The Confluence
CHANGELOG

Latest Rules & Units

Gameplay, balance, unit and army-building changes without the site-only housekeeping.

Current & Recent
v1.7.12AELDARI LEADER FIX

Kharseth — Corsair Leader

Kharseth now uses the same Leader eligibility as Prince Yriel and may lead a Corsair Reaver Band, Corsair Voidreavers or Corsair Voidscarred.

v1.7.10UNIT & FACTION

Chaos Space Marines — Defiler

Adds the approved 400-point Defiler shared chassis, its core and optional weapon suite, and Scuttling Walker. Chaos Space Marines are added as a developing faction foundation; Thousand Sons receive the same chassis with their approved Destroyer of Futures rule.

The obsolete three-weapon battle cap is also removed so every equipped weapon remains available, as required by the current universal attack rules.

v1.7.9ALTERNATE GAME MODE

Rumble — Three-Player Battles

Adds the complete Rumble rules as a separate Alternate Game Mode: Three Rivals, the Full Battlefield and seven Objectives, shared Take and Hold scoring, three-player Priority, between-round Priority choice and Rumble victory conditions.

v1.7.2RULES FLOW & NERVE DICE

Rules reference reordered for play

The universal rules are now presented in play order across eleven chapters, with Building Your Force, Preparing for Battle and Damage & Survival given dedicated homes. Line of Sight and Cover now sit with targeting, while Psyker, Transport and Firing Deck rules sit under Special Rules & Systems.

The Focus and Panic pair is now formally named the Nerve Dice; this is a terminology change only and does not alter the 2d12 mechanic.

v1.7.1CORE RULES REWORK

Rules audit complete

The completed rules audit is now live across the Companion: 2d12 Focus/Panic resolution, Critical Hits, AP, alternating activations, movement and Engagement, Direct Damage, conditions, Objectives, deployment, Weapon Features and battlefield sizes all use the approved wording. T’au targeting, Aeldari Psyker rules, Thousand Sons Channel the Warp, Support and Greater Wars progression are also updated.

Existing Sylvaneth and Adeptus Astartes content is preserved unless a universal rule directly affects it.

v1.7.0SYLVANETH LAUNCH

Sylvaneth, Fly & Greater Wars

Adds the complete 20-entry Sylvaneth roster, Creeping Overgrowth faction package, Grasping Roots, Jade Thorns and Zephyrspite Rush, plus Glade Defenders, Lords of the Clan, Followers of Kurnoth, Outcasts and The Everchanging Seasons.

Adds Sylvaneth Commander dispositions and Primary Missions, the approved balance/threshold pass, Play Mode tracking for Overgrown terrain, Quarry and Seasons, and the strict Fly audit. At 3,000+ Points, a second same-faction Detachment grants Stage I only.

v1.6.2.18TRIANGLE BALANCE PASS

Sharper strengths, clearer weaknesses

Applies the approved balance sweep across Centrepieces, flagged Characters and Specialists, multi-model durability, and under-tuned profiles. The changes preserve each unit’s intended role while restoring clearer trade-offs across the defensive and combat triangles.

Sanguinius’ Blade Encarmine moves to 4d12 and Infernus to 4d12 One Shot; the Manta’s 120″ Heavy Rail Cannons also gain One Shot. The approved Ahriman, Exalted Sorcerer on Disc, Blood Angels, Twin Lance, Sekhetar, Skyweaver, Dragon Knight, Farstalker, Chaos Predator, Krootox, Piranha, Death Jester and Sky Ray adjustments are included.

v1.6.2.4ADEPTUS ASTARTES / BLOOD ANGELS

Chapter rules, detachments and Blood Angels profiles

Adds the shared Combat Doctrine engine and Chapter layer for Adeptus Astartes. Blood Angels use Red Thirst and The Flaw Unleashed; Ultramarines use Codex Discipline and Theoretical / Practical. The remaining Chapter identities are registered for their later bespoke content pass.

Adds Battle-Brother Cohort, Angels of Death, Independent Strike Teams, Armoured Task Force and Command Echelon. Shared Battleplan is explicitly PROVISIONAL.

Adds Sanguinary Guard, Death Company Marines, Death Company Captain, Sanguinary Priest, Death Company Dreadnought and Baal Predator as real selectable profiles/configurations. No standalone d6 ability-resolution rolls were introduced in these Blood Angels rules.

v1.6.1.9BATTLE WEAPON RENDER FIX

Selected Weapons Stay on the Stat Block

Fixes selected Battle Weapons disappearing after saving a unit. The selector remains the active battle loadout while the unit keeps the profile catalogue needed to render those selected weapon systems and all of their forms.

