Darklands: Second Edition - Official Errata v2.06
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Darklands: Second Edition - Official Errata v2.06
Everyone,
This page will list all of the official errata for the Darklands: Second Edition rule book, version 2.06.
Each of these erratum will eventually be provided upon a PDF document that can be printed out, with each offending paragraph(s) having a separate entry so that they can be cut out and stuck in to the rule book.
Each quote below will replace a particular paragraph in the rule book.
Cheers
Rob
This page will list all of the official errata for the Darklands: Second Edition rule book, version 2.06.
Each of these erratum will eventually be provided upon a PDF document that can be printed out, with each offending paragraph(s) having a separate entry so that they can be cut out and stuck in to the rule book.
Each quote below will replace a particular paragraph in the rule book.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
A Salient Point from Mr Polmear has led to this...
Cheers
Rob
Page 125:
3·7·2·1·1
EASILY SEEN
After the first paragraph:
A Bound unit or mounted warrior is easily seen if either the Binding unit or Bind unit, or the rider or mount, is easily seen.
Page 125:
3·7·2·1·3
PARTIALLY SEEN
After the first paragraph:
A Bound unit or mounted warrior is partially seen if both the Binding unit and Bind unit, or both the rider and mount, are partially seen. Beast mounts count as partially seen if the rider is partially seen, and beast draught animals count as partially seen if both the crew and engine are partially seen.
Page 125:
3·7·2·1·4
DIFFICULTLY SEEN
After the first paragraph:
A Bound unit or mounted warrior is difficultly seen if both the Binding unit and Bind unit, or both the rider and mount, are difficultly seen. Beast mounts count as difficultly seen if the rider is difficultly seen, and beast draught animals count as difficultly seen if both the crew and engine are difficultly seen.
Page 126:
3·7·2·1·5
UNSEEN
After the second paragraph:
A Bound unit or mounted warrior is unseen if both the Binding unit and Bind unit, or both the rider and ardent mount, are unseen. Beast mounts count as unseen if the rider is unseen, and beast draught animals count as unseen if both the crew and engine are unseen.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Billy gets this:
Similarly
Cheers
Rob
Page 187:
6·10·5·3·1
VALOUR TEST MODIFIERS
-10 - per exulted token or blood-lust token attached to the Engaged unit
becomes
-10 - per blood-lust token attached to the Engaged unit
(exulted units do not have to take a VALOUR TEST).
Similarly
Page 351:
7·10·2·2
VALOUR TEST MODIFIERS
-10 - per exulted token or blood-lust token attached to the Engaged unit
becomes
-10 - per blood-lust token attached to the Engaged unit
(exulted units do not have to take a VALOUR TEST).
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Spotted by Billy Young. This is one of those "I can't believe it's never been explained" moments...
Cheers
Rob
Page 295:
6·40·6·2·1
Damage* Multiplier
At the beginning of the first sentence, change
Usually the damage* value of an invocation is 1...
to
Unless otherwise noted on an invocation, the damage* value of an invocation is 1...
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Jon Chester's ritual abuse of the Daunt action has led to this...
Cheers
Rob
Page 308:
6·52
DAUNT ACTION
master rule · command action (1) · leader action · incite action
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Thanks to Billy and Chris Young...
Cheers
Rob
Page 56:
2·4·5·3·7
BULK CHARGER
Bulk impact strikes are performed during an Attack action and have attack dice (called bulk attack dice) equal to the Bulk Charger's mass minus the mass of the single enemy warrior that is suffering the bulk impact strikes (i.e., that is touching the Bulk Charger base's head mark).
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Thanks to Andy Parkinson and Matt Lally...
Cheers
Rob
Page 51:
2·4·4·2·2
FEARLESS
Fearless warriors never have to perform Panic reactions or Flee reactions, cannot become afraid of Fearsome or Terrifying warriors and can never become shaken or broken (and so will never Flee with the rest of their unit).
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Thanks to Matt's unseen party bus...
Cheers
Rob
Page 126:
3·7·2·1·5
UNSEEN
Change the last paragraph to:
However, they do block sight lines and reduce sight line length as normal.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
A good question from the guys at the GT led to this...
...and...
Cheers
Rob
Page 33:
2·3·1·2·3
HERALDS
After "Other unit command warriors cannot become a herald.":
Note, however, the new herald cannot perform any of the tunes the mustered herald may have mustered.
...and...
Page 33:
2·4·1·2·3
HOST HERALDS
After "Other unit command warriors cannot become a herald.":
Like heralds, if the host herald dies, another warrior can bear the host's instrument (but not any tunes he may have mustered);
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
After a lot of Counter-Engaging at the Sherwood GT, the reaction is thus amended:
Cheers
Rob
Page 361:
7·11·3·1
MOVE ENGAGERS
After "...in inches.":
Counter-Engaged units will always count as Swift Engagers as long as their original Charge Move would have been a Swift Charge.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
From a lot of guys and gals at the Sherwood GT...
