Godslayer Errata RiseOfLegends Sept 2014

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    GODSLAYER Rise of Legends - Errata

    Fixing Issues

    Its sad but necessary: the first Godslayer Errata is on its way! Wehave tried our best to avoid any mistakes or issues in the Godslayer- Rise of Legends rulebook but even after the hundredth proofreadby the hundredth guy, there were still some issues that were notrecognized and which need fixing.

    This Errata will fix some issues being reported by attentive playersand by the Megalith Games team. Please consider all of these errataclarifications as the new official rules!

    Thanks for your understanding!- Your Megalith Games Team

    p.31 - concoction itemsReplace:Potions are a common sub-category of concoctions. Models

    carrying potions may use them at any time during their standardactivation without spending action tokens to do so.

    With:

    Potions are a common sub-category of concoctions. Modelscarrying potions may use them at any time during their standardactivation without spending action tokens to do so.But even so, usinga potion counts as an action.

    p.45 - determining the starting playerReplace:If a warlord is removed from a game in which eachplayer has

    fielded more than one warlord, the controlling player may nominateanother one of his remaining warlords to be the warbands leader andmay therefore use his LEAD for the next priority roll.

    With:If a warlord is removed from a warband in which the player has

    fielded more than one warlord, the controlling player may nominateanother one of his remaining warlords to be the warbands leader andmay therefore use his LEAD for the next priority roll.

    p.46 - secret deploymentReplace:Sometimes a player will have more than one model/unit that can be

    placed in secret deployment. In that case, it is possible that more thanone model/unit may be located at the same marker.

    With:Sometimes a player will have more than one model/unit that can

    be placed in secret deployment. In that case, it is possible that morethan one model/unit may be located at the same marker but they maybe revealed (explained later) one at a time and do not have to berevealed together.

    Replace:The secret deployment markers remain in the game until the player

    has revealed all of his relevant models/units, which he may do duringone ofhis turns in any round except the first one. Models in secretdeployment may never be revealed in the first round.

    With:The secret deployment markers remain in the game until the player

    has revealed all of his relevant models/units, which he may doduring his turns in any round except the first one. Models in secretdeployment may never be revealed in the first round.

    p.55 - self tactics - ordering procedureReplace:

    1. Check if target is within line of sight and then spend therequired action tokens for the tactic.

    With:1. Check if target is within line of sight.If it is, spend the required

    action tokens for the tactic.If not, the tactic cannot be ordered.

    p.55 - enemy tactics - procedureReplace:1. Check if target is within line of sight and then spend the

    required action tokens for the tactic.

    With:1. Check if target is within line of sight.If it is, spend the required

    action tokens for the tactic.If not, the tactic cannot be ordered.

    p.62 - declaring chargesReplace:A charge may not be declared for a model/unit if it has:

    performed any movement actions, any Melee attacks (page69), Missile attacks (page 74), Magic attacks (page 78) orThaumaturgy Spells (page 77) or performed any passive activations inthis round.

    With:A charge may not be declared for a model/unit if it has:

    performed any movement actions, any Melee attacks (page69), Missile attacks (page 74), Magic attacks (page 78) orThaumaturgy Spells (page 77).

    p.64 - moving chargersReplace:

    Since a charger enjoys its charge bonus for the entire round, it willalso benefit when subsequently attacking other enemy models whichit did not initially charge.

    With:ince a charger enjoys its charge bonus for the entire turn, it will also

    benefit when subsequently attacking other enemy models which it didnot initially charge.

    p.73 - free strikesReplace:A model may perform a free strike at any model that leaves or

    passes through its melee range. A free strike is performed immediatelywhen the model leaves the melee range. After the free strike has beenresolved, the attacked model may continue moving and performingactions as normal.

    With:A model may perform a free strike at any model that voluntarily

    leaves or passes through its melee range. A free strike is performedimmediately when the model leaves the melee range. After the freestrike has been resolved, the attacked model may continue movingand performing actions as normal.

    p.76 - shooting over modelsReplace:

    In such cases, where the target or shooter has a higher sight valuethan the interposing object/model, the interposing model will notprovide screening or cover to the target model.

    Example: A Wyldfolk of Annyr Beasthunter with a sight value of 2 targetsa Halodyne Demarchon who is completely obscured by a Syntarch model.Since the Syntarch has a sight value (SV) of 1, while the Beasthunter hasSV 2, the Beasthunter may draw line of sight over him, and the Syntarchdoes notprovide screening or cover for the Demarchon.

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    With:In such cases, where the target or shooter has a higher sight value

    than the interposing object/model, the interposing model will providescreening or cover to the target model.

