Weaver Courts Rules Teaser

September 18th is fast approaching, and with it comes an incredibly exciting update – alongside the release of the Weaver Courts! But we simply can’t wait to share more about them, so what better way to start than with a few sneak previews?

Discover everything you need to know about the Weaver Faction Rules right here!

Talk to Me About Faction Rules!

“The Cycle of Seasons”

Depending on your Warlord’s Seasonal Court the first Round of the game counts as being the same Season as your Warlord. If two Weaver Courts Players face one another, then each Player follows their own Cycle of Seasons. 

Friendly Regiments of the same Seasonal Court as the Warlord add +1 to their March Characteristic during a Round that is of the same Season as them.

Before the Start of each Round’s Supremacy Phase, starting from Round 2 and on, the Cycle of Seasons progresses one Season at a time as follows:

Spring -> Summer -> Autumn -> Winter -> Back to the beginning of the Cycle

Depending on the Season a Round is currently at, certain Rules, Abilities or Regiments – particularly those whose Seasonal Court Battlefield Roles match the Round’s Season – will benefit in unique and powerful ways!

Throughout the Weavers Army List you will find a number of ways with which to interact and manipulate the Cycle of Seasons to fit your unique Army List and tactics!

“Rampant Growth”

All Weaver Regiments and [Character]s benefit from the Rampant Growth Special Rule. When a Regiment or [Character] with this Special Rule performs a Clash or Volley Action against an Enemy Regiment, as long as a single Attack has Hit – regardless of dealing a Wound or not – it applies a Seed Marker to the Enemy Regiment. A Regiment can have up to two “Seed” Markers on it; any additional are discarded. You can use a separate color dice to keep track of the Seed Markers on a Regiment – make sure to have enough for your Opponent!

Once the Cycle of Seasons has progressed, if an Enemy Regiment has two Seed Markers on it, the Seed Markers Bloom and apply an effect unique to the current Season These are referred to as Bloom Effects. Bloom Effects last until the end of the Round. Remove all Seed Markers from the Enemy Regiment and apply an effect as seen below:

Spring’s Growth: When the Regiment determines its Charge Distance roll 2D6 and pick the lowest. Special Rules that would allow Re-Rolling Charge Distances cause both D6s to be Re-Rolled.

Summer’s Heat: When a Friendly Regiment performs a Charge Action against this Enemy Regiment, it rolls 2D6 and picks the highest when determining its Charge Distance. 

Autumn’s Harvest: When a Friendly Regiment performs a Charge Action against this Enemy Regiment, it gains the Shock Special Rule until the end of the Round.

Winter Frost: Friendly Regiments currently in contact with this Regiment gain the Dread Special Rule.

OK – BREAK IT DOWN FOR ME

Every Round, the Season changes, bringing new opportunities for synergies and combos. Some Regiments belong to a specific Seasonal Court and gain benefits when their preferred Season arrives. Other Regiments are multi-seasonal in nature, counting as part of whatever Seasonal Court aligns with the current Season.

In this way, the focus of the faction isn’t on a single Court, but rather on a strong multi-Court core, supported by elite, Court-specific Regiments.

Regarding Rampant Growth: Every time you inflict a Hit – regardless of whether it deals damage – you apply a Seed. In the next Round, when a new Season begins, all Seeds are removed and then Bloom, applying Seasonal effects to the Enemy Regiment based on the current Season. These effects last until the end of the Round. In the following Round, any newly applied Seeds will Bloom again.The good thing is you must always keep track of a single Seasonal Ability, as each Seasonal Bloom effect corresponds to the current Season in your Cycle of Seasons. Of course, there are plenty of sneaky ways to pull off some multi-seasonal combos – but we’ll be seeing more of those in future previews!

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