FAQ and Errata v3 v1.12 Duygzr
FAQ and Errata v3 v1.12 Duygzr
FAQ and Errata v3 v1.12 Duygzr
V1.12
11th November 2020
FAQ
This section contains answers to frequently asked questions.
Updated or new entries to this document are denoted with blue text.
Q: When are Auras which effect a combat or ranged attack applied to a unit?
A: A unit only gains the special rule, such as Brutal, Crushing Strength, Elite, Thunderous Charge, Vicious etc if it is within
the Aura when the melee or ranged combat is being resolved.
Q: When are Auras which grant a movement bonus or ability to ignore terrain applied?
A: A unit will only benefit from Pathfinder, Strider or Wild Charge from an Aura, if it is within the Aura at the beginning of
its movement.
Q: A unit can sometimes be “boxed in”, stopping it from doing anything but back up (and sometimes not even that!). The
positioning of an enemy unit might mean that none of the viable targets that the unit should be able to charge can be
because the charging unit cannot align to any of them, such as in the example below. How should this be resolved?
A: It is of course perfectly fine to force an enemy unit to legally charge a unit of your choosing (e.g. screening a unit with a
different one) or using terrain to cleverly shield units or protect flanks. However, forcing a situation where no legal charge
is possible due to the angles of the multiple possible targets (total charge blocking by “gaming” the rules) is not permitted.
The recommended way to resolve this is to allow the charging unit to select their target of choice (either of the two units
to the front in the example given), move into contact and then align the target to the charger rather than the other way
round.
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Q: Does the Abyssal Dwarf Hexcaster’s Feedback rule cause a nerve test if it causes damage?
A: Yes, for both Hex and Weakness. With the exception that if the Hexcaster casts Weakness on a target which is Engaged,
the target will not take a Nerve test at the end of the Ranged phase.
Q: When a Goblin Winggit used the Eye in the Sky special rule, does this count as using a ranged attack?
A: No, Start of ranged phase abilities (such as Eye in the Sky or Visions from the Void etc) are not ranged attacks.
Q: Can a unit that has charged an enemy yielding individual still use a shooting attack that turn without disengaging from
the individual?
A: No. If a unit is issued with a charge order, no ranged attacks may be used.
Q: How can my Shambling unit gain Thunderous Charge from a hill when Surged?
A: The unit must have been on the hill when the Surge that brings it into melee is cast.
Q: Can a unit which does not have an Me value be issued a Charge order?
A: No.
Q: Can I roll for multiple units Wild Charge (n) values before issuing their move orders?
A: Yes.
Q: Does Height 0 (Flat) terrain provide a cover penalty to units standing behind it?
A: No.
Q: Do units in Height 0 (Flat) difficult terrain suffer a cover penalty if they’re being shot at or if they’re shooting out of said
terrain after moving in?
A: Yes.
Q: Do Doppelgangers halve their attacks (rounding down) while either they themselves, the target in which profile they’re
copying or both are devastated?
A: Yes.
Q: If a Spellcaster who has a special rule which allows them to cast two spells in a turn takes the Staff of the Forsaken
artefact, how does the unit special rule and the artifact special rule interact?
A: The rules for the Staff of the Forsaken supersedes the unit’s own special rule.
Q: How does the requirement to end 1" away from all enemy units when targeted by the Windblast/Enthral/Surge spell,
work when the target unit begins within 1" of an enemy.
A: The effects of windblast/enthral/surge are applied as normal so long as the target unit's final position is no closer to an
enemy unit than where it started. If the windblast/enthral/surge movement would cause a unit to move closer to an
enemy unit than where it started, then it simply remains in place (with the exception of a surge movement that would
bring a unit into contact with an enemy unit - in which case follow the rules for Surge as normal).
Q: When an Overrun action following the routing of a Unit with the Individual special rule would cause you to come into
contact with an enemy unit, how is the charge facing determined?
A: If the Overrun action brings you into contact with an enemy unit, treat this as a successful charge against the facing
that has been contacted. In the event that a unit makes contact with only the corner of an enemy unit on an Overrun, it
will align to the enemy facing that it’s leader point was in at the start of it’s overrun move.
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Q: Can a Withdraw move be used to bring a unit within 1" of an enemy unit they are not engaged with?
