Darklands: Second Edition - Official Addenda 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 Addenda v2.06

Postby Rob Lane » Thu Jul 06, 2023 1:46 pm

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

Postby Rob Lane » Mon Jul 24, 2023 1:59 pm

Thanks to Bish for this one...

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

Postby Rob Lane » Mon Aug 07, 2023 1:11 pm

After many shenanigans with more Attack actions than should be possible, here's this...

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

Postby Rob Lane » Wed Aug 09, 2023 3:00 pm

Confused about being confused, shaken or afraid? We're making it worse to be confused...

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

Postby Rob Lane » Thu Aug 10, 2023 9:53 am

A few changes ahead for retaining and forcing the initiative, Miercenaries...

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

Postby Rob Lane » Thu Aug 10, 2023 11:42 am

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

Postby Rob Lane » Sun Aug 27, 2023 8:38 am

Thanks go to the Hugh Beast for this one... insert after the previous subsection.

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

Postby Rob Lane » Mon Oct 09, 2023 12:21 pm

Bad Dayle!

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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