Darklands: First Edition - Official Errata

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: First Edition - Official Errata

Postby Rob Lane » Tue Jul 19, 2016 2:02 pm

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

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 paragaph in the rule book.

Page 98:
3.7.2.1.5
UNSEEN

Some effects (particularly from invocations) cause warriors to become unseen. Line of sight cannot be drawn to unseen warriors under any circumstances as they cannot be seen at all. They also do not block sight lines or reduce sight line length in any way. Unseen warriors cannot be engaged in combat, and nor can they be the Target of a Shoot action or the Mark of an Invoke action except for focus invocations. In short, Unseen warriors cannot be interacted with in any way by any enemy warrior. Should a warrior come into contact with an Unseen warrior for any reason, it immediately becomes confused. Enemy warriors that come into contact with an Unseen warrior are beset themselves, but they are engaged as normal by the Unseen warrior.


Page 135:
ORDERS & ACTIONS CHART
The March action should have an X under the FLANK order.


Page 158:
6.10.5.2
SWIFT ENGAGE

If the Engaging unit wishes to Engage Move as quickly as possible - or is compelled to, in the case of units under ATTACK orders - then it uses its SWIFT ENGAGE MOVE, which is defined as further than the Engaging unit's current PACE attribute, but no further than twice their current PACE attribute (or at further than half of the Engaging unit's current FLIGHT attribute, but no further than the Engaging unit's current FLIGHT attribute, in the case of Flyers).


Page 159:
6.10.5.3.2
PASSED VALOUR TEST

If the VALOUR TEST is passed, and if the Engaging unit is not Fearsome or Terrifying itself and has Engaged a Terrifying unit, the Engaging unit continues its Engagement action normally but also enters an afraid heart state immediately after its Engage Move is completed. Attach an afraid token (a type of dismay token) to the Engaging unit at that point. Remember that afraid tokens only apply to the Engaging unit against warriors within the Engaged units that are Terrifying.


Page 180:
6.15.3.1.2
PASSED AMBUSH TEST

If the AMBUSH TEST is passed, the Ambushing unit immediately performs a Charge action (or Charge and... action if the Ambushing unit can perform an embedded action) called an Ambush Charge action against the Ambushed unit, regardless of whether it is normally able to perform a Charge action or Charge and... action.


Page 182:
6.16.3.2.2
DIVING UNIT BECOMES INCAPACITATED

An even unluckier Diving unit could find itself confused, entangled or unconscious - or even unsighted - while performing its Dive Move, usually because of an enemy Engagement reaction. This will occur mid-dive, which could prove disastrous!

If a Diving unit becomes confused, unsighted, entangled or unconscious before it resolves its Dive embedded action, it will Land involuntarily upon an uncontrolled landing point near the original landing point (which would be the Dived unit), determined by the 6·7·3·6: Involuntary Landings rules of the 6·7: Land action section. In this instance, the Dived unit's champion's head mark is the original landing point the Diving unit would Land upon, for the purposes of determining the direction and distance for the uncontrolled Land. The Diving unit remains confused, unsighted, entangled or unconscious after it Lands.


Page 191:
6.18.1.3.1
ATTACK MOVING OUT OF ATTACK RANGES

Engaged Attack Moving warriors may voluntarily Attack Move out of an enemy warrior's attack range as long as they Attack Move to Engage another enemy warrior.

If they do so, however, each enemy warrior whose attack range is Attack Moved out of may immediately perform a Reflex Attack reaction upon the Attack Moving warrior. See the 7·20: Reflex Attack reaction rules for details.

If an Engaged Attack Moving warrior must compulsorily Attack Move out of an enemy warrior's attack range to perform an Attack reaction, each enemy warrior whose attack range is Attack Moved out of may only perform a Reflex Attack reaction if they pass a SKILL TEST beforehand.


Page 286:
6.55.3.1.2
PASSED FLANK TEST

Ambush!

Flanking units that have entered the battlefield may immediately perform an Ambush action to surprise a nearby enemy and engage them in combat. This occurs before a Feral Flanking unit's order is changed. See the 6.15: Ambush action for details.



Keep watching this sticky post for further errata.

