Darklands: Second Edition - Official Errata v2.06

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 Errata v2.06

Postby Rob Lane » Thu Jul 06, 2023 1:48 pm

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.

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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Thu Jul 20, 2023 2:14 pm

A Salient Point from Mr Polmear has led to this...

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Jul 24, 2023 2:26 pm

Billy gets this:

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).


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Jul 31, 2023 2:55 pm

Spotted by Billy Young. This is one of those "I can't believe it's never been explained" moments...

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...


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Aug 07, 2023 11:01 am

Jon Chester's ritual abuse of the Daunt action has led to this...

Page 308:
6·52
DAUNT ACTION

master rule · command action (1) · leader action · incite action


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Aug 07, 2023 1:01 pm

Thanks to Billy and Chris Young...

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).


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Aug 07, 2023 1:15 pm

Thanks to Andy Parkinson and Matt Lally...

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).


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Aug 07, 2023 1:35 pm

Thanks to Matt's unseen party bus...

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Aug 07, 2023 1:40 pm

A good question from the guys at the GT led to this...

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);


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Aug 07, 2023 2:21 pm

After a lot of Counter-Engaging at the Sherwood GT, the reaction is thus amended:

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Wed Aug 09, 2023 2:39 pm

From a lot of guys and gals at the Sherwood GT...

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


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Thu Aug 10, 2023 9:09 am

Some Dissipate action shenanigans from the weekend have led to this...

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


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Thu Aug 10, 2023 9:23 am

After thinking about a few things, some updates to Retaining the Initiative...


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.

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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Thu Aug 10, 2023 12:02 pm

Forcing the Initiative gets a bit of an update too...


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.

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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Wed Aug 23, 2023 10:09 am

A pertinent question from Jim has led to a few artefact attack dice / shoot dice changes...

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Sun Aug 27, 2023 8:40 am

A slight change to reflect the latest addenda...

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Fri Sep 29, 2023 2:47 pm

Been meaning to add this for ages; it will mean a few changes to some artefacts, mind.

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


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Oct 02, 2023 12:03 pm

Thanks to Bish for pointing it out...

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Thu Oct 05, 2023 1:01 pm

Valentin spotted this tiny error...

Page 38:
2·3·3·4
MOBILITY


Second paragraph:

There are seven different states of mobility...


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Oct 09, 2023 1:57 pm

From the mathematical mind of Andy Parkinson...

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Oct 09, 2023 2:17 pm

Another spot from Andy...

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Mon Oct 09, 2023 2:53 pm

Removing the -1 from being gigantic for Shooting and Invoking...

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Tue Oct 17, 2023 11:40 am

A clarification after a weekend's gaming...

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.


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Re: Darklands: Second Edition - Official Errata v2.06

Postby Rob Lane » Thu Oct 19, 2023 9:37 am

Forgot a couple of things from the weekend...

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


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