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Version: Balance Patch Preview

The Dark Prince

To follow the Dark Prince is to pursue perfection, sensation, and excess without restraint. Speed becomes obsession, grace becomes arrogance, and every movement is a performance that must never falter.

The Dark Prince Update

Gameplay Changes

  • The Dark Prince now uses the new Favour of the Gods system based around speed, movement, and excess.
  • Gang Drawback has expanded:
    • fighters now suffer a Flesh Wound whenever they fail an Initiative check
    • falling still causes double distance for fall damage
  • Added gang mechanic Pushed to Excess:
    • after a voluntary Move, Charge, or Leap, fighters may repeatedly attempt extra 1" moves
    • each extra move becomes progressively more dangerous
    • failing causes a Flesh Wound and immediately ends the activation
    • succeeding 5 times in a single action grants +3 Movement and +3 Attacks for the rest of the battle
  • The Gods’ Favour now works as follows:
    • Angered: the gang must activate in strict order:
      • Leader → Champions → Gangers → Juves → everyone else
    • Watching: all fighters gain Clamber and +D6" to Leap
    • Pleased: same as Watching, plus once per round two Ready fighters may be activated one after the other
  • Slaangors are now recruited while the gods are Watching or Pleased.
  • Dark Bargain has changed:
    • if the pact is broken, the fighter is now controlled by an opponent for the rest of the battle
    • in multiplayer, control is randomly determined each round

Patron Bonus

Leader Bonus: +2 Movement
Spawn Bonus: When this fighter makes a Move, roll 2D6 and select the highest.

Gang Drawback – Fatal Excess:
If a fighter fails an Initiative check, they immediately suffer a Flesh Wound.

Additionally, when a fighter suffers fall damage, double the distance fallen when determining damage.

Perfection demanded. Failure punished.


Pushed to Excess

Whenever a fighter makes a voluntary Move, Charge, or Leap action, after resolving that movement, if they are still Standing and Active, they may attempt to move an additional 1".

To do so, roll a D6:

  • 1st attempt: fails on a 1
  • 2nd attempt: fails on a 1-2
  • 3rd attempt: fails on a 1-3
  • 4th attempt: fails on a 1-4
  • 5th attempt: fails on a 1-5

If failed:

  • The fighter immediately suffers a Flesh Wound
  • Their activation immediately ends

If successful:

  • The fighter moves an additional 1" and may attempt again

If a fighter successfully makes 5 additional moves in a single action, they are overwhelmed by perfection:

  • Immediately increase their Movement and Attacks by 3 for the remainder of the battle

The Gods’ Favour

The Gods Are Angered:
Prideful: During each round, your gang must activate fighters in the following order:

Leader → Champions → Gangers → Juves → all other fighters

You must activate all available Ready fighters from each category before moving to the next.

The Gods Are Watching:
All fighters gain Clamber and add +D6" to any Leap action (roll after declaring).

The Gods Are Pleased:
All fighters gain Clamber and add +D6" to any Leap action.

Additionally, once per round during the Activation phase, you may select two Ready fighters and activate them one after the other.


Cultist

If the gang’s Favour Level is Watching or Pleased, it may recruit Slaangors.

Slaangor

Slaangor (Champion) 0-290 Credits
MWSBSSTWIALdClWilInt
6"3+4+4423+29+5+7+8+

Special Rules: Gang Hierarchy (Champion), Death Throes

Special Rules

Death Throes: If this fighter is taken Out of Action while Engaged, they may immediately make a Fight action. They may not perform a Coup action.


Dark Bargain

Dark Agility: Increase this fighter’s Movement by 1.

Pact Requirement: This fighter must not be the last fighter to activate in any round.

If this pact is broken, the Dark Prince’s favour turns to spite.
For the remainder of the battle, this fighter is controlled by your opponent.

In multiplayer battles, randomly determine which opponent controls this fighter at the start of each round.


Cursed Spawning

A fighter created through Cursed Spawning gains the Seeker rule:

Seeker: This fighter gains +1 XP if they perform any of the following during a battle:

  • Charge 3" or more beyond their Movement characteristic
  • Leap a gap of 3" or more
  • Fall or drop from a height of 3" or more

Forbidden Summoning

Agony Bringer

Agony Bringer
MWSBSSTWIALdClWilInt
7"2+6+4432+49+6+7+9+

Special Rules: Warp Entity, Impossible Agility
Skills: Nerves of Steel, Step Aside, Dodge, Evade, Clamber, Acrobatic, Sprint
Equipment: Boning Sword, Blind Snake Pouch

Special Rules

Impossible Agility: If targeted by a Fight action, this fighter makes Reaction attacks first.


Ascension

A fighter granted Ascension gains Hubris:

Hubris:
This fighter gains Fly, cannot be Pinned, and gains the Evade skill.

However, during this fighter’s activation, you must declare the outcome (pass or fail) of one eligible dice roll before rolling.

  • If declared incorrectly (or not declared), immediately roll an Injury dice and apply the result.

Examples: hit rolls, wound rolls, charge rolls, or characteristic tests.


Perfection is not a goal — it is an addiction.