Full patch notes for v2.7 of Judgement: Eternal Champions
Updates to the core rules of the game.
Clarifying that models cannot gain the aiming bonus while engaged. Replace the Aiming Bonus paragraph on page 41 with the following.
Aiming Bonus: A model may claim the aiming bonus if they are not engaged by an enemy model at the beginning of their activation. This model gains a +1 die modifier for Ranged Attacks this activation. This model cannot perform an Advance, a melee Basic Attack, or Effigy Recall this activation if the aiming bonus is claimed.
Channel is now included in the Common Abilities section of page 66. An ability with the Channel rule triggers its effect when used, then triggers its effect again on the original target(s) at the end of each subsequent enemy Hero activation until the ability expires or the Channel is broken. A Channel ability is broken if:
Construct is a new Common Abilities included on page 66.
The inhabitants of Between use magic, science and alchemy to aid them both in martial conflict and the day-to-day mundane. The masters combine all three to produce incredible creations that have the ability to house sentient beings. These are represented in the game as Constructs.
A model with Construct:
Simplified by removing reference to players and removing the Buy/Swap/Sell Artefact rule for middle shrines since this has been replaced by the Mythic Shrine rules.
A Hero controls a Shrine if they are adjacent to the Shrine and no enemy Hero models or Monsters are adjacent to the Shrine. - - Shrines located on the centre line (equidistant from deployment zones) provide D3 Fate to that Hero’s Warband.
Update paragraph 1 of Step 2 of the Communion Phase to include Construct along with Soulless and Curse as reasons unbound Souls to not move towards a Hero.
Step 2: Move Unbound Souls and then Monsters
Unbound Souls move X hexes, where X is determined by a D2 roll, towards the nearest Hero, excluding Heroes suffering the Cursed condition or with the Soulless or Construct rules. If multiple eligible Heroes are the same distance away, the Soul moves towards the Hero with the most remaining Health. If tied, randomise between those Heroes.
If there are multiple valid movement routes for the Soul, the player controlling the Hero the Soul is moving towards decides the Soul’s route.
Re-written to be clearer and easier to understand
The next Basic Attack that targets this model, and scores a Hit, is Interrupted. The Interrupt occurs after the attack dice have been chosen, but before damage and Combat Manoeuvres are resolved. This model suffers no damage and cannot have Combat Manoeuvres applied to it. Then, Duplicate Self expires. Otherwise, Duplicate Self expires at the start of this model’s next activation.
Update the last sentence of the Fear condition to include Construct along with Undead and Monster that make models immune to Fear.
Undead, Construct and Monster models are immune to fear.
A new Common Ability.
Enemies that end their activation adjacent to this model gain the condition X.
A new Common Ability that standardises Istariel’s current level 3 ability.
This model’s Basic Attacks receive a +1 damage modifier against enemies suffering condition X.
We have introduced Mythic Shrines which add depth, dynamism and variability into map design.
Full Mythic Shrine Rules Can be found here
Add a new sentence at the bottom of the Poison entry that states Construct models are immune to Poison.
Construct models are immune to Poison.
Added to the rulebook under Common Abilities.
Once per activation, after this model resolves an X Attack, it can make an X Attack for (1AP).
We recommend setting a round limit to determine when the battle ends, after which the following tie breakers are used to determine the winner.
For both 3v3 and 5v5 games, we recommend a round limit of 6 rounds. If both Effigies are still alive at the end of round 5 (3v3) or round 6 (5v5), use the following tie breakers.
Teleportation Gates are one of the most dynamic, interesting and creating terrain pieces in the game, and they are hardly ever used. They are too expensive to use in the context of the 3AP per activation system. The new version is far more accessible and dynamic and will immediately promote their usage.
Each Teleportation Gate occupies 2 hexes. One hex is impassable terrain while the porting hex is passable terrain. Porting hexes on all Teleportation Gates on the battlefield are linked. A hero can advance from the porting hex on one Teleportation Gate to the porting hex of another anywhere on the battlefield as if the hexes were adjacent to each other.
Note, a Hero cannot move between porting hexes during a charge.
If there are no unoccupied porting hexes available, the Teleportation Gate cannot be used.
Effigy Decay is an optional rule that helps speed up the end of the game by reducing the base health of the Effigy in the latter stages of the game. Effigy Decay can be used with or without round limits to progress long games towards an end state.
