Darklands: First Edition - Official Addenda

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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Rob Lane
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Darklands: First Edition - Official Addenda

Postby Rob Lane » Wed Feb 08, 2017 12:10 pm

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

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.

Page 202:
PARRY MODIFIERS TABLE
-1 - Attacked warrior is using both a weapon and an armour element with the rule "Parry", such as a sword and shield, regardless of the enemy warrior's strength. This modifier replaces both the weapon and armour element's parry modifier and is not cumulative with the parry modifiers given if the warrior is a Shieldwall warrior, but does apply if the Shieldwall warrior's modifiers are negated by an enemy warrior's higher strength.


Cheers
Rob
User avatar
Rob Lane
Site Admin
Posts: 1370
Joined: Fri Feb 15, 2013 2:46 pm
Location: Warsop Vale, Nottinghamshire
Contact:

Re: Darklands: First Edition - Official Addenda

Postby Rob Lane » Mon Sep 10, 2018 2:20 pm

Thanks to Grizzle...

Page 58:
2.7.3.2
RANDOM DAMAGE DISTRIBUTION

It can sometimes be the case that damage has to be distributed randomly amongst a Damaged unit, and this is called random damage. The enemy unit has been hurt, but nobody knows which warriors have been damaged!

If invoked dice must be distributed randomly, first count how many Different Warriors there are in the Damaged unit, called the different warrior count. Different Warriors are those that have a different profile to another member of the unit, such as a Forthegn within a unit of Duguth.

EXAMPLE
A Damaged unit suffering ten damage has three different warriors within it, so the different warrior count is 3.


Then assign numbers between 0-9 to each different warrior so that the resulting different warrior divisions cover the numbers of a D10 as equally as possible, noting any remainders. Each different warrior division applies to one particular different warrior, chosen by the Damaged unit's player.

EXAMPLE
As the different warrior count is 3 and there is ten damage, rolls of 0-2 are applied to the first different warrior, rolls of 3-5 are applied to the second different warrior and rolls of 6-8 are applied to the third different warrior.


Roll Distribution Dice
Once that is done, the Damaged unit's player rolls a distribution die for each damage point suffered. The result of the distribution die determines where that damage point is distributed, and any rolls outside of the different warrior divisions
are re-rolled until they are within a division.

EXAMPLE
The distribution dice result in rolls of 1, 1, 2, 5, 3, 7, 8, 4, 9 and 0. Thus, the rolls 0, 1, 1 and 2 are applied to the first different warrior; the rolls of 3, 4 and 5 are applied to the second different warrior; and the rolls of 7 and 8 are applied to
the third different warrior. The roll of 9 is outside the different warrior divisions and so is re-rolled, resulting in a 3. Thus, the first warrior division suffers five invoked dice; the second warrior division suffers three invoked dice; and the third warrior division suffers two invoked dice.



This will make 2.7.3.2: CONTINUOUS EFFECTS 2.7.3.3., etc.

Cheers
Rob

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