    Example: A Wyldfolk of Annyr Beasthunter with a sight value of 2targets a Halodyne Demarchon who is completely obscured by aSyntarch model. Since the Syntarch has a sight value (SV) of 1, while theBeasthunter has SV 2, the Beasthunter may draw line of sight over him,butthe Syntarch does provide screening or cover for the Demarchon.

    p.77 - noteReplace:A models basic MAG stat can be modified by being injured, or

    through tactics, abilities and spells etc. A spell-casting roll is alwaysdone with 2d6 plus the currentMIS of the model.

    With:A models basic MAG stat can be modified by being injured, or

    through tactics, abilities and spells etc. A spell-casting roll is alwaysdone with 2d6 plus the currentMAG of the model.

    p.78 - spell attacksReplace:Each time a spell deals damage to a target model, we speak of this as

    a Spell Attack. Those spell attacks are performed just like other spells

    but sometimes it is important for the rules sake to differentiate betweenmelee, missile, spell and magic attacks. As the name indicates, attacksby spells would be spell attacks. Magic attacks are something entirelydifferent, and are explained later.

    With:

    Each time a spell deals damage to a target model, we speak of thisas a Spell Attack. Those spell attacks count as enchanted attacks andare performed just like other spells but sometimes it is important forthe rules sake to differentiate between melee, missile, spell and magicattacks. As the name indicates, attacks by spells would be spell attacks.Magic attacks are something entirely different, and are explained later.

    p.78 - magic attacksReplace:

    A magic attack is conducted similar to melee and missile attacks,

    but instead of using the MEL or MIS statistic of the attacker, the MAGstatistic is used instead. To make a magic attack, roll of 2D6 and addthe current MAG stat of the attacker.

    With:A magic attack is conducted similar to melee and missile attacks,

    but instead of using the MEL or MIS statistic of the attacker, the MAGstatistic is used instead. MAG attacks always count as enchantedattacks.To make a magic attack, roll of 2D6 and add the current MAGstat of the attacker.

    p.86 - fleeingReplace:

    Fleeing model/unit automatically moves directly towards itsdeployment zone with its maximum possible movement allowance ininches by spending as many action tokens as possible for movement, upto their exhaustion limit and the limit of their action tokens remaining.

    With:A Fleeing model/unit automatically moves directly towards its table

    edgewith its maximum possible movement allowance in inches byspending as many action tokens as possible for movement, up to theirexhaustion limit and the limit of their action tokens remaining. Thismight result in a model/unit fleeing of their table edge which removesthem from the game.

    Replace:A fleeing model cannot be affected by free strikes, may not make

    any other actions during their flee movement and may not performpassive activations other than to continue fleeing.

    Fleeing unit models are not required to maintain unit formation

    while they are fleeing!

    With:A fleeing model cannot be affected by free strikes, may not make

    any other actions during their flee movement and may not performpassive activations other than to continue fleeing.

    They may also not benefit from friendly effects, sustain spells orassign action tokens.

    Fleeing unit models are not required to maintain unit formationwhile they are fleeing!

    p.104 - difficult terrain - noteReplace:A model halves its movement as soon as and as long as any part

    of its base is touching or remains in contact with an area of difficultterrain.

    With:A model halves its movement as soon as and as long as its complete

    base is in contact with an area of difficult terrain.

    p.104 - forestsReplace:A model standing inside a forest counts as being in cover..

    With:

    A model standing inside a forest with its complete base counts asbeing inside the forest and benefits from being in cover..

    p.118 - fields of the fallen - special rules

    Add to profile:MAG 6

    Replace:allen Ones have a sight value of 0 and may not be charged, engaged,

    or attacked by missile attacks.

    With:allen Ones have a sight value of 0 and may not be charged, engaged,

    or attacked by missile attacks. They may only be attacked by counteror spell attacks.

    Replace:A Fallen One will not suffer any free strikes when moving away

    from a model.

    With:

    A Fallen One will not suffer any free strikes when moving away froma model and has a melee range of 0.

    p.119 - the lost artifact - victory conditionsReplace:

    A model/unit may search for the lost artifact each time it ends itsstandard activation inside or within 1 of any of the terrain features.

    With:A model/unit may search for the lost artifact each time it ends its

    standard activation inside or within 1 of any of the terrain featuresin the opposite half of the table.

    p.129 - death triumphantReplace:

    Each time the Bloodgut Ravager destroys a living enemy unit leaderor musician through a melee attack, the unit of the destroyed modelmust immediately pass a Horror test or flee.

    With:Each time the Bloodgut Ravager destroys a living enemy unit leader

    or musician through a melee attack, the unit of the destroyed modelmust immediately pass a Horror test or flee.Death Triumphant lastsuntil the end of the current round.

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    p.137 - gigantic jaws - rendingReplace:Rending: target model damaged suffers an additional 2 points

    damage.

    With:Rending: target model damaged suffers an additional D3 direct

    damage.

    p.154 - avatars claw

    Replace:The bearer may chooseone additional spell from the Logos of the

    Gods spell set.

