Everyone,
This page will list all of the official addenda for the Darklands: Second Edition rule book, version 2.06.
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.
Cheers
Rob
Darklands: Second Edition - Official Addenda v2.06
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Re: Darklands: Second Edition - Official Addenda v2.06
Thanks to Bish for this one...
...which also leads to changes to the Shriek action:
Cheers
Rob
Page 334:
6·65·1·2
COMBINE ROARS
If there are multiple Roarers in a unit (such as a Roaring noble Joined to a Roaring unit), all of the Roarers in the unit must combine their Roar actions together rather than Roaring separately.
Page 334:
6·65·1·3
ROAR RANGE
After the example:
Each Roaring noble in the Roaring unit adds an additional 1” to the roar range.
...which also leads to changes to the Shriek action:
Page 337:
6·66·1·2
COMBINE SHRIEKS
If there are multiple Shriekers in a unit (such as a Shrieking noble Joined to a Shrieking unit), all of the Shriekers in the unit must combine their Shriek actions together rather than Shrieking separately.
Page 337:
6·66·1·3
SHRIEK RANGE
After the example:
Each Shrieking noble in the Shrieking unit adds an additional 1” to the shriek range.
Cheers
Rob
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Re: Darklands: Second Edition - Official Addenda v2.06
After many shenanigans with more Attack actions than should be possible, here's this...
Cheers
Rob
Page 169:
6·1·1·5
NO MORE THAN TWO!
Many artefacts and invocations can force units into performing actions out of sequence and regardless of their vigour, but no warrior can perform more than two of the same vigorous or wearying actions in the same battle hour, regardless of any other rule!
Cheers
Rob
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Re: Darklands: Second Edition - Official Addenda v2.06
Confused about being confused, shaken or afraid? We're making it worse to be confused...
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and under the "Skirmishers can always Flee" subsection
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Cheers
Rob
Page 172:
6·2·1·1
REQUIREMENTS
Add:
Heart: the Walking unit is not confused, shaken or frenzied
...
Page 173:
6·3·1·1
EXCEPTIONS
Heart: the Running unit is not confused or shaken
...
Page 175:
6·5·1·1
EXCEPTIONS
Heart: the Flying unit is not confused or shaken
...
Page 176:
6·6·1·1
EXCEPTIONS
Heart: the Soaring unit is not confused or frenzied
...
Page 179:
6·8·1·1
EXCEPTIONS
Heart: the Burrowing unit is not confused
...
Page 180:
6·9·1·1
EXCEPTIONS
Heart: the Reforming unit is not confused, shaken or frenzied
...
Page 210:
6·19·1·1
REQUIREMENTS
Heart: the Retreating unit is not confused, exulted or frenzied
...
Page 244:
6·30·1·1
REQUIREMENTS
Heart: the Shooting unit is not confused, shaken or afraid of the Target unit
...
Page 261:
6·30·1·1
REQUIREMENTS
Heart: the Attack Shooting unit is not confused, shaken, frenzied or afraid of the Target unit
...
Page 261:
6·32·1·1
REQUIREMENTS
Heart: the Volley Shooting unit is not confused, shaken or afraid of the Target unit
...
Page 262:
6·33·1·1
REQUIREMENTS
Heart: the Shooting and Dragging unit is not confused, shaken or afraid of the Target unit
...
Page 265:
6·34·1·1
REQUIREMENTS
Heart: the Spraying unit is not confused, shaken or afraid of the Target unit
...
Page 268:
6·35·1·1
REQUIREMENTS
Heart: the Throwing unit is not confused, shaken or afraid of the Target unit
...
Page 276:
6·37·1·1
REQUIREMENTS
Heart: the Gazing unit is not confused, shaken or afraid of the Target unit
...
Page 278:
6·40·1·1
REQUIREMENTS
Heart: the Invoker is not confused, shaken or afraid of the Marked unit
...
Page 299:
6·41·1·1
REQUIREMENTS
Heart: the Attack Invoking unit is not confused, shaken, frenzied or afraid of the Marked unit
...
Page 300:
6·42·1·1
REQUIREMENTS
Heart: the Earther is not confused or shaken
...
Page 302:
6·43·1·1
REQUIREMENTS
Heart: the Dissipater is not confused or shaken
...
Page 304:
6·50·1·1
REQUIREMENTS
Heart: the Orderer is not confused, shaken or broken
...
Page 306:
6·50·1·1
REQUIREMENTS
Heart: the Inspirer is not afraid, confused, shaken or broken
...
Page 318:
6·57·1·1
REQUIREMENTS
Heart: the Goading unit is not confused, shaken or broken
...
