Fame #
Fame is the measure of a Captain’s – and by extension, their Company’s – luck and prowess.
A Captain’s Fame affects their ability to recruit and command Groups:
- A Captain can’t recruit a Group with more Glory than the Captain’s Fame.
- If the point value of a Captain’s Company (not counting Champions) exceeds their Fame and they face an enemy with more Fame or Glory, roll 1d6 for every company. On a 1–2, the Group refuses to fight. If the enemy has more Fame and Glory, roll 1d6 again. On a 1, the Group defects and joins the enemy.
- If a Captain has more Fame than a surrendering Group’s Glory, roll 1d6. On a 5+, the Group offers to join the Captain.
- A Captain’s Fame can earn special traits. See Fame Traits for more information.
Captains gain Fame when they lead their folk to battle:
- +VP difference for every victorious skirmish.
- +VP for every revealed Ambition they fulfill.
- +1 for engaging an enemy with more Fame.
- +1 for engaging an enemy worth more points.
- +1 for engaging an enemy that cast any Spells.
- +1 for every skirmish without any of their Groups Routing or Surrendering.
- +1 for every skirmish where every enemy Group Routs or Surrenders.
Captains lose Fame when they fail or act without honor:
- –VP difference for every losing skirmish.
- –VP for every revealed ambition they don’t fulfill
- –1d6 whenever they refuse a Duel
- –1 whenever one of their Champions refuse a Duel
- –1d6 whenever the Captain’s Group Routs or Surrenders
- –1 if the enemy had less Glory
- –1 if the enemy was worth fewer points
- –1 if the Captain’s Group wasn’t Bloodied
Fame Traits #
As a Captain’s Fame grows, they gain special Traits that affect their leadership, if they meet the requirements. If they are unable to select a trait because they meet none of the requirements, they earn the first trait they meet the requirements of.
- At 5 Fame, choose one:
Competent
Must have won more Skirmishes than lost.
Groups only refuse to fight on a roll of 1 when facing an enemy with more Fame or Glory.
Likable
Must have won a Skirmish, fought in melee, and fought a Duel.
Groups never defect to join the enemy.
Willing
Must have fought in melee against 3 different Groups.
+3 Fame for the purposes of recruiting Groups.
- At 10 Fame, choose any prior unselected trait, or:
Brave
Must have the Willing Trait and Attacked 5 Groups with more FS while Bloodied.
Captain’s Group ignores the Terrifying trait and +1 when testing Resolve for Groups within 12”.
Clever
Must have the Competent Trait and won 3 consecutive Skirmishes against enemies with more Fame.
Once per turn, a Group may reroll when activating.
Lucky
Must never have lost a Skirmish.
Double Fame for the purposes of recruiting Groups. Until the Captain loses a Skirmish, Groups never refuse to fight.
- At 25 Fame, choose any prior unselected trait, or:
Charismatic
Must have the Likable Trait and had at least 1 enemy Group defect to their side.
Enemy Group fighting for a Captain with less Fame refuse to fight on 1–3 and defect on 1–2.
Generous
Must have given at least twice the silver owed after three Skirmishes.
Groups may reroll failed activations to Move towards an Objective and Resolve tests when not Bloodied.
Passionate
Must have passed 5 Resolve tests while Bloodied.
Groups within 6” ignore penalties on their Resolve test due to lost FS.
- At 50 Fame, choose any prior unselected trait, or:
Fearless
Must have the Brave trait and Attacked at least 20 Groups with more FS or Glory.
Groups within 12” are immune to the Terrifying trait and reroll failed activations to Attack.
Implacable
Must have fully Routed or Captured at least 3 Companies.
Groups reroll successful Resolve tests when Attacked by the Captain’s Group or a Shieldwall with them in it.
Sea Wolf
Must have won at least 10 naval Skirmishes and captured 20 ships.
Enemy Groups test Resolve when Boarded, rerolling if successful.
- At 100 Fame, choose any prior unselected trait, or:
Blessed
Must have won at least 20 Skirmishes, 3 without any of their Groups Routing or Surrendering.
+2FS for all Groups. Groups within 12” have +2 when testing Resolve or activating.
Chieftain
Must hold a domain, have won 5 Duels, and have at least 50 Glory.
Enemy Groups that Rout with remaining FS roll 2d6. If the result is less than their FS, they defect instead.
Terror
Must have conquered a domain and Routed at least 25 Groups directly.
All enemy Groups test Resolve before the Skirmish begins. If they fail, they refuse to fight and roll to defect.
Glory #
Glory is the measure of a Group’s skill and bravery.
A Group’s Glory affects their ability to fight:
- When activating to Attack a Group with more Glory, –1 to the test result.
- When Attacked by a Group with more than twice their Glory, test Resolve.
- When within 6” of a friendly Group with more than twice their Glory, reroll failed Activations.
- A Group’s Glory is a prerequisite for Bynames. For more information, see Bynames.
All groups gain Glory:
- +1 for every enemy routed, captured, or vanquished in a Duel.
- +1 if the enemy had more Glory
- +1 if the enemy was worth more points
- +1 if the Group was Bloodied
- +1 for every fulfilled Taunt
They also lose Glory:
- Halve their Glory if they Surrender.
- –1 whenever they Rout or lose a Duel.
- –1 if the enemy had less Glory
- –1 if the enemy was worth fewer points
- –1 if the Group wasn’t Bloodied
- –1 if they fail to fulfill a declared Taunt