the Demon model must choose a different Level Up ability at Level 3.
(Page 87) Undead
All Undead Heroes now have Immunity (Fear) and Vulnerability (Burn).
(Page 96) Appendix - Away / Towards
Updated the section on Advancing around objects. This section now mentions moving “through” hexes (walls, small, or incorporeal models) and also replaces “obstacle” with “occupied hex”. Meant as a clarifying change, though does have niche impacts on legal pathways for models moved by abilities like Allure.
(Page 96) Appendix - Deployment Zone
Added a reference to models losing Bound Souls while in the deployment zone. No functional change, added for clarity for new players.
Quick Reference
Made several updates to the Quick Reference sheet to clean up rules and add more clarity.
Armour Shredder
Reworded to Armour Piercing (1).
Elixir of Life
Updated to be optional, clarity and consistency.
Diamond Armor
+1 RES. The RES of this model cannot be reduced below 1, except by True Damage. Cannot be used by Heroes with Defender.
The Glyph of Warding magical artefact is removed from this Warband’s artefact deck at the start of the game.
Restoration Potion
Restoration potion now costs 1AP+1F to use.
Second Wind
Cost reduced to 0F but the bearer must spend 1F to use each time.
Staff of Grul
Cost reduced to 0F. Fear condition added to the list of conditions.
Shadow Dance - Add a new sentence to Shadow Dance:
Models cannot be placed in the opposing warband's deployment zone.
Rampage - Friendly Champion of Bruelin Heroes gain +1 MEL on their Basic Attacks and Unerring Accuracy during their activation this round. The first time Friendly Champion of Bruelin Heroes charge during their activation, they gain +2 damage to their charge attack if they do not use an Advance prior to Charging.
Note: a model’s MEL is capped at 10 at all times.
Staff of Grul: Bearer gains Reach(2) on its Melee Attacks. Choose one of poison/curse/ burn/fear/freeze. This model gains the Combat Manoeuvre:
(2S) - Enemy damaged by this model’s Basic Attack suffers the chosen condition.
This model can spend (1AP) or (1F) at the start of their activation to change the condition applied.
Diamond Armour: +1 RES. The RES of this model cannot be reduced below 1, except by True Damage. Cannot be used by Heroes with Defender. The Glyph of Warding magical artefact is removed from this Warband’s artefact deck at the start of the game.
Abhothas
Aschell
Pinning Fire is limited to only applying Pin to a maximum of two models damaged by the Ballista or Bombard this activation.
Barnascus Enfilade changed from an Innate to an Active Ability and re-written to use 0AP attacks.
Brok
Heroic Destiny is now optional.
Cradol
Undead removed from Common Innate Abilities and replaced with:
Doenregar
Undead removed from Common Innate Abilities and replaced with:
Haksa
Shatter no longer affects Sacred Artefacts.
Isabel
Soul Harvest reduction from 5 to 4.
Kruul
Bloodlust has the added restriction the model cannot advance and charge and still get the benefit of Bloodlust:
Extract Soul Reworded for clarity. Functionally the same:
Kvarto
Decreased the range of Telekinesis placement and require that the hex the model is placed to be targeted by Kvarto:
Loribela
Spring Loaded clarified to make it clear the enemy must be damaged by the attack that triggered the manoeuvre to get the bonus 0AP attack.
Marcus
Level 2 Winter's Bite replaced with:
Masuzi
Pain Reflector level up replaced with:
Ramona
Saiyin
Skoll
Zaffen
Zhim’gigrak
Undead removed from Common Innate Abilities and replaced with:
5v5 Map 3