Darklands: First Edition - Official Addenda

A place to read and talk about our official updates, errata and addenda for Darklands. Please post all rules queries here!
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Rob Lane
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Darklands: First Edition - Official Addenda

Postby Rob Lane » Wed Feb 08, 2017 12:10 pm

Everyone,
This page will list all of the official addenda for the Darklands: First Edition rule book.

Each addendum will eventually be provided upon a PDF document that can be printed out, with each paragraph(s) having a separate entry so that they can be cut out and stuck in to the rule book.

Each quote below will add to the rules in the rule book.

Page 202:
PARRY MODIFIERS TABLE
-1 - Attacked warrior is using both a weapon and an armour element with the rule "Parry", such as a sword and shield, regardless of the enemy warrior's strength. This modifier replaces both the weapon and armour element's parry modifier and is not cumulative with the parry modifiers given if the warrior is a Shieldwall warrior, but does apply if the Shieldwall warrior's modifiers are negated by an enemy warrior's higher strength.


Cheers
Rob
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Rob Lane
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Re: Darklands: First Edition - Official Addenda

Postby Rob Lane » Mon Sep 10, 2018 2:20 pm

Thanks to Grizzle...

Page 58:
2.7.3.2
RANDOM DAMAGE DISTRIBUTION

It can sometimes be the case that damage has to be distributed randomly amongst a Damaged unit, and this is called random damage. The enemy unit has been hurt, but nobody knows which warriors have been damaged!

If invoked dice must be distributed randomly, first count how many Different Warriors there are in the Damaged unit, called the different warrior count. Different Warriors are those that have a different profile to another member of the unit, such as a Forthegn within a unit of Duguth.

EXAMPLE
A Damaged unit suffering ten damage has three different warriors within it, so the different warrior count is 3.


Then assign numbers between 0-9 to each different warrior so that the resulting different warrior divisions cover the numbers of a D10 as equally as possible, noting any remainders. Each different warrior division applies to one particular different warrior, chosen by the Damaged unit's player.

EXAMPLE
As the different warrior count is 3 and there is ten damage, rolls of 0-2 are applied to the first different warrior, rolls of 3-5 are applied to the second different warrior and rolls of 6-8 are applied to the third different warrior.


Roll Distribution Dice
Once that is done, the Damaged unit's player rolls a distribution die for each damage point suffered. The result of the distribution die determines where that damage point is distributed, and any rolls outside of the different warrior divisions
are re-rolled until they are within a division.

EXAMPLE
The distribution dice result in rolls of 1, 1, 2, 5, 3, 7, 8, 4, 9 and 0. Thus, the rolls 0, 1, 1 and 2 are applied to the first different warrior; the rolls of 3, 4 and 5 are applied to the second different warrior; and the rolls of 7 and 8 are applied to
the third different warrior. The roll of 9 is outside the different warrior divisions and so is re-rolled, resulting in a 3. Thus, the first warrior division suffers five invoked dice; the second warrior division suffers three invoked dice; and the third warrior division suffers two invoked dice.



This will make 2.7.3.2: CONTINUOUS EFFECTS 2.7.3.3., etc.

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Rob
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Re: Darklands: First Edition - Official Addenda

Postby Rob Lane » Thu Apr 18, 2019 10:25 am

Thank you to Icchan for ensuring we can get things clearer in an Attack action...

Page 206:
6.20.7.3
ATTACK REACTIONS BRING UNENGAGED ATTACKERS INTO RANGE

It can often happen that an Attack reaction, perhaps due to the Attack reacting unit Attack Moving, brings unengaged warriors from the original Attacking unit that have not yet fought in the current Combat action into attack range. Should this occur, those originally unengaged warriors can perform an Attack action against the enemy unit, using any combat weapons or combat shot weapons that have not yet been used in the current Combat action, before Attack Results are calculated. Note that these originally unengaged warriors cannot Attack Move, however, if they have already performed an Engagement action or an Attack Move action in the current battle hour.


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Rob
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Re: Darklands: First Edition - Official Addenda

Postby Rob Lane » Mon Nov 18, 2019 3:41 pm

A fairly big one thanks to Scott, Andy and Dayle...

Page 328:
7·10·6·11·1
IMPAIRED MOBILITY

Sometimes a Hold and... reaction can affect an Engaging unit's mobility, perhaps from an invocation that causes such problems. Should this occur, the Engaging unit finds it rather more difficult to get into combat and may not even make it at all.