Decay can never reduce an effigy below 1 health.
At the start of the round 5 Communion Phase, after Effigy regeneration: Effigies decay for 1 health from their base health. Base health: 15.
At the start of the round 6 Communion Phase, after Effigy regeneration: Effigies lose 2 health from their base health. Base Health: 18.
Bringing his health totals in line with other non-melee elves.
Rewording Duplicate Self to be clearer. No functional change.
Duplicate Self (Interrupt) (1AP) - [Active] The next Basic Attack that targets this model, and scores a Hit, is Interrupted. The Interrupt occurs after the attack dice have been chosen, but before damage and Combat Manoeuvres are resolved. This model suffers no damage and cannot have Combat Manoeuvres applied to it. Then, Duplicate Self expires. Otherwise, Duplicate Self expires at the start of this model’s next activation.
We continue to tweak Asbrand as he currently brings a lot more to the table than many of his peers. Lowering the big man’s health a touch and reducing the effectiveness of his Hammer Throw.
Updating to reflect Reload added to Common Abilities in the Rule Book, and buffed his Pinning Fire so it can now pin up to 3 enemies.
Thematically, being Steady at level 1 makes more sense, and it gave us the opportunity to give him a new level 2!
Enforce that Blink can only be executed during Carva’s activation.
Blink (2S) - [Manoeuvre] Non-adjacent enemy damaged by Acid Spit Attack is placed adjacent to Carva in the closest unoccupied hex to the model's original position. If multiple options exist, the active player decides the final placement. If a (J) was rolled and the enemy was damaged, Carva can make a Sacred Axe Attack for (0AP) on that model, even if Carva aimed for this activation. Can only be executed during Carva’s activation.
We continually look to balance out of activation placement abilities. OAP made this Shadow Door too efficient; however, we balance the increase to 1AP by reducing Shadow Mist from 3 to 2.
Shadow Door (1AP) - [Active] Remove 2 Shadow Mist Counters from Cradol. An adjacent friendly model can be placed adjacent to a Shadow Orb Icon placed by Cradol's Warband.
Reigning in her top end damage into tanks.
Lightning Leap (2S) - [Manoeuvre] If an enemy takes damage from Lightning Bolt Attack, another enemy, within 2 hexes of the hex of the original target, is dealt the same amount of damage as the original target.
Uping Haksa’s utility.
We have moved back and forth on changes to Conflaguration. Leaving the burn on the enemy after Istariel has cast Conflagration is oppressive, so want to make it more expensive for her to do so.
Conflagration (1F) - [Active] Target enemy within 5 hexes currently suffering the burn condition takes D3+2 True Damage. The burn condition is removed from the enemy model unless Istariel pays an additional (1F).
Updating her level 3 to use the new Intensify Common Ability.
We continue to improve Kain’s utility and clarified Blood Pact can only be used during his activation.
The big man has landed a little too tanky.
Standardising his health with most of his kin and making him less reliant on hitting level 2 to have the impact we want him to have.
Improved Ammo - [Innate] Gains Armour Piercing (Blunderbuss) and Power Shot cost is changed to (2S).
Reducing instances of poison immunity in the game and reducing the power of our favourite pariah.
Removing the target keyword from Ferocious Charge to make it clearer against Stealth targets.
Ferocious Charge (3AP) - [Active] Charge an enemy non-Effigy model. Instead of resolving the Charge attack, the Charged model takes 4 damage and suffers stun.
We want to provide more reward for Lyra when she has her demons in play. She gains this ability at level 1.
Demonic Bounty - [Innate] When a demon summoned by Lyra deals the killing blow on a monster or summons, Lyra can collect the bounty even if Lyra is not adjacent to them.
Reducing instances of poison immunity in the game and reducing the power of our favourite Biomancer.
Rewording Duplicate Self to be clearer. No functional change.
Duplicate Self (Interrupt) (1AP) - [Active] The next Basic Attack that targets this model, and scores a Hit, is Interrupted. The Interrupt occurs after the attack dice have been chosen, but before damage and Combat Manoeuvres are resolved. This model suffers no damage and cannot have Combat Manoeuvres applied to it. Then, Duplicate Self expires. Otherwise, Duplicate Self expires at the start of this model’s next activation.