    With:The bearer may buyone additional spell from the Logos of the Gods

    spell set.

    p.155 - logos of alythea - god smiteReplace:Target unit may use any of their tactics simultaneously in the same

    standard activation. Clarion call lasts until the end of the currentround.

    With:God Smite may only target models classified as creatures.

    p.155 - logos of alythea - wrath of the godsReplace:God Smite may only target models classified as creatures.

    With:Make one magic attack roll against each model of a target unit,

    using the spellcasters MAG statistic. Each model hit suffers a POW1 damage roll.

    p.155 - logos of the gods - arrow protectionReplace:Target model/unit may re-roll any attack die which results in a 1

    once. Divine Intervention lasts until the end of the current round butmay be sustained.

    With:Target model/unit gains +2 DEF against missile attacks. Arrow

    Protection lasts until the end of the current round but may besustained.

    p.160 - counteractReplace:Target enemy model/unit may not perform or receive any tactics.

    Counteract lasts until the end of the current round.

    With:Target enemy model/unit may not perform or receive any further

    tactics. Counteract lasts until the end of the current round.

    p.168 - veil of smokeReplace:

    Place a 3 AOE cloudeffect centered above each Xisteri Bomberof the unit. Veil of Smoke automatically ends the Xisteri Bombersstandard activation. Veil of Smoke lasts until the start of the XisteriBombers standard activation in the following round.

    With:Place a 3 AOE haze effect centered above each Xisteri Bomber

    of the unit. Veil of Smoke automatically ends the Xisteri Bombersstandard activation. Veil of Smoke lasts until the start of the XisteriBombers standard activation in the following round.

    p.169 - jaw - septic spitReplace:* Septic Spit: target living model damaged by a Jaw attack of

    the Moloch suffers 1 point direct damage, each time it spends anaction tokenfor movement or combat actions. Septic Spit is a toxiccontinuous effect.

    With:* Septic Spit: target living model damaged by a Jaw attack of the

    Moloch suffers 1 point direct damagefor each action token spentonmovement or combat actions. Septic Spit is a toxic continuous effect.

    p.172 - morticon almanachReplace:The bearer may chooseone additional spell from any Mortan spell

    set at the beginning of the game.

    With:The bearer may buyone additional spell from any Mortan spell set

    at the beginning of the game.

    p.168 - ashes to ashesReplace:Target living enemy model/unithit suffers Rot.

    With:

    Target living enemy model hit suffers Rot.

    p.203 - feral grayhorns - scentReplace:The Feral Grayhorns do not require line of sight for performing

    charge actions.

    With:The Feral Grayhorns do not require line of sight for performing

    charge actions. When they perform a charge each Feral Grayhornmay move in and direction and is not forced to move in a straight line

    p.180 - scarjarl - rampageWhile being affected by Rampage the Scarjarl may not be affectedby Slay Movement.

    p.219 - stormbowReplace:* Skewer: Target model with an equal or smaller sized base than

    the Stormbow Beasthunter, damaged by a Stormbow attack, ismoved directly back 2 inches immediately after the damage has beenapplied. The target model immediately stops its movement when ittouches an object or another model. On a critical hit, the target modelis in addition immediately knocked down after it has been moved back2 inches.

    With:

    * Skewer: Target model with an equal or smaller sized base thanthe Stormbow Beasthunter, damaged by a Stormbow attack, is moveddirectly back 2 inches immediately after the damage has been applied.

    The target model immediately stops its movement when it touchesan object or another model. On a critical hit, the target model is inaddition immediately knocked down after it has been moved back.

    p.225 - ogham megalith - monumentReplace:The Ogham Megalith must be placed anywhere on the table before

    the regular deployment phase of all players.

    With:The Ogham Megalith does not count as a living model andmust be

    placed anywhere on the table before the regular deployment phaseof all players.

    p.226 - feylock bow

    The points cost should be 12 Pts.

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    p.226 - widow bringerReplace:Before resolving a Widow Bringer damage roll the bearer may

    spend one life-point up to a maximum of 3 to deal 1 direct damage tothe attacked model for each life point spent.

    With:

    Before resolving a Widow Bringer damage roll the bearer mayspend life-points up to a maximum of 3 to deal 1 direct damage to theattacked model for each life-point spent.

    p.227 - druidic ogham lore - transfer monumentReplace:Target model with the ability Monument may be placed anywhere

    completely within 8 of its original position.

    With:Target model with the ability Monument may be placed anywhere

    completely within 8 of its currentposition.

    p.227 - glamour of cadrosThis spell works within LEAD-range of the spellcaster and therefore

    the mentioned RNG of 8 can be ignored.

    ClarificationsBesides fixing some of the issues we have discovered so far, we also

    have some clarifications to make based on discussions about severalrules going on in the forums. We thought it would be a nice idea toclarify the most important discussions right here in this document.