Unselected weapon systems remain inactive and hidden from battle stat blocks.

v1.6.1.5WEAPON-TYPE BATTLE CAPS

Separate ranged and melee loadout limits

T’au may take up to 4 ranged and 3 melee weapon systems. All other factions may take up to 3 ranged and 3 melee weapon systems.

A weapon with multiple profiles or forms is selected once and every form comes with it without consuming additional slots.

v1.6.1.4BATTLE WEAPON SELECTION

Selected weapons are the weapons you bring

Battle Weapons became the actual weapon systems a unit takes into battle rather than a reference-only shortlist.

Unselected weapon systems are not active and do not appear on battle stat blocks.

v1.6.1.1T’AU ROSTER COMPLETION

T’au roster completed

Adds 22 T’au Empire and Kroot profiles, bringing the supported roster to 40 profiles with fortifications intentionally excluded.

Stormsurge and Ta’unar Supremacy Armour were audited against the supplied current source profiles.

v1.6.1T’AU CATCH-UP

Rules, missions, detachments and targeting network

Moves the T’au roster onto the current 2d12 scale and adds 18 Character Primary Missions.

Adds Mont’ka, Kauyon, Auxiliary Cadre, Retaliation Cadre and Kroot Hunting Pack.

Replaces Acquire Target with the Observer → Guided For the Greater Good network.

Updates Hazardous and Blind Fire to the current playtest rules.

v1.6.0PLAYTEST PATCH

Post-playtest balance and wording

Starfang moves to DC 17; Mutalith Vortex Beast moves to DC 12; Rangers use d10 Long Rifles and cost 200 points.

Blast uses a fixed 6″ radius around the attacked model and Warhost Martial Grace requires a successful attack.

Archive
v1.5.991 update

Harder to Comprehend at Range

The Mutalith Vortex Beast receives a small defensive bump: DC increases to 8, and Impossible Form now gives ranged attacks Disadvantage when fired from more than 18″ away instead of more than 12″.

v1.5.981 update

Exodites Join the Current Scale

Dragon Knights, Clansblade, Stonesinger and Leystalker have been moved onto the current 2d12-era defensive scale and repriced accordingly. The obvious legacy d6 Exodite carbine and drakesteed attack profiles have also been brought into line with the current Aeldari damage hierarchy.

v1.5.971 update

Fresh Model Data on Every Build

The army builder, Models compendium and preset loader now request the versioned model database with cache disabled. This prevents mobile Safari and Chrome from holding onto an older preset-index and hiding or reverting recently updated profiles such as the Mutalith Vortex Beast.

v1.5.961 update

Specialists Now Rebuild the Unit

Corsair Voidscarred no longer use manual Multi-model Weapon Tracking. Choosing a Specialist Loadout automatically assigns that specialist model’s equipment, keeps the remaining Voidscarred on their standard Shuriken Pistol + Power Sword set, and adds the specialist’s unique signature ability.

All Voidscarred weapon profiles are now reviewed per-model profiles rather than Legacy damage modes. The selected loadout is carried into Play Mode’s casualty roster, and changing the specialist rebuilds the model equipment while preserving existing casualty state.

v1.5.951 update

Specialist Loadouts Are Now Selectable

Corsair Voidscarred now have a dedicated Specialist Loadout selector when they are added or edited. A unit may choose no more than one specialist, and each specialist type can only be selected once across the army.

The chosen specialist is shown in the Army Builder, full stat block and Play Mode. Way Seeker alone grants the unit Psyker access; the base Voidscarred profile is no longer universally a Psyker.

v1.5.941 update

Voidreavers & the Living Vortex

Corsair Voidreavers are now a full 5-model Infantry profile at 200 points, with a whole-unit choice between Shuriken Rifles or Shuriken Pistols + Corsair Blades. Their rules lean into fast raiding and taking contested ground.

The Mutalith Vortex Beast drops to 325 points and has been rebuilt around its in-world horror: Mutating Aura, Impossible Form and The Flesh Remembers Wrong now make proximity to the creature physically and mentally dangerous. Its offensive profile has also been reduced to match the cheaper control-focused role.

v1.5.938 updates

Tap to Preview a Unit

Units in the Add screen can now be tapped before selection to open a clean read-only preview with lore, core stats, weapons and abilities. The Add button remains separate so previewing a profile never adds it by accident.

Sticky Unit Names

Unit names now remain pinned to the top of the unit editor while the profile is scrolled, with a solid blurred header treatment so the title and close control stay clear over weapons, abilities and artwork.