Updating Cloud of Flies to use the new Inflict Common Ability.
Cloud of Flies - [Innate] Ravenos and friendly non-Defender models adjacent to Ravenos gain +1 AGI versus RNG and MAG attacks. Inflict(poison).
Updating Dwarf Toss so that he has to target the hex he wants to land in.
Dwarf Toss (1AP+1F) - [Active] Place Thrommel in target unoccupied hex within 3 hexes of his current location. Enemy models adjacent to him after the placement suffer knock down.
The Bite attack combined with a dual wield weapon tips her over the power edge, so we made a small change for the edge-case scenario where she can be equipped with a dual wield weapon. We also toned it down a touch by replacing True Damage with Armour Piercing(1).
Bite - [Innate] After resolving a Mandible Attack that scored a critical hit, Urvexis may immediately make a Bite attack for (0AP). Bite is a Basic Attack Reach 1 MEL weapon with damage grid 1/2/3. Bite Attack has Armour Piercing(1). Bite can only be triggered during Urvexis’ activation and cannot be triggered from (0AP) attacks.
We are introducing a bit more counter play to From Above by removing its ability to ignore Stealth.
From Above (2AP) - [Active] If Urvexis is within a Forest or Smoke hex, she can be placed adjacent to a target enemy model within her current MOV distance. Urvexis counts as charging that model and has the Mounted innate ability for the duration of that attack. Dash can be used to increase Urvexis's MOV stat for the purpose of this ability as if used for an Advance action.
Updating Shadow Augment so it no longer provides +1 MEL for 0AP attacks and reduce his tankiness a touch.
Shadow Augment - [Innate] Yorgawth gains +1 MEL for non 0AP attacks when adjacent to one or more Shadow Orbs. Health reduced from 17/19/21 to 16/18/20.
Updating to reflect Reload added to Common Abilities in the Rule Book.
We continue to monitor Zendala and decided some tweaks are required to reign in the queen of Shadow. Predator now has to target the hex and loses the +1 dice to her dice pool, and Shadow Link is now a lot more draining of her Shadow Mist resources.
Predator (1AP) - [Active] While Zendala has Stealth, she can be Placed within her current MOV into a different unoccupied target hex. Zendala immediately loses Stealth and can make a Basic Attack against an enemy model that was not in her melee range before the Predator placement.
Reducing the efficiency of Shadow Link by increasing the cost from 2 to 3 Shadow Mist.
Shadow Link (0AP) - [Active] Remove 3 Shadow Mist counters from Zendala. Place Zendala adjacent to a friendly Shadow Hound within 4 hexes, or Place a friendly Shadow Hound within 4 hexes adjacent to Zendala.
Zhonyja has been a staple of the Judgement universe since its inception ~10 years ago, and has largely remained the same over that time. While she remains a strong hero and is a staple in a lot of Warband, she could use a tweak to elevate her against some of her contemporaries.
Improving Counter Strike so that it has the potential to negate the enemy’s attack.
Counter Strike — [Innate] [Interrupt] When charged by an enemy model, this model may Interrupt the action. The Interrupt occurs after the charging model has completed its Charge Move but before attack dice are determined.
If the charging model is within Reach, this model may make a Great Axe Attack targeting that model. Combat Manoeuvres cannot be applied during this attack.
On a Critical Hit, apply a Fury Counter to the target.
Additionally, once per Round, when this attack scores a Critical Hit, this model may spend 1 Fate. If they do, the target's Charge Action immediately ends and its attack is not resolved.
Zhonyja’s Avatar Bonus is a little lacklustre compared with her peers. We have given her the ability to apply Mortal Wounds the Effigy Power is called.
Avatar Bonus - If Zhonyja is the Avatar she permanently gains Unerring Accuracy (This model can re-roll an entire Basic Attack roll once per activation) and the Mortal Wounds combat manoeuvre.
Mortal Wounds (2S) - [Manoeuvre] - Enemy Hero model damaged by Great Axe Attack is unable to Heal by any means until the end of its next activation, after which Mortal Wounds expires.
Improved their Effigy Power by letting dwarfs push themselves.
Granite - [innate] Gain +1 RES. Immune to Knock Down, Throw, and cannot be pushed by enemy models. Expires at the end of this round.
Removed reference to Unit Commanders from their Effigy Power.