Darklands: Second Edition - Official Errata v2.08

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 Errata v2.08

Postby Rob Lane » Fri Feb 09, 2024 3:58 pm

Everyone,
This page will list all of the official errata for the Darklands: Second Edition rule book, version 2.08.

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 paragraph in the rule book.

Cheers
Rob
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Mon Feb 26, 2024 1:11 pm

The need to square the vulnerable but difficultly seen circle came about thanks to Bish and Matt...

Page 49:
2·4·4·1·8
ETHEREAL


Blessed, Sorcerous and Soul Damage
Being unnatural creatures, all blessed damage, sorcerous damage and soul damage suffered by an ethereal warrior is also vicious damage.
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Mon Feb 26, 2024 1:25 pm

Some hedging of bets here...

Page 87:
2·7·5·2·5
HEDGE


Impact Strikes
When performing any kind of Hold reaction or Hold and... reaction against a Direct Engagement that is also a swift Engagement, Hedge warriors cause impact strikes called hedge impact strikes with the hedge weapon upon enemy warriors within the hedge weapon's attack range.
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Mon Feb 26, 2024 2:13 pm

Moving through units didn't allow them to Reflex Attack thanks to them being confused immediately. Not anymore...

Page 135:
3·8·5·2
MOVED THROUGH UNIT

A unit that is Moved Through is called a Moved Through unit until the Move Through is resolved. All Moved Through units - friend or enemy - become confused once the Moving Through unit has completed its Movement, as a result of warriors running pell-mell through their carefully-constructed battle-line, unless they have the ‘skirmisher’ ability.
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Tue Mar 05, 2024 7:04 pm

Too much Inspiring makes Jack a dull boy:

Page 306:
6·51
INSPIRE ACTION


master rule · command action (1) · leader action · incite action
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Tue Mar 05, 2024 7:23 pm

Some questions from Andy has led to a change to Quelling mounted warriors...

Page 341:
6·73·2·1
QUELL TEST


Quelling Mixed Units
Any unit with warriors of different profiles (such as a noble within a unit of vassals, or a Bound unit) will always perform QUELL TESTS using their own ATTRIBUTES, and never another member of the unit.


Quelling Mounted Units
Ardent mounted warriors use the attributes of the rider and ardent mount separately when performing QUELL TESTS, except that for fire, hellfire or petrification effects, the SKILL of the rider may be used if it is higher than the ardent mount's SKILL.

Beast mounted warriors use the SKILL of the rider to Quell any fire, hellfire or petrification effects, but for any other effects, the highest value attribute of either the rider or the beast mount is used.


Quelling Engine Units
In the case of shot engines or carriage engines pulled by beast draught animals, the crew use their SKILL to Quell any fire, hellfire or petrification continuous effects on the engine warrior, but for any other effects, the highest value attribute of either the crew, engine or beast draught animal is used.

Carriage engine warriors pulled by ardent draught animals use the attributes of the crew, engine and ardent draught animal separately when performing QUELL TESTS, except that for fire, hellfire or petrification effects, the SKILL of the crew may be used if it is higher than the ardent draught animal's SKILL (and must always be used for the engine).



and

Page 342:
6·73·2·1·1
QUELL TEST MODIFIERS


Quelling Mounted Units
In the case of beast mounted warriors, only deduct the current mass of the riders from the QUELL ROLL result if the ATTRIBUTE tested is SKILL. Otherwise, deduct the current mass of the mounted warrior from the QUELL ROLL result.

If an ardent mounted warrior is performing a QUELL TEST, treat both rider and ardent mount separately; deduct the current mass of the rider from an ardent mount's QUELL ROLL result, but never the other way around.



...as well as engine warriors.

Page 342:
6·73·2·1·1
QUELL TEST MODIFIERS


Quelling Engine Units
Engine crew only deduct the current mass of the crew from the QUELL ROLL result if the ATTRIBUTE tested is SKILL. Otherwise, deduct the current mass of the engine warrior from the QUELL ROLL result.