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Rob
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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Thu Nov 24, 2016 12:55 pm

Here's the promised Mighty Strike errata.

Replace the entirety of the Mighty Strike rule - i.e., all three paragraphs from 2.7.6.2.11: Mighty Strike onwards - with the following:

Page 68:
2.7.6.2.11
MIGHTY STRIKE

A swift strike (a strike roll of a 9) caused by a warrior (the Mighty Striking warrior) bearing weapons with the “Mighty Strike” rule - called mighty strike weapons - could knock an enemy out, such is its concussive force and ideal placement. Warriors must perform a CONSTITUTION TEST (called a MIGHTY STRIKE TEST with a MIGHTY STRIKE ROLL) for each mighty swift strike they have suffered, but only if the Mighty Striking warrior's strength is equal to or greater than their own.

MIGHTY STRIKE TESTS are taken before any parry rolls are made. The Attacked warriors' player must first identify a warrior from the Attacked unit - who must be within attack range of the mighty strike weapon - that will take the MIGHTY STRIKE TESTS. This warrior must be the wounded warrior. As soon as a warrior fails a MIGHTY STRIKE TEST, the Attacked warriors' player must identify another warrior from the same unit (with the same Class / SKILL as the knocked out warrior) to take the next MIGHTY STRIKE TEST, and so on until all the MIGHTY STRIKE TESTS have been taken or until all of the warriors within the unit are knocked out. Ensure warriors within attack range of the Mighty Striking warrior's mighty strike weapon take MIGHTY STRIKE TESTS before any warriors outside of its attack range, in closest to furthest order.

Passed Mighty Strike Test
A warrior that passes a MIGHTY STRIKE TEST does not become unconscious and may attempt to parry that swift strike as normal.

Failed Mighty Strike Test
A warrior that fails a MIGHTY STRIKE TEST is knocked out by the force of the blow and immediately becomes both prone and unconscious and is now called a Knocked Out warrior until he regains consciousness.

Distribute Strikes to Knocked Out warriors first
Strike dice from the mighty strike weapon must be distributed to the Knocked Out warriors first, applying one strike die per point of strength to each Knocked Out warrior; so a Knocked Out warrior with a strength of 4 would have 4 strike dice distributed to him. Once every Knocked Out warrior has gained strike dice equal to their strength, any remaining strike dice are distributed to the non-Knocked Out warriors. These remaining strike dice may be parried normally.

Knocked Out warriors may not attempt to parry any strike dice caused by the mighty strike weapon - and, of course, any further Attack actions until they recover consciousness; instead, once non-Knocked Out warriors have performed their parry rolls, strike dice attached to the Knocked Out warriors immediately become wound dice.

Wounds must be taken from the wounded warrior (who must be one of the Knocked Out warriors) first and then from any other Knocked Out warriors before they are taken from warriors that are not Knocked Out.

Strikes from Other Weapons
If the Mighty Striking warrior has other combat weapons he may use those normally. Note that if there are any Knocked Out warriors after the mighty strike weapon has been used, the Mighty Striking warrior's Attack actions are immediately split between the mighty strike weapon and any other weapons. This means that the mighty strike weapon and the Mighty Striking warrior's other weapons are not combined, nor simultaneous, as long as there is at least one Knocked Out warrior.

Thus, any further Attack actions by the Mighty Striking warrior in the same Combat action are performed as if they are new Attack actions, and so Knocked Out warriors become easy strikes. As can be readily understood by a savvy general, the Mighty Strike weapon should really be used first as strikes from other weapons can easily take advantage of any Knocked Out warriors!

Remember, too, that Knocked Out warriors can attempt to regain consciousness as per the 6.69: Wake Action rules, should they wish to Attack React against the Mighty Striking warrior.


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Rob
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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Wed Feb 08, 2017 12:41 pm

I've been mulling this one over for a while. Time to sort it!

Page 45:
2.4.4.1.8
GIGANTIC

The lands of darkness contain many warriors who are so large they are almost impossible to miss. Such Gigantic creatures often find themselves shot at by almost every enemy warrior capable to doing so! Gigantic creatures are bigger than almost everything else on the battlefield and so strike, shoot and invoke modifiers (for sight invocations) are applied if a warrior is Attacking, Shooting or Invoking against them.

