Noctvale
Campaign

Post-Game Sequence

After each battle, resolve the steps below in order. Each step uses tables or scenario rewards — apply the result, then move on.

This is the campaign loop: injuries → Survival Rolls → economy → advancement. Influences: Mordheim casualty rolls, Necromunda lasting injuries, and Warhammer Quest post-quest events.


Sequence at a Glance

  1. Scenario Results — victory rewards and Relics recovered on the battlefield
  2. Casualties — every fighter who ended the battle Out of Action rolls on the Casualty Table
  3. Captives and Ransom — ransom or exchange captured fighters, then roll on the Captured Table
  4. Companion Recovery — every Companion who ended the battle Out of Action rolls 1d6 (Companion Recovery)
  5. Doom — any fighter directed to this table rolls 2d6
  6. Survival Rolls — winner rolls location; loser rolls Generic (survival rolls)
  7. Economy — sell Relics, recruit, equip, optional Barber Surgeon (Economy, retinue building)
  8. Experience & Advancement — award XP; spend on Advancement (optional — only if the player buys rolls)

Step 1: Scenario Results

Resolve the scenario's victory rewards and any Relics recovered on the battlefield.

Scenario rewards are static. Do not roll for scenario rewards unless the scenario tells you to make a random reward roll (see Reward Roll Rule).

Set recovered Relics aside until Step 7.


Step 2: Casualty Table

Each fighter who was Out of Action when the battle ended rolls 1d6 on this table.

Fighters who were Downed or Stunned but not Out of Action skip this table — they are battered but return next battle with no roll.

Captured fighters skip this table. Resolve them during Captives and Ransom.

Companions are not fighters — they never roll on this table. See Companion Recovery.

d6 Result
1 Slain — remove the fighter from your retinue. Skip Doom and post-game Experience for this fighter.
2 Grievous — roll on the Doom Table (2d6).
3 Scarred — return next battle; permanently −1 to one attribute of your choice (minimum 1).
4 Convalescent — survives but misses the next battle.
5 Battered — return next battle; no permanent effect.
6 Hardy — return next battle; gain +1 Experience.

Step 3: Captives and Ransom

For each Captured fighter, the capturing player may name a ransom, offer an exchange for an enemy fighter, or release the fighter without payment. The captured fighter's player decides whether to accept the ransom or exchange. A recommended ransom is slightly less than the fighter's current full value, including their recruitment cost, ancestry, weapons, gear, and advancements.

If both players agree, transfer any Crowns or exchanged fighters and return the captured fighter to their retinue. Then roll 2d6 on the Captured Table. If no agreement is reached, the fighter remains Captured and cannot take part in battles or post-game actions. The capturing player may make a different offer during a later post-game sequence.

2d6 Result
2 Broken Mind — permanently −1 Sanity and −1 Will.
3 Memory Loss — lose up to 5 Experience, to a minimum of 0.
4 Tormented — permanently −1 Sanity.
5 Interrogated — permanently −1 Will.
6 Shaken — miss the next battle.
7 Released — no additional effect.
8 Defiant — gain +1 Experience.
9 Unbowed — gain +2 Experience.
10 Escape Artist — gain +3 Experience.
11 Horrible Scars — permanently projects Fear (6").
12 Hardened — permanently increase Sanity or Will by +1, to a maximum of 6.

Permanent reductions cannot lower an attribute below 1.


Step 4: Companion Recovery

Each Companion that was Out of Action when the battle ended rolls 1d6:

d6 Result
1–4 Recovering — the Companion misses the next battle.
5–6 Fine — return as normal.

Companions are never removed from the roster and never roll on the Casualty Table or Doom Table.


Step 5: Doom Table

Roll 2d6 when directed from the Casualty Table (Grievous), or from a Survival Roll Mishap if noted.

Permanent injuries reduce attributes. Attributes cannot drop below 1. Campaign advancement may later raise attributes again (max 6).

2d6 Doom
2 Slain — remove the fighter from your retinue.
3 Crippled — M −1".
4 Severed Hand — CC −1 or RC −1 (your choice).
5 Shattered Nerve — Sa −1.
6 Old Wound — W −1.
7 Surface Scars — no attribute loss; the fighter is Marked (flavor only, or scenario hook).
8 Head Wound — Wi −1 or Sa −1 (your choice).
9 Chest Wound — Mt −1.
10 Ruined Eye — RC −1 or Sk −1 (your choice).
11 Spirit-Touched — the fighter misses the next battle.
12 Miraculous — full recovery; gain +2 Experience.

Step 6: Survival Rolls

Run Survival Rolls.

Survival Rolls may award Relics, Crowns, gear, and Mishaps. Set recovered Relics aside until Step 7.


Step 7: Economy

  1. Total Relics recovered this battle from scenario rewards, Looting, and Survival Rolls.
  2. Sell any Relics you wish to sell for Crowns (Selling Relics).
  3. Recruit fighters and buy gear. Update Roster Cost on the roster sheet.
  4. Optionally, send fighters to the Barber Surgeon (see Barber Surgeon).

Barber Surgeon

Any fighter who carries a permanent injury from the Doom Table may visit the Barber Surgeon. Visiting costs 50 Crowns and requires one other Active friendly fighter to accompany them. The accompanying fighter cannot perform any other post-game action this step.

Before rolling, declare which Doom Table injury you are attempting to remove. Then roll 2d6.

2d6 Result
2 Fatal Complication — the fighter dies on the table. Remove them from the retinue.
3–5 No improvement — the injury remains. The fee is lost.
6–8 Patched up — the declared injury is removed; the fighter permanently projects Fear (6") — add this to their profile.
9–11 Healed — the declared injury is removed.
12 Full recovery — the declared injury is removed; the fighter gains 1d3 Experience.

A fighter may only visit the Barber Surgeon once per post-game sequence.


Step 8: Experience & Advancement

After the Economy step, award Experience in three passes (see Earning XP):

  1. Battle — did not go Out of Action, direct Out of Action, enemy Leader Out of Action
  2. Scenario — as written in the scenario (including for fighters later removed as Slain)
  3. Post-gameHardy, Miraculous, and any Survival Roll or scenario result that grants Experience to a named fighter (not Slain)

Optionally spend XP on Advancement rolls (see Leveling and Advancement).