On the same note...
Cheers
Rob
Page 209:
6·18·1·3·2
ATTACK MOVING INTO AND OUT OF ARCS OF SIGHT
The second paragraph:
A victorious warrior may Attack Reform from the sight arc of an enemy warrior he has defeated (and that is still defeated) into his blind arc without penalty, thus avoiding any Reflex Attack reactions from that defeated warrior.
On the same note...
Page 368:
7·20·1·1
EXCEPTIONS
Defeated: Reflex Attacking warriors that are defeated cannot perform a Reflex Attack reaction
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Some Dissipate action shenanigans from the weekend have led to this...
and a modifier too:
Cheers
Rob
Page 302:
6·43
DISSIPATE ACTION
apprentice rule · freeing action (1) · invoking action · sorcerous action
and a modifier too:
Page 303:
Dissipate Modifiers Table
+10 - per 50 effect tokens upon the Continuously Affected unit, after the first 50
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
After thinking about a few things, some updates to Retaining the Initiative...
and
and
and
and
Musters will be updated with warriors that can have the ‘tactician’ and ‘disciplined’ abilities in the next updates.
Cheers
Rob
Page 153:
4·2·5·1
RETAINING WARRIOR
Generals, commanders and mustered champions – now also called Retaining warriors or Retainers - may each only attempt to retain the initiative once per battle, and only if they have the ‘tactician’ ability.
and
Page 153:
4·2·5·1
RETAINING WARRIOR
Retainers that are confused, shaken, broken, frenzied, immobile, prone or unconscious may not attempt to retain the initiative.
and
Page 153:
4·2·5·1·1
GENERALS
A Retaining general may attempt to retain the initiative with himself (as well as a unit he has Joined) or with any other friendly unit that is lively or alert within his command range, including allied units, as long as that unit is a Disciplined unit - i.e., it has the ‘disciplined’ ability. Weary generals may only attempt to retain the initiative with a friendly Disciplined unit that is lively or alert within his command range.
and
Page 154:
4·2·5·1·2
COMMANDERS
A lively or alert Retaining commander may attempt to retain the initiative with himself (as well as a unit he has Joined) or with any other friendly Disciplined unit that is lively or alert in his command and within his command range. Weary commanders may only attempt to retain the initiative with a friendly Disciplined unit that is lively or alert in his command and within his command range.
and
Page 154:
4·2·5·1·3
MUSTERED CHAMPIONS
Mustered Champions may only attempt to retain the initiative with their own unit, which must be lively or alert and Disciplined.
Musters will be updated with warriors that can have the ‘tactician’ and ‘disciplined’ abilities in the next updates.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Forcing the Initiative gets a bit of an update too...
and
and
Again, musters will be updated with warriors that can have the ‘tactician’ and ‘disciplined’ abilities in the next updates.
Cheers
Rob
Page 152:
4·2·4
FORCING THE INITIATIVE
Once per battle, a general that is lively or alert may attempt to force the initiative by activating two friendly Disciplined units (i.e., units that have the ‘disciplined’ ability) within his command range, as long as he has the ‘tactician’ ability. This can prove disastrous if the units are not ready to do so, but it can often punch through the battle-lines of the enemy.
and
Page 152/3:
4·2·4·1
FORCING WARRIOR
(last sentence of the first paragraph)
Generals may not attempt to force the initiative if they are confused, shaken, frenzied, broken, immobile, prone or unconscious.
and
Page 153:
4·2·4·2
FORCING THE INITIATIVE
To force the initiative, the Forcing general must first identify up to two Disciplined units that will be forced, called the Forced units. The Forced units can be any friendly unit within the general's command range that are lively or alert and that have the ‘disciplined’ ability, and can even be the general himself and any unit he has Joined.
Again, musters will be updated with warriors that can have the ‘tactician’ and ‘disciplined’ abilities in the next updates.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
A pertinent question from Jim has led to a few artefact attack dice / shoot dice changes...
Cheers
Rob
Page 82:
2·7·4·11·4
WEAPON ARTEFACTS
Replace the Attack Dice and Shoot Dice subsections with the following:
Attack Dice
The attack dice of a combat weapon artefact (that is an option in an Artefact List) will be equal to the attack dice of the combat weapon it replaces plus or minus the attack dice shown on the artefact, as long as the amount of hands for both are equal.
If the amount of hands for both replaced weapon and weapon artefact are different, divide the amount of attack dice for the replaced weapon by the amount of hands it uses (rounding any fractions down), called the single hand attack dice The attack dice of the combat weapon artefact that replaces it is equal to the amount of hands it uses multiplied by the single hand attack dice, plus or minus the attack dice shown on the artefact.
