Everyone,
This page will list all of the official errata for the Darklands: Second Edition rule book, version 2.03.
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
Darklands: Second Edition - Official Errata v2.03
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Re: Darklands: Second Edition - Official Errata v2.03
Thanks to Simock03 for this change...
Cheers
Rob
Page 87:
2·7·5·2·6
HOOK
Shields do not gain a parry modifier in combat if they are being used to parry the strike dice of weapons with the rule ‘hook’, and Shieldwall warriors do not gain shieldwall parry modifiers in combat if they are being used to parry the strike dice of weapons with the rule ‘hook’.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.03
Thanks to the people at Coffa Tree for this change...
Cheers
Rob
Page 334:
6·65·2·1
EXCEPTIONS
Remove, in the Trait qualifier:
, and units with the ‘insensate’ trait cannot become a Frightened or Roused unit
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.03
Thanks to a few games at the weekend and realising the difficult / slow move rates are just too restrictive as they are, so I've changed things a little...
Cheers
Rob
Page 137:
3.8.7.1.1
DIFFICULT MOVE RATE
The amount a warrior's remaining Move is reduced by - the difficult move rate - is variable as rough ground is entirely unpredictable. The difficult move rate is determined by rolling a D5 for each piece of rough ground the Difficult Moving unit Moves over, called a difficult move roll.
The Difficult Move Rate Table is removed.
Then replace the example text:
The trolls, as they have 6” MOVE remaining, must then perform another difficult move roll, resulting in a 2. To get to the edge of the rough ground beyond the wood they must Move 4”, and as they must also reduce their MOVE by 2” because of the difficult move roll, this means they use up all of their remaining MOVE to get to the edge.
Page 138:
3.8.8.1.1
SLOW MOVE RATE
The amount a warrior's remaining Move is reduced by - the slow move rate - is fixed and affects all of that warrior's remaining Move in the current activation. The slow move rate is determined as half of a warrior's remaining Move, rounding fractions up.
The Slow Move Rate Table is removed.
The paragraph beginning "Note that a Slow Move..." is removed.
3.8.8.1.1
REDUCE REMAINING MOVE
Replace the paragraph:
The Slow Moving unit's remaining MOVE is then reduced to a minimum remaining MOVE of 1”.
Then, in the example text:
A unit of bow-drunes is Slowed and they wish to Walk, which is thus a Slow Move. The bow-drune unit's remaining MOVE is 5, so their Move is reduced to 3".
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.03
Thanks to Joe Connor for this.
Cheers
Rob
Page 356:
7·10·6·10·1
IMPAIRED MOBILITY
Replace the second paragraph with:
Engaging warriors that become shaken, confused, 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, if they were not already. Flying units that become shaken, confused, entangled, immobile or grounded after a Hold and... reaction must involuntarily Land immediately (see the 6·7·2·6: Involuntary Landings subsection for details).
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.03
There's a few issues that have cropped up when playing Andy Parkinson...
Some glaring problems with hedge:
A gnarly problem with declaring attack dice and enemies dying is solved - no more "well you can't use that weapon now cause you killed him with your other one":
Grab was a mite too good, ladies and gentlemen. Now you can only Grab warriors whose mass is less than or equal to your successful hits... (the total amount of warriors you can Grab has not changed - you just have to hit more now).
Cheers
Rob
Some glaring problems with hedge:
Page 87:
2·7·5·2·5
HEDGE
Impact Strikes
When performing any kind of Hold reaction or Hold and... reaction against a Direct Engagement, Hedge warriors cause impact strikes called hedge impact strikes with the hedge weapon upon enemy warriors within the hedge weapon's attack range. The hedge weapon's attack dice are equal to the hedge warrior's mass, and its COMBINED MIGHT is as normal for the hedge weapon. The hedge weapon does not count as being used in the current activation by any hedge impact strikes.