Page 320:
6·58·1·1
REQUIREMENTS
Heart: the Joining noble is not confused, shaken or broken
...
Page 323:
6·59·1·1
REQUIREMENTS
Heart: the Leaving unit is not confused, shaken or broken
...
Page 325:
6·60·1·1
REQUIREMENTS
Heart: the Binding unit is not confused, shaken or broken
...
Page 325:
6·60·2·1
REQUIREMENTS
Heart: the Bind unit is not confused, shaken or broken
...
Page 328:
6·61·1·1
REQUIREMENTS
Heart: the Unbinding unit is not confused, shaken or broken
...
Page 330:
6·62·1·1
REQUIREMENTS
Heart: the Shieldwall unit is not confused, shaken, broken or frenzied
...
Page 332:
6·63·1·1
REQUIREMENTS
Heart: the Skirmish unit is not confused, shaken, broken or frenzied
...
Page 337:
6·66·1·1
REQUIREMENTS
Heart: the Shrieking unit is not confused, shaken or broken
...
Page 338:
6·66·1·1
REQUIREMENTS
Heart: the Disentangling unit is not confused or broken
...
Page 341:
6·73·1·1
REQUIREMENTS
Heart: the Quelling unit is not confused or broken
...
Page 353:
7·10·4·3
VOLUNTARY FLEE REACTIONS
Heart: Confused, Exulted or Frenzied units
and under the "Skirmishers can always Flee" subsection
Page 353:
7·10·4·3
VOLUNTARY FLEE REACTIONS
If an Engaged Skirmish unit is Engaged by a non-Skirmish unit and is not confused, it may always perform...
...
Page 368:
7·20·1·1
EXCEPTIONS
Heart: confused and shaken warriors cannot perform a Reflex Attack reaction
...
Page 372:
7·41·1·1
EXCEPTIONS
Heart: the Earthing warrior is not confused, shaken or broken
...
Page 374:
7·42·1·1
EXCEPTIONS
Heart: the Absorbing warrior is not confused, shaken or broken
...
Page 376:
7·43·1·1
EXCEPTIONS
Heart: the Channelling warrior is not confused, shaken or broken
...
Page 378:
7·50·1·1
EXCEPTIONS
Vigour: prone or unconscious warriors cannot perform a Dodge reaction
Heart: confused warriors cannot perform a Dodge reaction
...
Page 386:
7·61·1·1
EXCEPTIONS
Heart:Confused units cannot perform Chase reactions
...
Page 389:
7·62·1·1
EXCEPTIONS
Heart:Confused or shaken units cannot perform a Breakthrough reaction
Cheers
Rob
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Re: Darklands: Second Edition - Official Addenda v2.06
A few changes ahead for retaining and forcing the initiative, Miercenaries...
and
Cheers
Rob
Page 57:
2·4·5·3·13
DISCIPLINED
Disciplined warriors are highly trained and obedient, usually professional, and well-used to what their commanders require of them. Warriors with the ‘disciplined’ ability can be activated by retaining the initiative or forcing the initiative with generals and commanders that have the ‘tactician’ ability.
and
Page 59:
2·4·5·3·38
TACTICIAN
Warriors with the ‘tactician’ ability are highly experienced in the wiles and ways of war and can affect battles with their quick-thinking and decisiveness. Generals and commanders with this ability can attempt to retain the initiative as well as force the initiative with units that have the ‘disciplined’ ability.
Cheers
Rob
Mierce Miniatures
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Re: Darklands: Second Edition - Official Addenda v2.06
Thanks to Jim and others...
Page 76:
2·7·3·3·13
LIGHTNING EFFECTS
Immediate Effect
immediately before the Delayed Effect subsection...
Lightning Affected units within a water feature suffer D5 lightning damage per effect hit instead of one.
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Re: Darklands: Second Edition - Official Addenda v2.06
Thanks go to the Hugh Beast for this one... insert after the previous subsection.
Cheers
Rob
Page 342:
6·73·2·1·4
INCAPACITATION AND QUELL TESTS
If a unit cannot perform a QUELL TEST because all of its warriors are incapacitated - i.e., they are any or all of unconscious, confused, broken, immobile, prone or entangled - it counts as having failed its QUELL TEST.
A unit that has a mix of incapacitated and not incapacitated warriors may perform QUELL TESTS as per usual, even if only one warrior within the unit is not incapacitated.
Cheers
Rob
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Re: Darklands: Second Edition - Official Addenda v2.06
Bad Dayle!
Cheers
Rob
Page 319:
6·57·3·1·3
Goad Effect Table
At the end of the first paragraph of Charge!:
If used as part of a Hold and Goad reaction, the Engaging unit performs its Attack actions before the Goaded unit.
Cheers
Rob
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