Traditions
After you select your Archetype, select one Tradition for the whole retinue. Every fighter gains that Tradition keyword and the matching Domain keyword.
Each Tradition grants one retinue-wide special rule. Tradition effects apply to fighters with that Tradition keyword unless the rule says otherwise.
Domains
| Domain | Knights | Hunters | Folk | Cult |
|---|---|---|---|---|
| Light | Crusaders, Paladins | Paladins, Luminaries | Crusaders, Penitents | Penitents, Luminaries |
| Arcane | Spellblades, Sorcerers | Spellblades, Runecasters | Ritualists, Runecasters | Ritualists, Sorcerers |
| Infernal | Hellknights, Damned | Hellknights, Binders | Diabolists, Damned | Diabolists, Binders |
| Nature | Grove-keepers, Hedge-walkers | Werebeasts, Hedge-walkers | Witches, Grove-keepers | Witches, Werebeasts |
| Necromancy | Sepulchers, Wightlords | Bone-priests, Wightlords | Bell-keepers, Sepulchers | Bell-keepers, Bone-priests |
| Blood | Vampires, Dynasts | Dynasts, Revelers | Revelers, Courtiers | Vampires, Courtiers |
| Mortal | Constables, Ironbound | Zealots, Alchemists | Constables, Alchemists | — |
Tradition Special Rules
Light
Crusaders: Friendly fighters within 1" of at least one other friendly fighter add +1 Sanity to Fear, Panic, and Insanity tests.
Paladins: Once per round, when a friendly fighter becomes Downed, one friendly fighter within 6" may move up to 3" toward them. This move cannot enter engagement range.
Penitents: While a friendly fighter has fewer than their starting Wounds, they gain +1" Movement.
Luminaries: At the start of each round, select one enemy fighter within line of sight of any friendly fighter. That enemy loses Hidden.
Arcane
Spellblades: Fighters with the Spellblades keyword cost +5 Crowns. Melee weapons they carry gain Arcane.
Arcane — When this fighter attacks with this weapon, they may change 1 failed Strike Pool die into a normal hit. The hit keeps the die's color and cannot become a critical hit.
Ritualists: Before deployment, place one ritual circle wholly within your deployment zone. Friendly Caster fighters within 1" of it add +1 to casting rolls. If they roll a Mishap, they suffer 1 Wound after resolving it.
Sorcerers: Friendly Caster fighters may each know 1 additional spell for +10 Crowns. When a Caster who knows an additional spell this way rolls a Mishap, they suffer 1 Wound after resolving it.
Runecasters: Fighters with the Runecasters keyword may buy Rune-stones for 15 Crowns.
Rune-stones take 1 kit. Once per battle, after a fighter carrying Rune-stones makes an attribute check, rolls to hit, rolls defense dice, or makes a casting roll, they may discard the Rune-stones to reroll one die from that roll. They must accept the second result. Remove the Rune-stones from the roster after the battle.
Infernal
Diabolists: Once per battle, at the start of a friendly fighter's activation, that fighter may suffer 1 Wound to gain +1 Might and +1 Sanity until the end of the battle. Friendly fighters add +1 to Will checks for rout tests (see Morale).
If that fighter becomes Downed, they lose this bonus and suffer −1 Might and −1 Sanity until the end of the battle. Sanity cannot be reduced below 1.
Binders: This retinue may buy Summoning Crystals. Daemons cannot be recruited normally; they enter battle through Summon Daemon. Friendly fighters add +1 to Will checks for rout tests (see Morale).
Hellknights: Armor and shields bought by fighters with the Hellknights keyword cost +10 Crowns. Friendly fighters wearing armor project Fear (6").
Damned: Fighters with the Damned keyword who lack Caster cost −10 Crowns. When rolling on the Casualty Table for one of those fighters, subtract 1 from the roll. Friendly fighters add +1 to Will checks for rout tests (see Morale).
Nature
Witches: Once per round, when an enemy fighter within 12" of a friendly Caster makes an attribute check or casting roll, subtract 1 from that roll.
Grove-keepers: After terrain is set, select one terrain piece outside both deployment zones. Friendly fighters within 1" of it add +1 to Recover rolls.
Werebeasts: When you recruit a fighter with the Werebeast keyword, select one beast-mark for that fighter: Wolf, Rat, Bear, or Serpent. Each such fighter costs +10 Crowns and gains its selected mark's rule. A fighter cannot have more than 2 beast marks in total — see Feats — Wild Aspect.
Wolf: Fighters gain Fighting Claws. Fighting Claws are a free melee weapon (no kit cost): +2 Might, +1 Skill, Axe.
Rat: Fighters may carry 1 additional one-handed weapon. This extra weapon cannot be a shield, firearm, bomb, or two-handed weapon.