If the artefact is additional equipment (i.e., it does not replace another weapon), the attack dice of the combat weapon artefact will be equal to the single hand attack dice of the bearer's primary combat weapon plus or minus the attack dice shown on the artefact.
If a plus or minus sign is not present before the attack dice on the artefact, the attack dice of the combat weapon artefact will be the exact amount shown.
Shoot Dice
Similarly, the shoot dice of a shot weapon artefact (that is an option in an Artefact List) will be equal to the shoot dice of the shot weapon it replaces plus or minus the shoot dice shown on the artefact or, if a plus or minus sign is not present or the artefact is additional equipment, the shoot dice of the shot weapon artefact is the exact amount shown.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
A slight change to reflect the latest addenda...
Cheers
Rob
Page 341:
6·73·1·1
REQUIREMENTS
After the requirements list:
If the Quelling unit cannot fulfil all of the above requirements the Quell action does not take place, but in the case of a unit being incapacitated, it counts as having failed its QUELL TEST. See the 6·73·2·1·4: Incapacitation and Quell Tests subsection for details.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Been meaning to add this for ages; it will mean a few changes to some artefacts, mind.
Cheers
Rob
Page 306:
6·51·1·1
REQUIREMENTS
After the Mustered Champion entry:
Mustered Herald: ...or the Inspiring unit contains a mustered herald
and
6·51·2·1
INSPIRE RANGE AND OTHER RESTRICTIONS
After the Mustered Champion entry:
Mustered Herald: if the Inspirer is a mustered herald, only the unit he is the mustered herald of can become an Inspired unit
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Thanks to Bish for pointing it out...
Cheers
Rob
Page 72:
2·7·3·1·5
DISCRIMINATE EFFECTS
Second paragraph:
Cold, Freeze, Death, Soul, Venom and Petrification are discriminate effects and can never spread to other warriors with different profiles within the same unit or to enemy warriors.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Valentin spotted this tiny error...
Cheers
Rob
Page 38:
2·3·3·4
MOBILITY
Second paragraph:
There are seven different states of mobility...
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
From the mathematical mind of Andy Parkinson...
Cheers
Rob
Page 13:
1·3·4·8
MODIFIERS
Second paragraph:
Modifiers are applied to a natural roll (or a calculated value) after it has taken place and can be negative or positive, although there is almost always a cap to the result.
Modifiers are usually cumulative. For example, if a natural roll is modified by both -10 and +20, the modifier is +10.
Negative modifiers are applied before positive modifiers are applied. Negative modifiers can take the result of a roll or value beyond a result cap before positive modifiers are applied. For example, if a strike value is 7 and strike modifiers of +5 and -2 have to be applied, the strike value goes up to 12 and then down to 10; strike values are capped at 9, so the strike value is 9.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Another spot from Andy...
Cheers
Rob
Page 377:
7 · 43 · 2 · 3
CHANNELLING AS AN EFFECT
Channelled Invocation Range
The channelled invocation range is measured from the Channeller and is determined by rolling 1D10 per channelled die that is equal to or above the invoke value (called a channelling roll) and adding the results together.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Removing the -1 from being gigantic for Shooting and Invoking...
Cheers
Rob
Page 49:
2·4·4·1·11
GIGANTIC
Alter the Shoot Modifier to:
easy shot - Target is easily seen
Alter the Invoke Modifier to:
easy invoke - Mark is easily seen
sight only
These two modifiers are also removed from the shoot modifier and invoke modifier tables.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
A clarification after a weekend's gaming...
Cheers
Rob
Page 92:
2·7·5·4·1
AURA PARRY
Second paragraph:
Additionally, Aura Parrying warriors may re-roll the results of any parry rolls, including rolls of 0.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.06
Forgot a couple of things from the weekend...
Mixing up the frenzy:
Cheers
Rob
Page 229:
6·20·8·3·1
VICTORIOUS UNITS
...
Attach Exulted Tokens
Attach an exulted token (fairly obviously, a type of exult token) to each Victorious unit if they do not already have one (excepting Construct units and Frenzied units which can never be exulted) - but only if that unit has caused more damage in the Combat action than all of the enemy units they are in combat with combined.
Mixing up the frenzy:
Page 230:
6·20·9·2
DEFEATED FRENZIED COMBAT RESULT REACTIONS
0,2,4,6 - Convulse
1,3,5,7 - Flay
Page 259:
6·20·9·2
TARGET FRENZIED SHOOT RESULT REACTIONS
0,2,4,6 - Convulse
1,3,5,7 - Flay
Page 298:
6·20·9·2
MARKED FRENZIED INVOKE RESULT REACTIONS
0,2,4,6 - Convulse
1,3,5,7 - Flay
Cheers
Rob
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