Noctvale
Equipment

Companions

Companions are animals and familiars fielded by a Handler — the fighter who has Animal Handling and bought the Companion on their roster entry.

Companions do not count toward retinue size or activation count. They do not use kit.

Purchase: Equipment — Companions. Profiles: below. Feat: Feats — Animal Handling.


Roster and deployment

  • A fighter must have Animal Handling to field a Companion.
  • Each Handler may field one Companion per pick of Animal Handling, each recorded separately on that fighter's roster entry.
  • Deploy each Companion within 1" of its Handler during deployment.

Attributes — Tamed

Companions with Tamed use their Handler's Movement, Will, and Sanity instead of the profile values for those attributes.

All other attributes use the profile. Might, Skill, Close Combat, and Ranged Combat are never copied from the Handler.


Wound states

Companions do not use Downed or Stunned.

Apply Wounds (Companion)

Each unblocked hit inflicts 1 Wound.

When a Companion is reduced to 0 or fewer Wounds, it flees the battle and is immediately removed from the battlefield. Any effect that would make a fighter Downed or Stunned also causes the Companion to flee immediately.

Companions removed this way are never lost permanently — see Companion Recovery.


Activation

When a Handler activates:

  1. Co-movement — Whenever the Handler completes a Move, Charge, Scramble, Climb, Jump, or Retreat action, the Companion co-moves. After co-movement, the Companion must be within tether of the Handler. Move the Companion up to its Movement if needed to satisfy tether.
  2. Companion action — After the Handler finishes their activation, the Companion performs 1 action if it is not Out of Action and is within tether of the Handler.

The Handler's 2 actions are spent normally. The Companion action is additional and does not cost the Handler any actions.

If the controlling player spends a Pass token instead of activating the Handler, the Companion does not co-move and does not take a Companion action.

While the Handler is Downed, the Companion acts independently at the end of the Handler's activation: it may move or charge (staying within tether of the Handler), then performs 1 action.

When the Handler becomes Stunned or goes Out of Action, the Companion immediately flees the battle and is removed from the battlefield.


Consolidate

When the Handler is targeted by a Charge and the Attack Sequence resolves, the Companion (if Active and not Out of Action) may immediately move up to its tether distance toward the attacking fighter. This move does not use the Companion action.


Tether

Each profile lists a tether distance. A Companion must stay within tether of its Handler to act. Measure base to base.


Sphere of Influence

Some Companions project a Sphere of Influence — the same term used for Icon and Instrument gear (see Equipment — Sphere of Influence).

While the Companion is Active and not Out of Action, its Handler gains the bubble effect if they are within 6" of the Companion (base to base):

Handler's Domain keyword Effect
Nature or Mortal +1 Sa
Arcane +1 Wi

The Handler must have Animal Handling and field that Companion. The bubble affects the Handler only — not other friendly fighters. It does not require line of sight.


Companion profiles

Poison — Unblocked hits from this attack add 1 Affliction token in addition to normal Wounds — see Conditions — Afflictions.

Hound

CC RC Mt Sk Wi Sa W Tether
3 3 3 (Tamed) (Tamed) 1 3"

Movement (Tamed)

BiteMelee attack using profile Might / Skill (no weapon).

Keywords: Tamed


Hawk

CC RC Mt Sk Wi Sa W Tether
2 2 1 4 (Tamed) (Tamed) 1 12"

Movement (Tamed)

Fly — Ignore vertical distance for Move and Jump; the Companion must still end on a legal surface.

TalonsRanged attack, range 6", 1 Might / 2 Skill Strike Pool.

Scout's Eye — If this Companion has line of sight to an enemy fighter, its Handler counts as having line of sight to that enemy for Ranged, Cast, and Aim.

Sphere of Influence — See Sphere of Influence.

Keywords: Tamed, Fly


Cat

CC RC Mt Sk Wi Sa W Tether
2 4 (Tamed) (Tamed) 1 6"

Movement (Tamed)

No attack.

Interact — May spend its Companion action on Interact if within 1" of the scenario object.

Sphere of Influence — See Sphere of Influence.

Keywords: Tamed


Giant Rat

CC RC Mt Sk Wi Sa W Tether
2 2 4 (Tamed) (Tamed) 1 3"

Movement (Tamed)

BiteMelee attack using profile Might / Skill. Poison.

Hide — May use Hide as its Companion action.

Keywords: Tamed


Bear

Cost: 150 Crowns

CC RC Mt Sk Wi Sa W Tether
3 5 2 (Tamed) (Tamed) 3 3"

Movement (Tamed)

MaulMelee attack using profile Might / Skill (no weapon).

Thick Hide — For the purpose of building its defense pool, this Companion is treated as wearing Light Armor and adds 1 Skill defense die. This is natural armor, not equipped gear.

Large — Cannot perform the Hide action.

Keywords: Large, Tamed


Giant Spider

Cost: 100 Crowns

CC RC Mt Sk Wi Sa W Tether
3 2 4 (Tamed) (Tamed) 1 6"

Movement (Tamed)

BiteMelee attack using profile Might / Skill (no weapon). Poison.

Wall-Crawler — This Companion moves up to its full Movement when performing Climb instead of half Movement.

Webbed — When this Companion performs Mercy Kill, it may capture the target instead. Resolve Mercy Kill normally. If the target would go Out of Action, they become Captured and go Out of Action. See Captives and Ransom.

Large — Cannot perform the Hide action.

Keywords: Large, Tamed


Rat Swarm

CC RC Mt Sk Wi Sa W Tether
3 0 6 (Tamed) (Tamed) 6 3"

Movement (Tamed)

Unarmed attack — see Swarm in Retinue — Swarm.

Not the same as Stinging Swarm — that spell places a temporary Stinging Swarm; this Companion is roster gear tied to a Handler.

Keywords: Swarm, Tamed