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Aftermath Sequence

At the end of each battle, all players must complete a series of steps referred to as the aftermath sequence. It is recommended for both players to do this immediately after the battle has finished.

Step 1: Roll for injuries


Roll on the appropriate Injury table for each fighter that was taken out of action during the battle, and apply the result.

Permanent Injuries

When Heroes are taken out of action, they risk suffering a permanent injury (symbolised as a ▼). Permanent injuries are all traits, with the following special rules: 

  • A Hero can never have more than three permanent injuries. If they suffer a fourth one, treat that result as 11-12: Dead instead.
  • If a Hero suffers a permanent injury they already have, treat that result as 41-56: Flesh Found instead.

Death of a leader

If your Leader dies or is removed from the warband for any other reason, you must select a Hero to gain the Leader keyword. If you do not have any fighters with the Hero keyword, you must disband the warband and create a new one.

Henchman Injuries

D6Result
1-2Dead: The warrior has been killed (or badly crippled) and must be removed from the warband roster.
3-6Full Recovery: The warrior suffers no lasting effects

Hero Injuries

D66Result
11-12Dead: The fighter is removed from your warband. Roll a D6 for their equipment; on a 5+, it is recovered and added to your warband stash.
13-14Bleeding Out: The fighter dies unless you rush them to a surgeon. You may remove 20gc from the warband stash to roll a d6.
On a 1-3, the fighter dies (but you retain their equipment!).
On a 4+, treat this result as a Flesh Wound.
15-16Deep wound: The fighter is recovering but will miss the next battle
21▼ [Trait] Wyrdlung Rot: This fighter can only make one Move action per battle round.
22▼ [Trait] Crippled leg: Decrease the fighter’s Move characteristic by 2
23▼ [Trait] Fractured arm: Decrease the fighter’s Fight and Shoot characteristics by 1
24▼ [Trait] Devastated eye: Reduce the range of any weapons equipped by this fighter by half (to a minimum of 1”)
25▼ [Trait] Festering wound: decrease the fighter’s Health characteristic by 4
26▼ [Trait] Nervous tick: decrease the fighter’s Bravery characteristic by 1
31▼ [Trait] Stupidity: Unless activated within 3" of a visible friendly Hero or enemy fighter, roll a die. On a 1-4, this fighter makes a Wait action. On a 5+, this fighter may activate as normal
32▼ [Trait] Hallucinations: This warrior must pass a Bravery test whenever they are activated within 1” of an enemy warrior, or become panicked
33▼ [Trait] Claustrophobic: Whenever this fighter ends a move action (or is activated within) an enclosed terrain piece, it must pass a Bravery tes or become panicked
34▼ [Trait] Alcoholic: This fighter cannot use reactions
35▼ [Trait] Kleptomania: Reduce all income by 10gc
36▼ [Trait] Paranoid: This fighter counts as panicked while within 1” of friendly fighters
41-56Flesh wound: The fighter suffers no lasting effects
61Robbed: All equipment carried by this fighter are lost
62Captured: The fighter is captured by your opponent's warband. You must offer your opponent half of the fighter's recruitment cost, or concede 1 favour to get them back.
64Hardened: Increase the Bravery characteristic of this fighter by 1
63Hatred: This fighter hates the enemy fighter that took them out of action, and may turn a hit into a critical hit when making attack actions against that enemy fighter
65[Trait] Terrible scars: This fighter gains the Terrifying keyword
66Against all odds: This warrior gains 1 level of Renown

Step 2: Earn experience


Each fighter in your warband earn 1 experience point for:

  • Participating in the battle
  • Not being taken out of action during the battle
  • Taking an enemy fighter out of action during the battle.

In addition, each player must select 1 fighter to earn one additional experience point. When a fighter accumulates enough experience points, they gain renown. 

Finally, A fighter with the Beast keyword never earn experience.

Step 3: Earn Favor


Each warband earns favour from their faction as described in the scenario. If your warband earns enough favour to rise in standing, they do so, immediately gaining the effects of any perk that comes with it.

Step 4: Collect income


Collect income according to the table below and add it to your warband stash.

FavorStandingIncomeBenefits
0-10Disposable100gcBounty: Increase income by 40gc when when earning 4 or more Favor from one battle.
11-20Proven160gc
21-30Loyal220gcVeterans: All newly recruited Henchmen gain 1 level of renown, and can make a characteristics increase.
31-40Trusted260gc
41+Favoured300gc

Step 5: Manage warband


You may now add new fighters to your warband roster by spending gold coin, following the same restrictions as when you first built your warband.Your fighters can be bought new equipment from your faction entry, as well as from the Trading Post (see page 21), and their old equipment can be swapped around freely. 

Unused equipment can be sold at half price, or stored in the Warband Stash on your warband roster.

Fighters can be dismissed from your warband whenever you wish, and you can strip them of equipment when doing so. If you dismiss your Leader, you must elect a new Leader by following the steps for Death of a leader

Step 6: Recalculate reputation


To recalculate Reputation, simply combine your warband’s favour with each point of renown from all fighters in the warband and update your warband roster.