    This is not really an errata, more a clarification for those thatstumble over the same game situations or questions.

    enchanted attacksSometimes specific rules refer toEnchanted Attacks. When reading

    the rulebook you will be able to see what counts as an enchantedattack but the information is spread across several chapters. So to easeit up, heres a short summary:

    All items that can be used to perform an attack cause enchantedattacks (such as weapon items). Spell and Magic Attacks also countas enchanted attacks.

    halving damageSome items or effects allow you to halve the damage a model has

    suffered. This halving is always done after the final damage the modelwould suffer has been determined, which means after the ARM valuehas been subtracted, etc.

    ignore shieldsYou may have already encountered some foes that simply ignore

    shield bonuses with, e.g., their morning stars. Models that ignore

    shield bonuses only ignore the shield bonus itself, not shield-basedbonuses of effects or tactics like Testudo, Shieldwall or Phalanx.

    combat actionsCombat action always refers to MEL, MIS or MAG attacks, but

    not to spell attacks.

    spellcaster unitsIf a spellcaster unit casts a spell, the unit pays the ACT for the spell

    casting action, but each individual unit member may choose its targetand will perform a separate spell casting roll.

    sight value 0Models with a sight value of 0 cannot provide screening or cover

    to other models.

    dice modificationsIn some rare occasions it might happen that a dice roll is affected

    by two effects at the same time that would both increase and decreasethe amount of dice used for the dice roll. E.g. this happens when theImperial Platemail and Grace of Achallon are both in affect. In thisspecific case you should apply both effects, but you would roll afourth die and remove the lowest and highest one. On other occasionsthat are similar to that, please do the same!

    ending tacticsNo tactic might be voluntarily ended. A tactic always lasts as long as

    it description says or ends, when a new tactic of the same type (self,friendly or enemy) is applied.

    slay movement and destroyed modelsWe noticed that it may occur that a model is destroyed but not

    removed from play, e.g. by Defiant in Death. In all such cases, whereit says that the model has been destroyed, the normal rules for slaymovement can be applied. If the destroyed model is not yet removedfrom play and may still perform actions, please note that movingaway from it by slay movement might cause a free strike.

    declaring activationsIt is not necessary to declare all the activations you are going to

    make during your turn at the beginning of that turn. You can simplystart with one activation and after that decide to activate somethingelse or not.

    protection rollsPlease note that a model may only benefit from a protection roll

    against normal damage and critical hit damage (even though thecritical hit causes direct damage). A model may not benefot from itsprotection roll against other forms of direct damage causing attacks only against direct damage caused by critical hits.

    obstaclesBefore a game it should be agreed if obstacles with a sight value

    of less than 1 may be crossed by models with a sight value of 1. Werecommend that you round down the sight value of obstacles so that

    models with a sight value of 1 may cross obstacles that are only 0.5inch high.

    haze effectsA haze effect blocks line of sight to models positioned completely

    behind it but not to models that are within a haze effect. Modelsentirely or even partially inside a haze effect count as being in coverfor models outside of it and do not suffer any line of sight penaltiesfrom the haze effect they are in.

    critical hits with no act costsAttacks that cost 0 ACT can never result in a critical hit. Also attacks

    that are made as part of a tactic, ability or talent can never result in acritical hit if they do not have a real specified ACT cost other than that

    of the tactic, ability or special talent itself.

    interrupting actionsSometimes it may happen that an action of a model or a unit gets

    interrupted, e.g. when the Syntarch uses counter-strike on a chargingmodel/unit. In this case the model whose action is interrupted cannotperform any additional actions like counter attacks, etc. because youare not allowed to start a new action until you complete your currentaction.

    knocked down and stationary modelsKnocked down and stationary models never engage other models.

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    Report Errors and Issues

    All the fixing of issues and clarifications in this document have beenmade possible by YOU - the players! We hope that you will continueto support us with your reports about possible issues or mistakes, eventhough we strongly hope there are no more errors to report!

    If you have any questions about how to resolve or understandspecific rules or a game situation that was unclear to you, please letus know about it by either writing us an email or just join our official

    forums (http://forums.megalith-games.com).

    Thanks again and lets get on with the gaming!- Your Megalith Games Team

    GODSLAYER Rise of Legends - Errata5

    www.megalith-games.com2008-2014 Megalith Games Ltd. All Rights Reserved.All contents herein including Megalith Games Ltd., the Megalith GamesLtd. Logo, GODSLAYER, Calydorn, Ghorn, places, things, andcharacter names, factions, and their distinctive likenesses, all illustrations,images, graphics, logos, texts, design elements and photographs are propertyof Megalith Games Ltd. and are either copyrighted, trademarked and/orregistered by Megalith Games Ltd. 2008-2014 in the USA, Europe and othercountries by law.

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