Shoot Modifiers
-1 - Target has the "Gigantic" trait

Invoke Modifiers
-1 - Mark has the "Gigantic" trait (sight invocations only)



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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Fri Feb 17, 2017 12:21 pm

Here's a new one thanks to Sven Godenrath:

Page 245:
6.35.4.2
CRUSHED WARRIORS

Crushed warriors must each try to evade the total amount of shot dice. If there are no shot dice (i.e., all of the Thrower's shoot dice have missed) and the crush template scatters onto a unit so that the crush hole covers at least one warrior, one shot die must be evaded per warrior underneath the crush hole. If the Crushed warriors are of the same class and SKILL, the Crushed warriors' player may combine their evade rolls.


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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Mon Feb 20, 2017 12:44 pm

A couple of new erratas picked up by Sven Godenrath:

Page 219:
6.23.5.5.1
CONSTRICTION TEST MODIFIERS

Remove the "- Grabbed warrior strength" title. Replace with:
Grabbing warrior's strength - Grabbed warrior strength"

For example, if a Grabbing warrior's strength is 12 and the Grabbed warrior's strength is 1, a modifier of -11 is applied.


Page 250:
6.37.1.2
GAZE SHOT WEAPON

Remove the "Hold and Shoot" requirement as this is incorrect. Gazers can Hold and Shoot.
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Re: Darklands: First Edition - Official Errata

Postby Dan Pratt » Wed Mar 08, 2017 2:30 am

6.35.4.2 Crushed Warriors should refer to page 245, not 191, correct?
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Re: Darklands: First Edition - Official Errata

Postby antoine » Fri Mar 31, 2017 8:30 pm

thanks Dan, I was searching and not finding...
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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Fri Apr 07, 2017 2:37 pm

Dan Pratt wrote:6.35.4.2 Crushed Warriors should refer to page 245, not 191, correct?


Can't believe I hadn't seen this - thanks! Updated.

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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Wed Apr 26, 2017 2:19 pm

Another new one thanks to a visitor to Salute:

Page 126:
4.2.7
AN HOUR PASSES

Once all of the units on the battlefield are not lively (i.e., either weary or alert), the battle hour is deemed to have passed and both players must ready themselves for the next battle hour. Before that can begin, however, a few things must be resolved.


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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Thu Jun 15, 2017 1:36 pm

A couple of new ones thanks to rules questions and so forth...

Page 36:
2.3.3.4.5
PRONE

A prone warrior's sight length is 0" and all of his combat weapons have an attack range of 0". Prone warriors can never be engaged with enemy warriors, but can be engaged by enemy warriors, thus counting as beset.


Page 37:
2.3.3.4.7
IMMOBILE

All of an immobile warrior's combat weapons have an attack range of 0". Immobile warriors can never be engaged with enemy warriors, but can be engaged by enemy warriors, thus counting as beset.


Page 125:
4.2.4.2.1
PASSED FORCING INITIATIVE TEST

If the FORCING INTIATIVE TEST is passed, the Forced units immediately become active and may perform actions as outlined under 4.2.3.2: Perform an Action. This effectively means that the Forcing general can activate two units at the same time. The Forcing units immediately Bind to each other to form a Bound unit (regardless of the distance between them) until their activations end.


Page 295:
6.59.1.1
REQUIREMENTS

Privilege: the Leaving unit is a noble, or the Leaving unit is part of a Joined unit


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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Thu Aug 03, 2017 4:06 pm

A new one thanks to Demyse...

Page 36:
2.3.3.3.1
TIGHT

Exceptions
Feral and Mindless units cannot enter a tight form. They have no concept of such things, or are not trained well enough to do so.


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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Mon Aug 07, 2017 11:04 am

A new one thanks to Hughb...

Page 233:
6.30.9.1.1
SHOOT RESULT REACTION CRITERA

Heavily Damaged: is a Damaged Target unit and also a Heavily Damaged Target unit


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Trample and Slam actions

Postby Rob Lane » Tue Oct 10, 2017 10:57 am

A couple of new ones thanks to Hughb, regarding Trampling and Slamming.



