Darklands: Second Edition - Official Errata v2.07

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 v2.07

Postby Rob Lane » Wed Oct 18, 2023 2:55 pm

Everyone,
This page will list all of the official errata for the Darklands: Second Edition rule book, version 2.07.

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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Rob
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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Wed Dec 13, 2023 1:20 pm

The Roar action can only be done once per activation now...

Page 334:
6·65
ROAR ACTION

master rule · effortless action (1) · incite action · unit action


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Wed Dec 13, 2023 1:43 pm

Thanks to a very frustrating game where everything passed every kind of psychology test, there's a few changes ahead...

Page 379:
7·51·2·1
PANIC TEST MODIFIERS


All panic modifiers removed except:

-10 per blood-lust token attached to the unit
+10 per defeated token attached to the unit


Not only, but also

Page 380:
7·51·2·1·1
HOST BANNER BEARERS


...is completely removed. Only elite units ignore positive modifiers.



Page 380:
7·51·2·3·1
FAILED PANIC TEST RE-ROLLS


Host Banner Re-Roll
Units containing (or within host banner range of) a friendly host banner bearer - and that are not of the privilege beast, slave, undead or construct - may re-roll a failed PANIC TEST.

Banner Re-Roll
Units containing a banner bearer - and that are not of the privilege beast, slave, undead or construct - may re-roll a failed PANIC TEST.

Stubborn Units Re-Roll
Stubborn units of any privilege may re-roll a failed Panic Test.



Page 380:
7·51·3·1
SHAKEN VIGOUR


...is completely removed.


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Wed Dec 13, 2023 1:54 pm

Tying into the above:

Page 54:
2·4·5·1·2
HOST BANNER BEARER


The following entries are removed from the Host Banner Bearer Summary:

Panic Modifier


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Wed Dec 13, 2023 2:07 pm

Shriek is a mite too powerful. So here's a change...

Page 337:
6·66·3·1·2
PASSED SHRIEK TEST


If the SHRIEK TEST is passed, every unit within shriek range becomes confused and slowed until the end of the current activation (including any reactivations because of it), and each Shrieked warrior halves its SKILL attribute (rounding any fractions down) until the end of the current activation (including any reactivations because of it). Additionally, the Shrieking unit immediately becomes exulted.


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Wed Dec 13, 2023 2:28 pm

Mighty Strike is way too confusing and breaks the rules in a number of different ways.

Page 88:
2·7·5·2·13
MIGHTY STRIKE


Remove the subsection

Distribute Strikes to Knocked Out warriors first

entirely, to be replaced by

Difficult Parries
All parries against strike dice from a mighty strike weapon are difficult parries, if the parrying warrior has equal or lower mass than the mighty striking warrior (or if the parrying warrior is a Knocked out warrior regardless of his mass).



This leads to

Page 222:
6·20·5·1·4
IMPAIRED ATTACKED WARRIORS

Some Attacked warriors find it much more difficult to use equipment to parry when their mobility is impaired. Entangled, prone and unconscious warriors may not use any borne equipment they have to parry Attacks - only worn or natural equipment.


Page 222:
6·20·5·1·5
IMMOBILE ATTACKED WARRIORS

If there are strike dice and the Attacked warriors are immobile, do not follow the Parry Sequence and instead continue the Attack from step 6·20·6: Assess Damage Caused of the Attack Sequence.


Page 224:
6·20·5·2·4
PARRY MODIFIERS


Insert

difficult parry - Attacked warrior is parrying a mighty strike weapon, and is of equal or lower mass to the mighty striking warrior
difficult parry - Attacked warrior is prone or unconscious

at the end of the Parry Modifiers Table.


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Wed Dec 13, 2023 2:37 pm

Similarly

Page 90:
2·7·5·3·11
MIGHTY SHOT


Remove the subsection

Distribute Shots to Knocked Out warriors first

entirely, to be replaced by

Difficult Evades
All evades against shot dice from a mighty shot weapon are difficult evades, if the evading warrior has equal or lower mass than the mighty shooting warrior (or if the evading warrior is a Knocked out warrior regardless of his mass).



leading to

Page 255:
6·30·5·2·6
EVADE MODIFIERS


Insert

difficult evade - the Target warrior is evading a mighty shot weapon, and is of equal or lower mass to the mighty shooting warrior

at the end of the Evade Modifiers Table.


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Wed Dec 13, 2023 3:14 pm

Some slowed and afraid shenanigans...

Page 356:
7·10·6·10
REACTIONS TO THE HOLD AND... ACTION


Quite a few changes, too many to show here; suffice to say that

- Engagers that become shaken or afraid after a Hold and... reaction become slowed
- Flying Engagers with the ‘soarer’ ability that become shaken, afraid or confused must Soar


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Wed Dec 13, 2023 3:47 pm

The big one. Augmenting power / range has changed massively.

Page 283:
6·40·3·4
AUGMENTING POWER


The sections

6·40·3·4·1: AUGMENTING POWER WITH RANGE
6·40·3·4·3: AUGMENTING POWER WITH WOUNDS

Are now completely removed, mainly to stop it being so complicated.

6·40·3·4·2: AUGMENTING POWER WITH INVOKE DICE

Remains as is.


Augmenting range by sacrificing power, invoke dice or wounds is no longer possible. Remove subsections 6·40·3·5: AUGMENTING RANGE and 2·4·4·2·5: IGNOBLE in their entirety (this will be removed from warriors with this trait).

Instead, the focus range of a sorcerer has a "maximum range", a bit like sight invocations and shot weapons.

