Noctvale
Core Rules

Conditions

Fighters who are overcome in battle become Downed or Stunned before being removed from play. A fighter reduced to exactly 0 Wounds becomes Downed. A fighter reduced below 0 Wounds is overkilled and becomes Stunned instead.

Wound States

Fighters who are overcome in battle become Downed or Stunned before being removed from play. A fighter reduced to exactly 0 Wounds becomes Downed. A fighter reduced below 0 Wounds is overkilled and becomes Stunned instead.

Active

An Active fighter is upright and able to act. Active fighters count toward their player's activation count.

Downed

A fighter becomes Downed when they are reduced to exactly 0 Wounds.

While Downed, a fighter:

  • Cannot attack
  • Cannot perform normal actions
  • May use Crawl or attempt the Recover action
  • Retains their full defense pool (Might dice equal to Might and Skill dice equal to Skill), including eligible bonus dice and armor or shield conversions

Any unblocked hit on a Downed fighter pushes them to Stunned.

Stunned

A fighter becomes Stunned when they are reduced below 0 Wounds, from a Recover roll of 1, from taking an unblocked hit while Downed, or from a rule that makes them Stunned directly.

While Stunned, a fighter:

  • Cannot move
  • Cannot act
  • Cannot attempt Recover
  • Cannot be selected for activation while Stunned
  • Does not count toward activation count
  • Defends with Might dice only (Might-based defense, no Skill dice)

Any unblocked hit on a Stunned fighter pushes them to Out of Action.

A Mercy Kill against a Stunned fighter bypasses defense entirely — the Stunned fighter is immediately Out of Action.

If a Stunned fighter becomes Active during the round before their player has finished activating fighters, they may activate later this round with 1 action. If they become Downed, they may activate later this round, but can only use that activation to Recover. Do not recalculate initiative or Pass tokens.

Out of Action

A fighter is removed from the battle. Resolve post-game consequences in the Casualty Table and Doom Table.

Wound State Actions

Recover, Help, and Mercy Kill are defined under Actions.

Afflictions

Afflictions are conditions that sap a fighter's attributes. They are tracked with Affliction tokens.

A fighter can have up to 3 Affliction tokens. If an effect would add more, keep only 3. Unless a rule gives a duration, Affliction tokens remain for the rest of the battle.

A fighter cannot gain more than 1 Affliction token from attacks during each round. After a fighter gains an Affliction token from an attack, any further Affliction tokens from attacks that round have no effect. Attacks can add another Affliction token to that fighter during each subsequent round, up to the normal maximum of 3. Spells and other effects that explicitly add multiple Affliction tokens or apply a named Affliction tier are not limited by this rule.

Affliction tokens Name Effect
1 Weakened −1 Might
2 Enfeebled −1 Might, −1 Skill
3 Withered −1 Might, −1 Skill, and −1" Movement

If a rule applies Weakened, Enfeebled, or Withered, add enough Affliction tokens to reach that tier.

If an effect applies Affliction tokens for a set duration, remove only the tokens from that effect when the duration ends.

Bleeding

When Bleeding is applied, the fighter suffers 1 Wound immediately.

At the start of each activation, make a Will check. Pass: remove Bleeding. Fail: suffer 1 Wound.

Blinded

The fighter cannot make Melee or Ranged attacks. If no duration is given, Blinded lasts until the end of the fighter's next activation.

Broken

A Broken fighter has lost the will to stand their ground.

At the start of a Broken fighter's activation, make a Will check.

Pass: remove Broken. The fighter activates normally.

Fail: The fighter must spend both actions this activation moving toward the nearest battlefield edge to Escape. They may use Move, Retreat, Scramble, Jump, or Climb only. Downed fighters use Crawl instead of Move. If two or more edges are equally close, the player chooses. Move as directly as possible.

Fear, Panic, and Insanity

Fighters and effects that frighten others project Fear, project Panic, or project Insanity — they are the source of that effect.

When a fighter activates within range and line of sight of such a source, they must pass a Sanity check.

A rule that projects Fear, Panic, or Insanity must state its range or trigger.

Fear

Measure the distance between the active fighter and the source of the fear. That fighter may not move closer than that distance or end its activation closer than that distance. The fighter may still act otherwise — shoot, fight if already engaged, cast spells, retreat, etc.

Panic

In addition to the effects of Fear, the fighter must spend at least 1 action moving their full movement directly away from the source.

Insanity

Roll on the Insanity Table (1d6):

  • 1 — Frenzy: Attack the closest fighter (selected by your opponent). They cannot be the source of the Insanity.
  • 2–3 — Flee: Spend both actions moving toward the nearest battlefield edge.
  • 4–5 — Freeze: Both actions are spent. The fighter does nothing.
  • 6 — Berserk: The fighter snaps. If their primary weapon is melee, they charge the source of the Insanity and add 2 Might dice and 1 Skill die to the Strike Pool, but suffer −1 Close Combat on that Melee attack. If their primary weapon is ranged, they spend both actions firing at the source and suffer −1 Ranged Combat on those attacks.

Fearless

A fighter with the Fearless keyword is immune to Fear, Panic, and Insanity. They never make Sanity checks for these effects and are never affected.

Fearless fighters add +1 to Will checks for rout tests.


Permanent Conditions

Permanent conditions are gained during the campaign and carried into every subsequent battle. They cannot be removed unless a rule explicitly states otherwise.

Damned

A fighter branded by the hells carries Damned permanently.

At the start of each battle, before deployment, roll 1d6. If the result is equal to or less than the number of Damned conditions on that fighter, a daemon bursts forth: the fighter is Slain and permanently removed from the retinue. Roll 2d6 on the Summon Result table using the 1-crystal row. Place the daemon where the fighter stood; if its base cannot fit, place it as close as possible. The daemon is friendly to the retinue.

After the battle, a remaining friendly Caster with Infernal may attempt to bind the daemon — see Summoning — Binding. On a natural 1 during the binding roll, that fighter is Slain in place of the normal caster result. If no eligible Caster with Infernal remains, the daemon returns to the hells.

Damned cannot be removed. A fighter may carry multiple Damned conditions; each widens the trigger range by 1.