TRAMPLE ACTION
Page 169:
6.13.1.1
REQUIREMENTS

Impact Strikes: At least one warrior within the Trampling unit has the ability to perform an impact strike (usually via the “Bulk Charger” ability) or a Charge+ strike.


6.13.4.2
DETERMINE THE TRAMPLE DISTANCE

It can often happen that, even if a Trampling unit is performing a Swift Trample, some or all of the warriors within the Trampling unit do not actually Trample Move far enough to be classed as Swift Tramplers against a particular Trampled unit, perhaps because of rough ground or some other impediment.

EXAMPLE
A Krokod of the Khthones is Swift Trampling a unit of Norse Holumenn 10” away, but also Tramples a unit of Norse Trolls 2” away. The Krokod counts as a Swift Trampling unit against the Holumann unit, but not against the Troll unit.


If that is the case, treat each Swift Trampling warrior that has not Trample Moved far enough against that Trampled unit as a Trampling warrior instead; effectively, this means that no impact trample strikes or Charge+ trample strikes are applied to that Trampled unit by that Trampling warrior, although he can still perform Trample Attacks.


6.13.4.5
TRAMPLE ATTACKS

Once any bulk impact strikes and Charge+ strikes have been resolved, the Trampling unit must then perform a voluntary Attack action - now also called a Trample Attack action - against each enemy Trampled unit with its trample combat weapons. These are called trample strikes. Note that if every warrior with the Trampling unit has not Moved over an enemy warrior's base, the Trampling Unit cannot perform a Trample Attack action.



SLAM ACTION
Page 174:
6.14.1.1
REQUIREMENTS

Impact Strikes: At least one warrior within the Slamming unit has the ability to perform an impact strike (usually via the “Bulk Charger” ability) or a Charge+ strike.


6.14.3.2
DETERMINE THE SLAM DISTANCE

It can often happen that, even if a Slamming unit is performing a Swift Slam, some or all of the warriors within the Slamming unit do not actually Slam Move far enough to be classed as Swift Slammers against a particular Slammed unit, perhaps because of rough ground or some other impediment.

EXAMPLE
A Giant of the Albainn is Swift Slamming a Fomoraic Tarvox that is 6” away. The Giant has not Slam Moved far enough and so is only Slamming the Tarvox.


If that is the case, treat each Swift Slamming warrior that has not Slam Moved far enough as a Slamming warrior instead; effectively, this means that Slamming warriors cannot apply Charge+ slam strikes to the Slammed unit, although they can still perform Slam Attacks, albeit much weaker ones.


6.14.3.3
CHARGE+ SLAM ATTACKS

Assuming at least one Slamming warrior is a Swift Slammer, the Slamming unit must then perform a voluntary Attack action against each Slammed unit with all of its combat weapons that have the “Charge+” rule, now also called Charge+ combat weapons.

This voluntary Attack action - now also called a Charge+ Slam Attack action - is performed by each Swift Slamming warrior in base contact with a Slammed warrior, and with all of its Charge+ combat weapons. These are called Charge+ slam strikes.


6.14.3.5
SLAM ATTACKS

Once any Charge+ strikes have been resolved, the Slamming unit must then perform a compulsory Attack action - now also called a Slam Attack action - against each Slammed unit with its bulk impact strikes, even if they have not Slam Moved far enough to gain impact strikes. These are called slam strikes.



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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Wed Apr 11, 2018 1:29 pm

Thanks go to user simock03...

Page 158:
6.10.5.1.2
SWIFT ENGAGE

If the Engaging unit wishes to Engage Move as quickly as possible - or is compelled to, in the case of units under ATTACK orders - then it uses its SWIFT ENGAGE MOVE, which is defined as further than and up to twice the Engaging unit's current PACE attribute (or further than half and up to its current FLIGHT attribute in the case of a Flying Engaging unit)


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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Wed Apr 11, 2018 1:32 pm

User DrNO172000 has spotted a few things!

Page 190:
6.18.1.1
REQUIREMENTS

Vigour: the Attack Moving unit is lively or alert


The first of a few to come.