A gnarly problem with declaring attack dice and enemies dying is solved - no more "well you can't use that weapon now cause you killed him with your other one":
Page 215:
The section
6·20·2·1·2
DECLARE THE ATTACKED WARRIOR FOR EACH ATTACK DIE
is changed to
6·20·2·1·2
DECLARE THE ATTACKED WARRIOR FOR EACH OF A COMBAT WEAPON'S ATTACK DICE
The intended Attacked warrior of each of a combat weapon's attack dice used by an Attacking warrior must be declared by the Attacking unit's player before he rolls any attack dice and before he declares the Attacked warrior of any of his other combat weapons. The Attacking warrior's player may resolve the Attack action of each combat weapon separately.
...and as a follow-up:
Page 217:
6·20·3·1·4
MULTIPLE COMBAT WEAPONS
Warriors with multiple combat weapons, such as a many-limbed monstrous beast, may perform the Attacks from their combat weapons against Attacked warriors with different profiles as they wish. Remember that the Attacking warrior may resolve the Attack action of each of his combat weapons separately.
Grab was a mite too good, ladies and gentlemen. Now you can only Grab warriors whose mass is less than or equal to your successful hits... (the total amount of warriors you can Grab has not changed - you just have to hit more now).
Page 241:
6·23·3·2·1
SUCCESSFUL GRAB STRIKE
If the Grabbing warrior successfully grab strikes a potential Grabbed warrior, one warrior per strike dice equal to his mass - or one warrior per fated strike die - is Grabbed (becoming a Grabbed warrior in the process) and each must try to escape the Grabber's usually smelly hands with an ESCAPE TEST, as outlined below.
EXAMPLE
The vore fails to grab strike the gul-gabrax undain but successfully drolls five grab strikes, which means he can Grab two gul-gabrax in total as their mass is 2.
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.03
A couple of issues corrected here thanks to a couple of games with Jo...
After much badgering, added water features to Khthones kindred terrain...
An interesting one regarding the invoke distance, fumbling and area effect templates:
More of a typo than anything else:
After much badgering, added water features to Khthones kindred terrain...
Page 111:
3·3·4·3·2
Kindred Terrain Table
Add:
Khthones (Krokod, Khelona) - Rocky Ground, Deep Water, Shallow Water
An interesting one regarding the invoke distance, fumbling and area effect templates:
Page 285:
6·40·4·2·1
SIGHT INVOCATIONS
Change the last paragraph before "Within Range" to:
If the invoke distance for an Invoker is further than a sight invocation's maximum range or closer than its minimum range, that Invoker's Invoke action hasn't reached the Mark, although he is still deemed to have performed it and invoke dice must still be rolled in case the Invoker fumbles.
Page 285:
6·40·4·2·2
FOCUS INVOCATIONS
Change the last paragraph before "Within Focus Range" to:
If the invoke distance is further than the Invoker's total focus range, the Marked unit is completely unaffected by the invocation. The Invoke action is still deemed to have been performed, however, and invoke dice must still be rolled in case the Invoker fumbles. If the invocation in question places an area effect template, it is still placed if the invocation is successful, but at a point on the battlefield that is closest to the Marked unit from the Invoker and within the Invoker's total focus range.
More of a typo than anything else:
Page 289:
6·40·4·4·5
Fumble Effect Table
0 - Boom! Splat!
Change the last paragraph to:
Warriors underneath the dead warrior template suffer D10 sorcerous splash shots at a COMBINED MIGHT equal to the Fumbling Invoker's TEMPER attribute.
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Re: Darklands: Second Edition - Official Errata v2.03
Thanks to Dayle / John Perkins for this naughty one...
Cheers
Rob
Page 290:
6·40·4·5
MARK DECLARES EARTH, ABSORB OR CHANNEL REACTIONS
Once the invoke roll has been made, and if the Marked unit is an enemy unit, the Marked unit's player must declare whether an Earth, Absorb or Channel reaction takes place...
Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.03
An error spotted by Jereme Kuperman...
Cheers
Rob
Page 151:
4·2·3·2·4
COMMAND ACTIONS
Last paragraph of the whole subsection:
Some command actions, however, can only be performed once per activation, such as the Leave action; although such command actions can still be performed whenever the Action Sequence allows.
Cheers
Rob
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