Engaging warriors that become prone, entangled or immobile after a Hold and... reaction cannot complete their Engagement Move and simply remain where they are, becoming confused in the process. Flying units that become grounded after a Hold and... reaction must, of course, involuntarily Land immediately (see the 6·7·2·6: Involuntary Landings subsection for details).

Should an Engaging unit's mobility become slowed (or its Engagement Move becomes Impaired Movement by some other means) after the effects of a Hold and... reaction, it can no longer be counted as a Swift unit and it must reduce its remaining ENGAGE MOVE by D10 if it began the Engagement as a Swift unit and by D5 if it was not. If there is not enough ENGAGE MOVE remaining to ensure the Engaging unit is within attack range of the Engaged unit once it has been reduced, the Engaging unit becomes confused.

Direct becomes Indirect
If an Engaging unit's mobility is slowed (or its Engagement Move becomes Impaired Movement by some other means) after a Hold and... reaction, it can only complete its Engagement as an Indirect Engagement - either as a Walk, Run or Fly, depending on whether the Engaging unit has Engage Moved further than its PACE or whether it is a Flying unit.

7·10·6·11·2
IMPAIRED SIGHT

Similarly, if an Engaging unit's sight is affected by a Hold and... reaction, it may not be able to successfully engage the enemy. An Engaging unit whose sight becomes unsighted after a Hold and... reaction immediately ends its Engagement Move and becomes confused.

Engaging units can also become partially sighted after a Hold and... reaction. If the sight length of every warrior within the Engaging unit is reduced to less than their remaining engagement distances, the Engaging unit immediately ends its Engagement Move and becomes confused. If the sight length of at least one warrior from the Engaging unit is equal to or greater than his remaining engagement distance, the Engaging unit completes its Engage Move as normal as the Engaging warriors that can see the enemy ensure the rest of their unit know where to go.


Cheers
Rob
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Re: Darklands: First Edition - Official Addenda

Postby Rob Lane » Thu Dec 05, 2019 10:22 am

Slight change to the above, adding shaken:

Page 328:
7·10·6·11·1
IMPAIRED MOBILITY

Sometimes a Hold and... reaction can affect an Engaging unit's mobility, perhaps from an invocation that causes such problems, or their heart. Should this occur, the Engaging unit finds it rather more difficult to get into combat and may not even make it at all.

Engaging warriors that become shaken, prone, entangled or immobile after a Hold and... reaction cannot complete their Engagement Move and simply remain where they are, becoming confused in the process. Flying units that become grounded after a Hold and... reaction must, of course, involuntarily Land immediately (see the 6·7·2·6: Involuntary Landings subsection for details).

Should an Engaging unit's mobility become slowed (or its Engagement Move becomes Impaired Movement by some other means) after the effects of a Hold and... reaction, it can no longer be counted as a Swift unit and it must reduce its remaining ENGAGE MOVE by D10 if it began the Engagement as a Swift unit and by D5 if it was not. If there is not enough ENGAGE MOVE remaining to ensure the Engaging unit is within attack range of the Engaged unit once it has been reduced, the Engaging unit becomes confused.

Direct becomes Indirect
If an Engaging unit's mobility is slowed (or its Engagement Move becomes Impaired Movement by some other means) after a Hold and... reaction, it can only complete its Engagement as an Indirect Engagement - either as a Walk, Run or Fly, depending on whether the Engaging unit has Engage Moved further than its PACE or whether it is a Flying unit.

7·10·6·11·2
IMPAIRED SIGHT

Similarly, if an Engaging unit's sight is affected by a Hold and... reaction, it may not be able to successfully engage the enemy. An Engaging unit whose sight becomes unsighted after a Hold and... reaction immediately ends its Engagement Move and becomes confused.

Engaging units can also become partially sighted after a Hold and... reaction. If the sight length of every warrior within the Engaging unit is reduced to less than their remaining engagement distances, the Engaging unit immediately ends its Engagement Move and becomes confused. If the sight length of at least one warrior from the Engaging unit is equal to or greater than his remaining engagement distance, the Engaging unit completes its Engage Move as normal as the Engaging warriors that can see the enemy ensure the rest of their unit know where to go.


Cheers
Rob

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