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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Tue Jun 05, 2018 10:56 am

Thanks to DarkGeoff and DrNO172000, here's a little fix for the Reform action...

Page 152:
first paragraph, second sentence
Reform actions are unusual in that they can be performed as either a vigorous action or an effortless action, although the latter is only possible when changing a unit's form to loose.


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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Tue Jul 24, 2018 3:40 pm

Thanks to demyse, a little fix for invocations for mounted units...

Page 254:
6.40.2.2.2
STRENGTH PRICE


After the first paragraph, add:

Note that, in the case of mounted warriors or engines, only add the strength of warriors that are affected by the invocation to the strength price. For example, if an invocation targets warriors of the Kin "Man" and he is riding a horse, the invocation only affects the man and so only the strength of the man should be paid for.


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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Mon Oct 01, 2018 10:33 am

Thanks to Dayle, a rewording of Diving and Grabbing...

Page 183:
6.16.6.1
DIVING UNIT'S GRAB


Replace the first paragraph with

A Diving and Attacking warrior may Dive Grab warriors from the Dived unit that are weaker than he is up to his own strength - but not equal to or above it. This overrides the rule that a Grabbing warrior may only normally Grab a warrior up to half his strength.


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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Wed Oct 17, 2018 1:20 pm

Thanks be to Icchan for this little gem...

Page 289:
6.56.6
EMERGING IN THE OPEN


Replace the bullet point with

Enemies: each Emerger is no closer than 15" to any enemy warrior or at least 1" further than twice their PACE (or 1" further than their FLIGHT) from any enemy warrior, whichever is greater. This distance must be measured by the player's opponent


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Re: Darklands: First Edition - Official Errata

Postby Brightblade » Wed Oct 17, 2018 8:44 pm

Rob Lane wrote:Thanks be to Icchan for this little gem...

Page 289:
6.56.6
EMERGING IN THE OPEN


Replace the bullet point with

Enemies: each Emerger is no closer than 15" to any enemy warrior or at least 1" further than twice their PACE (or 1" further than their FLIGHT) from any enemy warrior, whichever is greater. This distance must be measured by the player's opponent


Cheers
Rob



Surely this would mean that a unit could not Emerge and Ambush in the same activation as they would not be within Charge Distance if they are at least twice their pace plus 1 inch..
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Re: Darklands: First Edition - Official Errata

Postby Icchan » Wed Oct 17, 2018 10:16 pm

You can't ambush anyway if you emerge in the open. You can still ambush f.e. if you emerge from terrain,
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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Thu Oct 18, 2018 8:27 am

Icchan wrote:You can't ambush anyway if you emerge in the open. You can still ambush f.e. if you emerge from terrain,


Correct...

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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Fri Mar 22, 2019 4:45 pm

Thanks to DrNo...

Page 158:
6.10.5.3
REQUIREMENTS

Trait: is Engaging a Terrifying unit, and is not Terrifying itself
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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Mon Mar 25, 2019 10:11 am

Thanks to Dayle and John Perkins:

Page 331:
7.11.1.1
REQUIREMENTS

Privilege: the unit is not a Construct


(i.e., the restriction on Undead counter-charging is removed).

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Re: Darklands: First Edition - Official Errata

Postby deadlydeceiver » Wed Sep 25, 2019 10:17 am

Rob Lane wrote:I've been mulling this one over for a while. Time to sort it!

Page 45:
2.4.4.1.8
GIGANTIC

The lands of darkness contain many warriors who are so large they are almost impossible to miss. Such Gigantic creatures often find themselves shot at by almost every enemy warrior capable to doing so! Gigantic creatures are bigger than almost everything else on the battlefield and so strike, shoot and invoke modifiers (for sight invocations) are applied if a warrior is Attacking, Shooting or Invoking against them.

Shoot Modifiers
-1 - Target has the "Gigantic" trait

Invoke Modifiers
-1 - Mark has the "Gigantic" trait (sight invocations only)



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Rob

Does this errata remove the original strike modifier or isn't it mentioned because it remains the same?

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Re: Darklands: First Edition - Official Errata

Postby Rob Lane » Wed Sep 25, 2019 10:24 am

It's not mentioned because it remains the same Sven.

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