Bear: Fighters gain +1 Might and −1 Sanity. Sanity cannot be reduced below 1.
Serpent: When a fighter attacks with a melee weapon, 1 unblocked hit may add 1 Affliction token instead of 1 Wound. See Conditions — Afflictions.
Hedge-walkers: During deployment, up to 2 friendly fighters may start Hidden if each is within 1" of terrain and outside the enemy deployment zone.
Necromancy
Bell-keepers: Once per battle, when this retinue removes a friendly body token — see Body tokens — place a Zombie where the token was. The Zombie joins your retinue for the rest of the battle. This is not summoning — the Zombie does not have the Summon keyword. Friendly fighters add +1 to Will checks for rout tests (see Morale).
| Zombie | M | CC | RC | Mt | Sk | Wi | Sa | W |
|---|---|---|---|---|---|---|---|---|
| Profile | 4" | 2 | — | 3 | 1 | 1 | 1 | 1 |
Equipment: Unarmed attack. Cannot be changed.
Unarmed attack: Unblocked hits add 1 Affliction token in addition to normal Wounds. See Conditions — Afflictions.
Keywords: Undead. Fearless. Immune to Fear, Panic, and Insanity.
After the battle, roll on the Casualty Table for the original fighter as normal. If the original fighter is Slain and the Zombie is not Out of Action, the Zombie joins your retinue. Otherwise, remove the Zombie from your roster.
Bone-priests: This retinue may recruit Skeletons as Rank fighters up to its normal Rank role cap: up to 4 Skeletons for Hunters or up to 7 Skeletons for Cult. Skeletons count toward the retinue's maximum number of fighters and cannot gain XP, buy equipment, carry scenario rewards, or use post-battle advancement. Friendly fighters add +1 to Will checks for rout tests (see Morale).
| Skeleton | M | CC | RC | Mt | Sk | Wi | Sa | W |
|---|---|---|---|---|---|---|---|---|
| Profile | 5" | 3 | 3 | 4 | 5 | 1 | 1 | 1 |
Equipment: Sword and Shield (already included in Might/Skill). Cannot be changed.
Keywords: Undead. Fearless. Immune to Fear, Panic, and Insanity.
Sepulchers: While a friendly fighter is Downed or Stunned, that fighter projects Fear (6"). Friendly fighters add +1 to Will checks for rout tests (see Morale).
Wightlords: All fighters with the Wightlords keyword cost +20 Crowns and gain Undead and Fearless. Friendly fighters add +1 to Will checks for rout tests (see Morale).
Blood
Vampires: At roster creation, each fighter with Leader, Elite, or Specialist gains the Vampire keyword and costs +20 Crowns. Fighters with Rank do not gain Vampire. A fighter with Vampire counts as Undead for any rule that checks Undead (silver weapons, Radiant Strike, and similar). Each fighter with Vampire chooses 1 vampire ability (list TBD — record on the roster sheet). When a fighter with Vampire takes an enemy fighter Out of Action with Melee or Mercy Kill, restore 1 Wound to that fighter. Fighters with Vampire pay 2 XP more than the normal cost to buy each post-game advancement — Feat 5, Attribute 10 (see Spending XP — Advancement Rolls).
Dynasts: At roster creation, select up to 3 melee weapons in this retinue to be heirloom weapons. No fighter may carry more than 1 heirloom weapon.
When a fighter attacks with an heirloom weapon, add +1 Close Combat to that Melee attack.
If a fighter carrying an heirloom weapon is Slain, the weapon passes to the friendly fighter in the retinue with the highest Might. If there is a tie, select one tied fighter.
If a fighter carrying an heirloom weapon is captured, the opposing retinue keeps the heirloom weapon but cannot use it. When recommending a ransom, value the heirloom weapon at 10 Crowns in addition to the fighter's other weapons and gear. Return the heirloom weapon when the fighter is returned through ransom, exchange, or release.
Revelers: At the start of a friendly fighter's activation, they may suffer 1 Wound to gain +2" Movement until the end of that activation.
Courtiers: This retinue starts with +100 Crowns. Each fighter in this retinue starts each battle with 1 fewer Wound than their Wounds value, to a minimum of 1 Wound.
Mortal
Zealots: When a friendly fighter attacks an enemy Caster, add +1 Close Combat or +1 Ranged Combat to that attack — whichever Hit attribute the attack uses.
Constables: When a friendly fighter performs Mercy Kill, they 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.
Alchemists: This retinue may buy alchemical weapons and alchemical consumables without rolling on the Shadow Market table.
Ironbound: Friendly fighters within 1" of at least one other friendly fighter project Fear (6").