Main rulebook
(note: page numbers are for the hardback copy)
Page 59, Terrain Types
Replace "There are four types" with "There are five
types", add the following bullet point: "Hills - Hills have
no impact on movement. For rules on how hills do
impact play, see below."
Page 55, Moving Chargers
Replace the paragraph that begins “Once the charging
unit is in contact with the target,” with the following:
“Once the charging unit is in contact with the target, pick
up the charger and align it with the side of the target you
are charging so that the charger is flush with the target.
The charging unit must still be contacting the initial point
of contact with the target and clear of all other units.”
Page 56, Proximity to Enemies:
The Gamer’s Edition text is wrong. The hardback book is
correct. The hardback book text is:
Remember that when charging, units don’t have to stay
1" away from enemies, and this means that sometimes
a charging unit may end up in contact with both its
target and one or more enemy units it has not charged
(e.g. when charging a unit that is part of a tight enemy
battle line). In this case, you’ll have to nudge these
enemy units away to ensure that they are no longer
touching.
Page 57, Multiple Charges section
Replace the first sentence with:
“If two or more of your units are able to charge the
same enemy unit, they can do so, as long as they can all
fit against the target facing once the charges are
completed.”
Page 57, Multiple Charges section
Replace the last paragraph with:
“Also note that, in multiple charges, charging units
charging the same target facing cannot cross each
other’s way in, i.e. they cannot swap places and must
remain in the same relative positions to the target
facing when they started their charge (see the last
example of Diagram H. Units A and B cannot swap
places to try and result in the final situation shown in
the middle example in the diagram and thus only the
two units may legally charge).”
Page 57, Counter Charge
Replace the paragraph that begins:
"Rather than making a normal Charge move..."
With:
“Rather than making a normal Charge move, simply pick
up the Charging unit, turn it to face the target and align
it flush with the target's front face.”
Page 62, Cover
Replace the paragraph that begins:
"A unit which is standing on a hill ignores any
intervening units […]”
With:
“A unit which is standing on a hill ignores any
intervening units or pieces of terrain that have an equal
or smaller height than the hill when determining if a
target is in cover, except for pieces of difficult terrain
that half or more of the target’s base is within.”
Replace the second bullet point with the following:
• LOS to at least half of the target unit's facing
passes over intervening units or terrain
(including difficult terrain the target unit is in
contact with)
Change the “Big Targets” section to read:
Intervening units/terrain that are three height levels
smaller than either the firing unit or the target offer no
cover. For example, height 1 units/terrain do not offer
cover to or from height 4 units.
Add a new section:
“Height 0 units”
Like obstacles, these are considered to be height 1 for
determining cover, but never block Line of Sight.
Page 66, Target Remains—Chargers Pull Back
Add the following at the end of the final paragraph:
“In any case, all chargers who charged the same facing
must end up the same distance from the unit they
charged.”
Page 71, Individuals
Add the following paragraph to the melee section.
"An Individual who does not start the turn in contact
with Difficult Terrain that would otherwise block line of
sight (such as a height 4 forest for a height 1
hero(infantry) model) may not pivot into the Difficult
Terrain to see through it in order to declare a charge."
Page 86, Scenario 5: Loot!
Controlling Loot Markers
Replace the first paragraph with the following:
During the game, when one of your units ends a phase
of its own turn (excluding Vanguard moves) on top of or
in contact with a loot counter, it can pick it up as long as
there is no enemy unit also in contact with the counter.
That unit will then carry the loot counter.
Page 87, Scenario 5: Loot!
After the paragraph that begins “If one of your units is
Routed” add
“Loot tokens may be placed under units with the
Individual special rule if no other units are available to
receive them. In this case, the Individual is not carrying
the Loot token, but is defending it. The Loot token must
be placed before the Individual carries out its Regroup
action. If the Individual chooses to move forwards or
backwards as its Regroup action, the Loot token does
not move with the Individual.”
Page 100, Forces of Basilea, High Paladin on Dragon
Minimum base size is 50x50mm
Page 124, Elf Armies, Dragons Breath War Engine
Replace Ra4+ with Ra
Page 137, Kingdoms of Men, The Captain
Master Tactician cannot be used on allied units.
Page 163, Forces of the Abyss, Chroneas
Replace the unit entry heading with the following:
Chroneas [1] Monster
Page 165, Ba’su’su the Vile,does not have the Fury
special rule.
Page 184, Goblin Armies, Slasher
The “small sharpstick thrower” option on the Slasher
should additionally have the Blast(D3) special rule.
Page 191, Orc Armies, War Drum
Replace Great Thunder special rule text with the
following “Friendly, non-allied units within 6” of this
unit have +2 to their Waver and Rout Nerve values. This
effect does not stack with Rallying!.”
Page 203, Undead Armies, Mhorgoth
Touch of Darkness may only be given to a unit with the
Shambling special rule.
Uncharted Empires
Page 13, Brotherhood, Exemplar Hunter
Becomes Hero (Cav) when the mount option is taken.
Page 18, Salamanders, Ghekkotah Warriors
Hordes have 40 attacks.
Page 24, The Herd, Spirit Walkers
Hordes have 40 attacks.
Page 37, The League of Rhordia, Halfing Army Standard
Bearer
Becomes Hero (Cav) when the mount option is taken.
The Trident Realm of Neritica
Page 40, Water Elemental regimentsare 150 points.
Page 41, Gigas Horde Nerve is 15/17.
Page 42, The Riverguard Captain has the Individual
special rule.
Page 42, Greater Water Elemental has the Pathfinder
special rule.
Page 51, Empire of Dust, Cursed High Priest
Replace “Breath Attack” upgrade with “Fireball”.
Page 54, Night-Stalkers, Blood Worms Horde Nerve is 18/21, Legion
Nerve is 24/27.
Page 55, Shadowhounds* Troop Nerve is 11/14.
Page 55, Needle-Fangs Regiment Nerve is 10/13.
Page 71, Varangur, Herja of the Fallen.
Judgement of Korgaan cannot be given to Herja herself.
Destiny of Kings
Pages 25, 28, “We are Legion”
Replace the text with the following:
All Abyssal forces have the Endless Tide special rule for
this scenario. When a unit arrives on the table because
of this rule, they move onto the table from the Abyssal
table edge.
Page 47
Add the below section.
These may be included within armies using the normal
selection.
Rordin the Dwarf, change to Inspiring (Dwarf Army List
only). He will only inspire units from the Dwarf army list.
Demon Lord Ba’el, Bane of the Mortal Kingdoms has
Thunderous Charge (2) rather than Thunderous, and Charge (2).
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