Konflikt ’47 is still early in its lifecycle, but the enthusiasm and creativity from the community have been incredible. This update is the first opportunity to channel that early energy into a clear, organised set of refinements for the game.
One of the strengths of Konflikt ’47 is its use of living Army Lists. As players experiment with new combinations and push the edges of Rift-tech interactions, the design team has been tracking those insights closely. This has highlighted a few rules that benefited from firmer, more explicit wording to make sure they reflect their intended roles on the tabletop.
With that early feedback in mind, this update brings together targeted clarifications, quality of life improvements, corrective points changes, and even the return of a long-anticipated unit entry. The aim is to reinforce the core experience of the game and support its developing meta, not to reshape it overnight.
That said, there are plenty of exciting changes to explore!
FAQ Overview
The December FAQ focuses on clearing up a number of common rules questions that surfaced once more players began getting games in. These are clarifications rather than rule changes, but a few of them are worth highlighting here because they help smooth out early play and reinforce intended interactions.
I’ve picked out some of the notable clarifications – for the full list, you can download the complete FAQ PDF HERE.
Crush on Type 10 Shiboru Rifles
Each rifle generates its own Crush effect. When firing at Vehicles, each hit becomes a paired hit before combining into a single Pen +2 result. This stops massed shots from collapsing into one oversized attack while still letting the rifles hit above their weight when fired in numbers.
Guts and Luck With Multiple Damage Rolls
A Hero only makes one Guts or Luck test when suffering multiple damage results from a single attack. Extra rolls are discarded before testing. This prevents multi-hit weapons from forcing stacked morale or survival checks and keeps Hero durability behaving as intended.
Twin Weapons and Arsenal of Democracy
Twin weapons are now clearly defined as two identical weapons sharing a mount. They follow the Multiple Weapons on the Same Mount rules and resolve as separate shots. This also clarifies that twin one-shot weapons do not count as multi-shot for Arsenal of Democracy, which keeps US Rift weapon interactions consistent with the wider ruleset.
Errata Summary
The Errata section contains actual rules changes. These are small but important adjustments that refine weapon interactions and formalise several design intentions.
High Penetration Weapons (p.64)
Advanced Small Arms are now included as Pen weapons that can split fire from the rest of the squad. This removes awkward edge cases and makes mixed weapon units easier to run cleanly.
Long Range (p.68)
Adds Advanced Small Arms as a weapon type that does not rely on kinetic energy. This clarifies that non Rift Tesla weapons like Thompson X’s do not suffer the -1 Pen at long range.
Hyper Velocity (p.84)
Secondary targets of Hyper Velocity attacks are now resolved as normal hits that ignore Cover Saves. They no longer benefit from the Hyper Velocity bonuses to hit the second target.
Shaped Charge (p.85)
Shaped Charges do not have their Pen value modified by range, clarifying that they do not suffer the -1 for Long Range in their own rules entry, rather than relying on it being in the entry on page 68.
Guts (p.98)
A unit may only have its Order Die returned to the bag once per turn using Guts. This prevents repeated activation recycling, while keeping the intended feel of Guts pushing a unit to extraordinary feats.
Deadly (X) (p.102)
Deadly specifies exactly how many dice are rolled against Infantry, Artillery, and Vehicles.
With Infantry and Artillery you are rolling extra damage dice, against Vehicles it is extra “to hit” dice. This removes ambiguity around its interaction when attacking Vehicles.
Tough Fighters (p.106)
Tough Fighters now only gain their additional damage die against Infantry and Artillery. Clarifying that the rule has no interactions when attacking a Vehicle in close quarters gives it a clear and intentional distinction from Deadly.
Points Corrections and Adjustments
This update includes a small set of points changes, most of which are corrective rather than balance driven. Several units had incorrect values from an earlier calculation matrix, and this update brings those entries back into the right efficiency bands. Only the introduction of Advanced Body Armour represents a true balance adjustment. Units that share this armour profile, such as Legio Aquila, Hauptmann Heinrich Gross, and the returning Shocktroopers, have been updated to match the new standard.
The aim here is not to reshape the emerging meta, but to ensure the Army Lists are accurate, consistent, and functioning as intended as the game settles into regular play. Below is a summary of the corrected values and minor refinements made across the factions.
Hauptmann Heinrich Gross
- New: 170
- Old: 160
Stahltruppen Officer (Company Commander)
- New: 95
- Old: 88
Schwertruppen Officer (Platoon Commander)
- Veteran 41 to 50
- Regular 32 to 41
Legio Aquila
- Veteran 65 to 75
- Regular 50 to 60
Linebacker Super Bazooka Upgrade
- 80 to 60
M4A9(T) Sherman Optional Weapons
- Heavy AT Gun: –35 to –25
- Medium AT Gun: –55 to –40
M8A3(T) Scout Car Loses Open-topped
- Inexperienced 80 to 88
- Regular 100 to 110
- Veteran 120 to 132
- Light AT 0 to -10 (adds Open-topped)
Cerberus Squad
- Dog: remains 27
- Base: 103 to 107
- Handler: 34 to 26
Type 97 Kai Shiboru Chi Ha
- Veteran 282 to 258
- Inexperienced 188 to 172
- Regular 235 to 215
New Units and Upgrade Options
Beyond the points adjustments, this update introduces several new or expanded entries that round out faction rosters, sharpen battlefield identities, and make a few existing options easier to include in your lists. Konflikt ’47 is growing!
Rifle Grenades (All Instances)
Rifle Grenade Launchers are now taken as upgrades to existing Rifles or Assault Rifles, rather than replacing them. This means squads keep their basic small arms when adding rifle grenades, bringing them inline with their intended design.
Shocktroopers (Axis)
A brand new basic infantry unit for the Axis. Shocktroopers are equipped with Advanced Body Armour, increasing their durability against weapons without a Pen value.
Roberta Wells (United States)
Roberta Wells is now fully integrated into the US Army List after her initial debut as the Warlord Games 2025 Open Day model. This update brings her existing profile into the core list so players can include her without referring to a separate PDF.
Light Rocket System for the Inago (Japan)
The Inago gains a new ranged option that pairs well with its existing battlefield role. The reduced cost makes this an appealing way to diversify Japanese Walker builds.
Only Human for Troops with Jump Packs (All Instances)
Fireflies and their Officers, as well as other nations’ Jump Pack Troops now benefit from Medic support.
Expanded Paragon Close Combat Options (United States)
Paragons may now take a Close Combat Weapon regardless of their ranged loadout, correcting the restrictive nature of the upgrade.
Combat Blade for Japanese Officers
All Japanese Officers now have access to the Combat Blade upgrade.
Closing Thoughts
The December update for Konflikt ’47 is a corrective step that clears up common rules questions, fixes point discrepancies, and keeps the Army Lists accurate and consistent as the edition matures. It has been encouraging to see how quickly the community has embraced the new edition, and this measured approach helps maintain that momentum while the game settles into regular play.
The addition of Shocktroopers and the integration of Roberta Wells into the full Army List bring new options to explore, but the focus of this update remains firmly on clarity and accuracy rather than sweeping change. Larger adjustments or new rules will arrive through future supplements, where they can be introduced with full context. For now, the priority is keeping the core experience stable, consistent, and easy to navigate as armies grow.
As always, the design team will continue monitoring feedback and questions from real games. This update is part of that ongoing process, and players can expect future clarifications or corrections whenever they are needed. For now, enjoy the new tools, explore the corrected entries, and have fun getting Konflikt ’47 onto more tables!
Ready to dive into Konflikt ’47?