Cleaner Unit Detail Screens

Opening a unit now shows its Points, a short in-world lore introduction, and a centred core stat block immediately at the top of the screen. Weapons, abilities, model tracking and artwork are separated into clear sections, with artwork controls moved to the bottom.

All 59 current model profiles now include short lore text. The same flavour text is also available in the Models compendium. Mobile wrapping, spacing and alignment have been tightened for Chrome and Safari.

15 VP, Weighted by Difficulty

All 54 Character Primary Missions still cap at 15 VP per Battle Round, but their 3 cumulative milestones no longer award a flat 5 VP each. Easier requirements now award less and harder, riskier or less reliable requirements award more.

The full set of 162 Primary milestones was reviewed individually. The missions use multiple scoring curves rather than one template, while every mission still totals exactly 15 VP and the 45 Primary VP battle cap remains unchanged.

Familiar Roles, Character-Specific Missions

Character Primaries received a light identity pass rather than a ground-up rewrite. Purge the Foe now centres on meaningful kills, Take and Hold on controlling several Objectives, Priority Assets on the central priority site plus a task, Reconnaissance on battlefield interactions and routes, and Disruption on denial and counter-play.

Objectives remain relevant to every Primary Mission. Commander and faction lore still determines how each mission expresses its Disposition.

Distinct Primary Tiers

All 54 Character Primary Missions now use three genuinely distinct cumulative milestones instead of repeating the same requirement at escalating levels. The mobile Primary layout has also been rebuilt so VP headings and rules stack cleanly without overlapping in Chrome or Safari.

The corrected Solitaire profile is included: 325 Points, Move 14", DC 21, HP 4, Skill +3, Minor 10, Major 20, Solitaire Blade 3d12 Precision, Charge, Deep Strike, updated Flip Belt, Blur of Movement, Curtain Call, The Final Cut, Blitz, The Lonely Path, and the Battle Round 2 deployment restriction.

Full Psyker List in Faction Reference

The Aeldari Faction Reference now always shows Guide, Fortune, Doom and Eldritch Storm beneath Aeldari Psyker. The reference list is no longer hidden by the current army composition. Interactive use controls still require the army to actually contain a Psyker.

Five-Round Battles & 15 VP Primaries

Battles now end after Battle Round 5. Play Mode marks Round 5 as the FINAL ROUND, changes the round action to Score Final Round, and moves directly into the battle summary after final scoring.

Character Primaries now use 3 cumulative tiers worth 5 VP each, for up to 15 Primary VP per Battle Round and 45 Primary VP per battle. Purge the Foe missions have been rebuilt so killing alone is not enough: they require deliberate targets, focused attacks, objective consequences, survival, displacement or follow-through.

The Play stack interaction path also received a Chrome/Safari stability pass: disclosure height changes no longer use delayed layout jumps, swipe stacks avoid redundant height churn, and mission scoring updates locally without rebuilding Play cards. A duplicate Secondary score-addition bug was also removed.

v1.5.851 update

Skill Dice, Model Attacks & Mission Rework

Attacks now use Focus and Panic Skill Dice, matching dice Critical, Focus-over-Panic Inflict and Panic-over-Focus Hazardous. Every surviving model attacks once, identical weapons may be batch-rolled as separate attacks, Character Primaries now score up to 5 VP through five layered conditions, and every Secondary pool is now 6 Tension / 2 Neutral / 2 Reinforcing.

Aeldari Psyker access now includes Eldrad Ulthran, Shadowseer, Kharseth and Corsair Voidscarred. The agreed active-choice passives now cost AP, with the Mutalith Vortex Beast intentionally left unchanged for its future rework.

v1.5.842 updates

Secondary Missions

Every battle now draws two static generic Secondaries from the selected Disposition. They are visible in Battle Round 1, may be replaced once for 1 AP during that round, activate from Battle Round 2, and are scored alongside the Primary Mission.

Cloud Sync Messaging

Cloud sync and Army Key sharing now report configuration, permissions and connectivity problems in player-friendly language rather than exposing raw backend errors. The Supabase setup script also requests a schema-cache refresh after migration.

v1.4.11 update

Army Builder & Rules Cleanup

Fixes AP rule-token matching, replaces placeholder roster limits, reduces the army allowance to 5%, and makes the points bar reveal the allowance only once the normal battle size is exceeded.

v1.4.01 update

The Confluence — Major Rules & Play Update

Complete Thousand Sons and Aeldari balance pass, ten replacement Detachments, revised core rules, searchable/tappable terminology, Psychic casting, live Play Mode modifiers, cloud Army Keys, Campaign snapshots, a rebuilt landing page, and the new transparent Confluence wordmark.