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Arquebus Errata
Arquebus may declare a range up to 24". The arquebus bangpowder
blast has a 2" diameter and a 1" radius.
Black Dragon Errata
Black Dragon clarification Anyone caught in the darkness of a Black
Dragon must roll d30 vs. ESP to leave the area of effect. A fail
indicates that the victim is not only lost in the inky blackness,
but also may not attack offensively or move. On a defensive attack,
see fighting while blinded.
Booting dwarves
Dwarves are +10 to Evasion vs. Trolls and/or giants, which makes
them particularly vexing to these giant-sized creatures. However,
a giant-sized creature can forfeit all his weapon attacks and boot
a dwarf instead. This kick has a C.E.R. of 4 and is allowed once
per turn per attacker, but the dwarf is not allowed his special
Evasion bonus. If the kick is successful, roll a d12 to find out
how many inches and which direction the dwarf went. For every 3"
traveled (always round down) the dwarf takes d8 of damage. Dwarves
are trained to return to their unit and will do so at the first
available opportunity. Note that if the dwarf survives and has not
yet attacked, and he lands less than available movement away, he
can run right back into the fray. However, whenever he reenters
the fray, he must check against any Fear Value again.--- submitted
by James Evans II
Changing Formations in Melee
Changing Formations in Melee Changing formation in melee is always
a 3d10 LEA test. This is correctly stated in the text of the book,
but the Quick Reference sheet is incorrect.
Charging
Regardless of the number of attacks per round a combatant has, he
is only allowed to attack once against each rank he travels through
during a pass through charge. Similarly, if the defender is using
a braced spear or similar item that gives the defender the benefit
of the attacker's Strength bonus, the defender may only attack once
per rank of the charging unit.
Courage Checks
After all combat occurs, check Courage if the unit has lost 25%
or more of its troop. The defender has the option of checking against
the modified Courage of the group or the unmodified Leadership of
the highest Leadership stat in the melee. If an allied unit in a
single melee breaks, check Courage for every allied unit in that
melee before resolving pursuit. --- submitted by Erik Rutins
Dazed
Divide the Evasion of a Dazed combatant by 2, but allow normal Absorption.---
submitted by Joseph Zarebski
Disengaging as a result of Pursuit
Units may disengage from melee automatically and pursue with movement
penalties if an opponent is routed. Turning, formation or any other
impedance does not affect pursuit movement.
Dive Bomb
Mounted flying creatures can "dive charge" their opponents.
The charger climbs in height, fold his wings up and plummets in
a head first free-fall. At the last second the flyer opens its wings
and tries to pull out the dive and into a ground skimming strafe
attack. The attacker may not use his STR bonus in this attack, but
for every 3" in height the attacker falls he delivers and extra
d8 of damage. However, to pull out of the dive, the attacker must
roll a STR check. The attacker must roll one d10 per bonus damage
die rolled and the total must be equal to or less.
Heroes in Melee
While a unit can defend a hero, a hero cannot defend a unittherefore
if the attacker wishes to target the unit, the unit takes
casualties first. If there are multiple identical Fated troops
in a unit, all hits are suffered on a single combatant and
hits are not spread around among the unit.
Initiative
Any time there is a tie in Initiative, the player who lost
the last Initiative wins the tie. On a roll of a 30, the player
may opt to pass Initiative to his opponent.
Jumping Errata
Manticores, gryphons, cats, horses and unicorns may jump any obstacle
that is one eighth their Footspeed (or less) with no movement
penalty.
Lord Goodwin Errata
Based on Goodwins strength he should be doing 2d6 (sword)
+ 1d6 (strength) damage. Goodwin does 2d6 + d6 of damage.
Mounts That Attack
If a combatant is riding a mount that attacks he may attack with
either the mount or his own attack in any given turn.
Remaining on an attacking mount is a skill in itself. When
attacking from a mount, the mount is trained to remain steady as a
battle platform.
Placement Clarification
Measure the center line of the table before any placement. Note
that you are NOT allowed to place on your opponent's side of the
table in a standard game.
Penalty for Charging Errata
Do not add 5 to the C.E.R. of a mounted charge.
Projectiles
Both crossbows and longbows (P4 and P5) have a range of 30.
Short bows (P3) have a range of 21. Firing beyond
effective range still has the same penalty. Any time a projectile
is fired at an opponent who is within the first third of a
projectiles effective range (for example 10" or less
with P4 or P5), accuracy increases by 6 (subtract 6 from C.E.R.).
If an attacker is firing a projectile at an activated (and
moving) target, the attacker may fire at the most advantageous point
along the defenders path. It is the attacking players
duty to determine the most advantageous shot.
Unpainted Miniatures
(This rule is for Battlestorm tournament play only.) Unpainted
miniatures represent raw recruits who have never seen battle
before. Eager but skittish, an unpainted unit takes a Courage
check, at 3 to Courage. A primered unit has seen some
action, but they are still not veterans, thus a primered unit
is 2 to all Courage checks. A unit that is partially
painted or unfinished represents new troops that have seen
some action. They are 1 to all Courage checks. Any miniature
with 2 or more colors on it is considered finished.
Any leader character that is unpainted additionally suffers the
same penalties to his Leadership score.
Hydra Errata
Use the following Combat Value: hydra: 156.
The hydra, unlike heroes, cannot split its attacks
among multiple targets.
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