If an ardent draught animal is performing a QUELL TEST, treat both crew, engine and ardent mount separately; deduct the current mass of the crew from an ardent draught animal's and engine's QUELL ROLL result, but never the other way around.


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Rob
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Tue Mar 05, 2024 7:48 pm

Following on from that, let's give a slight advantage to beast mounted warriors and engines pulled by beast draught animals:

Page 71:
2·7·3·1·2
EFFECT DAMAGE


Continuously Affected Mounted Warriors
Continuous effect tokens are distributed to the mounted warrior as a whole in the case of beast mounted warriors. A beast mounted warrior's QUELL TEST is taken by the rider.

Continuously Affected Carriage Engine Warriors
Continuous effect tokens are distributed to crew, carriage engines and ardent draught animals separately, depending on which suffered the effect hit; in the case of beast draught animals, the effect tokens are distributed to crew and draught animals as a whole, and the engine separately.


Page 73:
2·7·3·3·1
EFFECT DAMAGE


After the example:

Mounted Warriors
The effect mass of beast mounted warriors is equal to the mass of the mounted warrior as a whole, but riders and their ardent mounts have separate effect masses.

Engine Warriors
The effect mass of shot engines is equal to the mass of the engine warrior as a whole. The effect mass of carriage engines pulled by beast draught animals is equal to the mass of the crew and the beast draught animals, with the engine treated separately. Similarly, for carriage engines pulled by ardent draught animals, the crew, engine and ardent draught animals have separate effect masses.



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Rob
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Tue Mar 05, 2024 8:24 pm

Modifier changes for Attacking, Shooting and Invoking:

Page 224:
6·20·5·2·4
APPLY PARRY MODIFIERS


-2 - Attacked warrior is not a Shieldwall warrior and is using both a combat weapon and an armour element with the rule ‘parry’, such as a sword and shield, regardless of the enemy warrior's mass. This modifier replaces both the weapon and armour element's parry modifier
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Tue Mar 05, 2024 9:51 pm

An interesting situation on the battlefield led to this...

Page 371:
7·30·2
SHOOT REACT


A Shoot reaction is almost exactly the same as a Shoot action and so Shoot reacting units perform an embedded Shoot action, called a Shoot React action, against the Approaching Target unit as soon as it has completed its Movement.


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Rob
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Tue Mar 05, 2024 10:09 pm

A change to Inspire and Daunt to ensure they aren't too powerful during / before the battle respectively...

Page 306:
6·51·2
INSPIRED UNIT


One friendly unit whose leader is within a certain range of the Inspirer - the inspire range - can be a potential Inspired unit...

third paragraph:

As many friendly units within inspire range as the Inspiring unit's player wishes can be a potential Inspired unit if the Inspire action is also an Incite action – i.e., it is performed before the battle begins – but only one friendly unit can be an Inspired unit otherwise.


Some additional modifiers for DREAD TESTS...

Page 309:
6·52·4·2·2
DREAD TEST MODIFIERS


-20 - if the Daunted unit contains a host herald
-10 - if the Daunted unit contains a herald



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Rob
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Re: Darklands: Second Edition - Official Errata v2.08

Postby Rob Lane » Sun May 26, 2024 11:14 am

Musings on the amount of shoot dice to roll for Volley Shooting has led to this:

Page 261:
6·32·2
VOLLEY SHOOT


Volley Shoot Dice
The amount of fated shot dice and shot dice for each volley shot weapon used in the Volley Shoot action is tripled.

EXAMPLE
A unit of ten bow-drunes is Volley Shooting an enemy unit, resulting in two fated shot dice and three shot dice. The bow-drune's Target must then attempt to evade nine shot dice, having suffered six damage from the fated shot dice.


Page 261:
6·32·2·1
VOLLEY SHOOT (N)


It can be the case that a Volley Shooting unit has a number next to the rule on its warrior profile. This indicates the Volley Shooting unit's shot dice multiplier.

EXAMPLE
Albainn elbharu have the rule ‘volley shoot (2)’ on their slow-shooting crossbows. This means the elbharu's shot dice are doubled rather than tripled when Volley Shooting.


Cheers
Rob

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