Darklands: Second Edition - Official Addenda 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 Addenda v2.07

Postby Rob Lane » Wed Oct 18, 2023 2:56 pm

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

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 v2.07

Postby Rob Lane » Wed Dec 13, 2023 1:24 pm

A bit more Roar stuff...

Page 335:
6·65·3·1·2
PASSED ROAR TEST


Before the Rouse Test subsection...

Add Blood-lust
Additionally, if the Roaring unit's heart changes to exulted or frenzied, it immediately gains one blood-lust token (or two in the case of Frenzied units).


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

Postby Rob Lane » Wed Dec 13, 2023 1:33 pm

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

Before the Panic Reaction Order subsection:

Page 379:
7·51·1·1·1
SHAKEN AND AFRAID UNITS


A Panicking unit that has a shaken token attached to it becomes broken and must perform a Flee reaction instead. A Panicking unit that has an afraid token attached to it - and the unit it is afraid of caused it to perform a Panic reaction - becomes broken and must perform a Flee reaction instead.


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

Postby Rob Lane » Fri Feb 09, 2024 10:40 am

The Create Test, a late addition to creation invocations, is now referenced in the rulebook:

Page 93:
2·7·5·5·5
CREATION


Immediately before the ‘Creating Point’ paragraph:

Creating a unit requires a lot of skill, control and mental fortitude, and only the most powerful sorcerers are able to do so. After the invoke roll but before the Created unit is placed, the Invoker must perform a TEMPER TEST, in this case a CREATE TEST with a CREATE ROLL, to actually create a new unit. A CREATE TEST is performed once per Created unit.

The CREATE TEST is then modified by adding the mass of the Created unit to the CREATE ROLL. If the CREATE TEST is failed, the Invoker must immediately roll upon the Fumble Table. If the CREATE TEST is passed, the Created unit may then be placed upon the Creating Point.


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

Postby Rob Lane » Fri Feb 09, 2024 11:16 am

Some changes to combat mass to ensure exulted, blood, shaken and defeated tokens are more useful.

Page 228:
6·20·8·2·1
CALCULATING COMBAT MASS


After the ‘Incapacitated Warriors’ paragraph:

Exulted and Lustful Warriors
A unit adds 1 to their combat mass for each exulted token and blood-lust token attached to it.

Defeated and Shaken Warriors
A unit deducts 1 from their combat mass for each defeated token and shaken token attached to it.


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

Postby Rob Lane » Fri Feb 09, 2024 11:39 am

Weirdly, this has never been fully explained...

Before the 6·20·2·3: DECLARE ATTACKED UNIT'S EQUIPMENT subsection:

Page 216:
6·20·2·3
INCAPACITATED ATTACKED UNITS


Incapacitated Attacked units - those that are Continuously Affected, or contain warriors that are entangled, prone or unconscious - must compulsorily perform a Disentangle, Dissipate (if a Dissipater is a member of the unit), Quell, Rise or Wake action as an embedded reaction, before an Attack reaction can take place. Freeing actions must be performed in the following order: Wake, Rise, Disentangle, Dissipate, and then Quell.

Attacked units that comprise a majority of warriors that are incapacitated - or whose leader is incapacitated - cannot perform any command or effortless reactions before they perform an Attack reaction.


As well as that...

Page 216:
6·20·2·4
COMMAND & EFFORTLESS REACTIONS

Attacked units may voluntarily perform one command or effortless reaction as an embedded reaction before they perform their Attack reaction, as long as they have not performed a Hold and... reaction against the Attacking unit in the current battle hour, and are not blind beset nor have been Ambushed by the Attacking unit.


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

Postby Rob Lane » Fri Feb 09, 2024 12:11 pm

From the Matt Lally...

Page 223:
2·7·5·4·3
IGNORES WEAPONS


Delete the sentence regarding spray, gaze and throw weapons. Replace with:

If an Attacker or Shooter does not contribute to the COMBINED MIGHT of a weapon - i.e., that weapon only has a MIGHT value - the weapon's MIGHT is halved, rounding any fractions down.


leading to...

Page 223:
6·20·5·2·1
IGNORES WEAPONS


After the first sentence:

If an Attacker does not contribute to the COMBINED MIGHT of a weapon - i.e., that weapon only has a MIGHT value - the weapon's MIGHT is halved, rounding any fractions down.


Similarly...

Page 254:
6·30·5·2·4
IGNORES WEAPONS


After the first sentence:

If a Shooter does not contribute to the COMBINED MIGHT of a shot weapon - i.e., that shot weapon only has a MIGHT value - the shot weapon's MIGHT is halved, rounding any fractions down.



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

Postby Rob Lane » Fri Feb 09, 2024 1:11 pm

Engines and Quelling:

Page 342:
6·73·2·1
QUELL TEST


After the Continuous Effects Summary Table:

Quelling Engine Units
In the case of shot engines or carriage engines, the crew use their SKILL to QUELL any fire, hellfire or petrification continuous effects.

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