Darklands: Second Edition - Official Addenda v2.08

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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Darklands: Second Edition - Official Addenda v2.08

Postby Rob Lane » Fri Feb 09, 2024 3:58 pm

Everyone,
This page will list all of the official addenda for the Darklands: Second Edition rule book, version 2.08.

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.

Cheers
Rob
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Rob Lane
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Re: Darklands: Second Edition - Official Addenda v2.08

Postby Rob Lane » Mon Feb 26, 2024 1:07 pm

The khelon being a little underwhelming has led to the re-introduction of this little gem...

Page 49:
2·4·4·1·13
IMPENETRABLE


Almost impossible to wound - perhaps due to thick armour or incredibly tough skin - Impenetrable warriors gain beneficial parry, evade and sight modifiers, unless the mass of their opponent (that caused the strike, shot or invoke) is higher than theirs.

Parry Modifiers
-2 - Attacked warrior has the ‘impenetrable’ trait

Evade Modifiers
-2 - Shot warrior has the ‘impenetrable’ trait

Avoid Modifiers
-2 - Marked warrior has the ‘impenetrable’ trait

Additionally, warriors with the ‘impenetrable’ trait do not suffer modifiers from weapons with the ‘pierce’ rule, regardless of the mass of their opponent.
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Re: Darklands: Second Edition - Official Addenda v2.08

Postby Rob Lane » Mon Feb 26, 2024 1:15 pm

Another way to remove being shaken...

Page 37:
2·3·3·2·4
SHAKEN


After the Roused circumstance:

Leader: at the end of its activation, after its leader has passed a FORTITUDE TEST
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Re: Darklands: Second Edition - Official Addenda v2.08

Postby Rob Lane » Mon Feb 26, 2024 2:09 pm

A nice little new trait...

Page 50:
2·4·4·1·22
STRONGJAW


Warriors with the ‘strongjaw’ trait always pass any GLASS JAW TEST they have to perform.
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Re: Darklands: Second Edition - Official Addenda v2.08

Postby Rob Lane » Tue Mar 05, 2024 8:24 pm

After a few games against Dayle's horsey Reivers, I've decided to add this rule...

Page 59:
2·4·5·3·34
SKIRMISHER


after the second paragraph:

Move and Shoot Twice
Skirmishers, being able to move around the battlefield much more freely than other warriors, may Move and then Shoot immediately after they have performed either a Move or Shoot action (either of which can be a linked action). This means a skirmishing unit can Move, Shoot, then Move and Shoot again in the same activation (or Shoot, Move, Shoot, Move). These Move actions must be either a Walk, Run or Fly action, and cannot be used to Engage an enemy nor in a reaction of any kind.

Any Move action after a skirmisher has performed a Shoot action must be equal to or further than his PACE.

The second Shoot action ignores all restrictions on the amount of times a shot weapon has been used in the current battle hour.

Skirmishers that perform more than one Move action or more than one Shoot action in the same activation immediately become weary afterwards.

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