Page 67:
2·7·1·17·1
FOCUS RANGE


Add in:

Maximum Focus Range
The focus range of a sorcerer can be extended to double his normal focus range, called his maximum focus range. The invoke value for any invocation that is beyond a sorcerer's focus range and below his maximum focus range is heavily modified, however.


leading to

Page 285:
6·40·4·2·2
FOCUS INVOCATIONS


third paragraph on:

If the invoke distance is further than the Invoker's maximum focus range (defined as double his 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 maximum focus range.

Within Maximum Focus Range
If the invoke distance is equal to or closer than the invocation's maximum focus range, or if the invocation does not have a range, the Invoke Sequence continues as below.


and

Page 288:
6·40·4·3·6
INVOKE MODIFIERS TABLE


+1 - Mark is further than effective range of the invocation or further than the focus range of the Invoker
+1 - every 3” further than the effective range of an invocation (or focus range of the Invoker) the Marked unit lies



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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Wed Dec 13, 2023 4:09 pm

This does of couse mean that earth and dissipate ranges have to be recalculated...

Page 301:
6·42·2·1
REQUIREMENTS


Earth range: the potential Earthed invocation is completely within the Earther's earth range in inches (if not stated, this is the same as his maximum focus range)...


The 6·42·2·2: AUGMENTING THE EARTH RANGE subsection is completely removed. Instead, some modifiers:

Page 302:
6·42·3·1·1
EARTH TEST MODIFIERS


Add in:

+10 - the potential Earthed invocation is further than the earth range of the Earther
+10 - every 3” further than the earth range of an Earther the potential Earthed invocation lies


Page 303:
6·43·2·1
REQUIREMENTS


Dissipate range: every warrior from the potential Dissipated unit is completely within the Dissipater's dissipate range (if not stated, this is the same as his maximum focus range), or...


The 6·42·2·3: AUGMENTING THE DISSIPATE RANGE subsection is completely removed. Instead, some modifiers:

Page 304:
6·43·3·1·1
DISSIPATE TEST MODIFIERS


Add in:

+10 - the potential Dissipated unit is further than the dissipate range of the Dissipater
+10 - every 3” further than the dissipate range of a Dissipater the potential Dissipated unit lies


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Thu Feb 08, 2024 4:25 pm

A salient point by Andy has led to...

Page 51:
2·4·4·1·23
UNSEEING


Before the ‘Remember that lines of sight...’ paragraph:

Unseeing warriors are not affected by strike, shoot or invoke modifiers for enemy warriors having the ‘Camouflaged’ trait or that are difficultly seen.
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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Fri Feb 09, 2024 11:21 am

Due to the change in use of exulted, blood-lust, defeated and shaken tokens, a couple of clarifications in the Attack action rules...

Page 231:
6·20·9·5
DEFEATED, BUT NOT PANICKED OR BROKEN


Last sentence of the first paragraph:

Attach a shaken token for each strong token an enemy unit has gained against them in the current Combat action.


Similarly...

Page 231:
6·20·9·6
VICTORIOUS UNITS


The Attach Blood-Lust tokens paragraph:

Excepting Construct units, each Victorious unit gains one blood-lust token (in addition to their exulted token) for each strong token attached to them. The Victorious unit's strong tokens are then immediately discarded.


Oh, and...

Page 220:
Strike Modifiers

+1 - Attacker is defeated or shaken


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Fri Feb 09, 2024 12:59 pm

The earth, absorb and channel ranges need sorting too...

Page 372:
7·41·1·1
REQUIREMENTS


Earth range: the potential Earthed invocation is completely within the Earther's earth range in inches (if not stated, this is the same as his maximum focus range)...


The 7·41·1·4: AUGMENTING THE EARTH RANGE subsection is completely removed. Instead, add in:

Page 372:
7·41·1·3·1
MAXIMUM EARTH RANGE


An Earther using his focus range as the earth range may extend his earth range up to double his focus range (called the maximum earth range). However, the earther must discard one earth die from the amount he is using to Earth for every 3” further than his normal earth range the Marked unit is, to a minimum of 1 earth die. The discarded earth dice count as being used in the current battle hour.


Page 375:
7·42·1·4·1
MAXIMUM ABSORB RANGE


Absorbers that are not equipped Absorbers may increase the absorb range of an Absorb reaction to double their focus range (their maximum absorb range) in the same way as an Earther - by discarding earth dice - except that absorb dice are used instead of earth dice.


Page 377:
7·43·1·3·1
MAXIMUM ABSORB RANGE


Channellers that are not equipped Channellers may increase the channel range of a Channel reaction to double their focus range (their maximum channel range) in the same way as an Earther - by discarding earth dice - except that channel dice are used instead of earth dice.


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Re: Darklands: Second Edition - Official Errata v2.07

Postby Rob Lane » Fri Feb 09, 2024 1:04 pm

Thanks to Andy's gigh-scream...

Page 66:
2·6·2·5·2
ARDENT DRAUGHT ANIMALS


Third paragraph:

If all of the crew become unconscious, entangled or immobile and their ardent draught animals do not suffer the same incapacitation, they will remain on the carriage engine but the engine leader must immediately perform a Hang On Test (see the 2·4·4·4·1: Hang On! rules for details).

This could be disastrous for the crew, but should they survive they become units of their own (as does the remainder of the engine and draught animals) but the crew may Mount their engine again if they Move into base contact with it, assuming they can catch it, becoming an engine warrior once more.

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