A: No, a Withdraw move may not be used to bring a unit within 1" of an enemy unit. The only exception to this is if a unit
began its turn within 1" of one or more enemy units . In that case it may still make a Withdraw move, so long as the
Withdraw movement ends equal to or further away than where it started from all units within 1".
Q: Can Dravak cast surge on Infernox using Infernox's line of sight?
A: No.
Q: If a Monolith is given an “At The Double” order, can it still cast spells?
A: No.
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Q - In the event that multiple chargers against the same target facing cannot share the space equally, will a unit shuffle
over to allow another unit to Align against the target?
A- Yes, but only if sharing the space equally is not possible due to blocking terrain or units occupying what would
otherwise be a charging units final position. When doing so, the charger will shuffle the minimum distance possible so that
the gap left for subsequent chargers is no greater than their combined frontage.
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ERRATA: Main Rulebook
This section contains errata for the first print runs of the hardback & Gamer’s edition, rulebooks.
Page numbers are for the hardback (and in brackets for the Gamer’s edition).
Page 19 (15): Charge. 1. Move. The 1st paragraph should read as follows:
“First, the charging unit moves forward using the shortest, most direct route possible to make bring its front facing or
front corner into contact with the facing of the enemy unit being charged.”
Page 19 (15): Charge. 1. Move. The 2nd paragraph should read as follows:
“In order to do this they may, if necessary, pivot once around their centre up to 90º at any point during their move. This
pivot may only be carried out if required to do so in order to complete the most direct route. If the Charge can be
completed without the pivot, then the charging unit should not pivot.”
Page 27 (23): Cover. Add the following penultimate Paragraph to the Cover section:
“A firing unit that is currently within, or in base contact with an Obstacle ignores it for determining whether an
enemy unit is in cover, unless the enemy unit is also touching or within the same Obstacle.”
Page 30 (26): Devastated. The text of the Devastated section should read as follows:
“While the amount of damage on a unit exceeds its current Routing limit (taking into account any modifiers, such as
Rallying or Dread) and the unit has not suffered a Rout result, the unit is said to be Devastated. Devastated units halve
their Attacks, Unit Strength and spell (n) stat values, rounding down. Mark the unit with an appropriate token.
For example, if a unit that normally had an Att stat of 12 was Devastated, it would continue to play using an Att stat of 6
instead.”
Page 35 (31): Brutal (n). The text of the Brutal (n) special rule should read as follows:
“When testing the Nerve of an enemy unit in Melee with one or more of your units with this rule, add the highest Brutal
(n) value to the total rolled. If no value is specified, the unit has Brutal (1). If an enemy unit is subject to both the Brutal
and Dread special rules, the attacking player must choose which to use. Both cannot be applied against the same unit at
the same time. “
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Page 40 (36): Army Selection. The text in the troops section which reads “Large Infantry, Monstrous Infantry, or Large
Cavalry” should read as follows: “Large Infantry, Monstrous Infantry, Large Cavalry, or Swarms”
Page 40 (36): Army Selection. The text in the hordes section which reads “Large Infantry, Monstrous Infantry, or Large
Cavalry” should read as follows: “Large Infantry, Monstrous Infantry, Large Cavalry, or Swarms”
Page 41 (37): Army Selection. The text on the two boxes of the diagram which read “Large Infantry/ Large Cavalry” should
read as follows: “Large Infantry/ Monstrous Infantry/ Large Cavalry/ Swarms”
Page 41 (37): Army Selection. The text on the box of the diagram which reads “2 Troops, and up to 2 of the following, in
any combination: Hero, Monster, Titan, War Engine” should read as follows: “2 Troops, and up to 2 different choices from
the following, in any combination: Hero, Monster, Titan, War Engine”
Page 41 (37): Army Selection. The text on the box of the diagram which read “4 Troops, and up to 2 of the following, in
any combination: Hero, Monster, Titan, War Engine” should read as follows: “4 Troops, and up to 2 different choices from
the following, in any combination: Hero, Monster, Titan, War Engine”
Page 45 (41): Magical Artefacts. The text in the 2nd paragraph of the second column should read as follows: “The
artefacts below are presented in two sections. The first section lists Common items that can be taken by any unit, with the
exceptions noted above. The second section lists Heroic artefacts which can only be taken by Heroes of all subtypes, e.g
Hero (Inf), Hero (Cav), Hero (Titan) etc.”
Page 62 (58): Smoke & Mirrors. The paragraph that starts on the 7th line of the Smoke & Mirrors section should read as
follows: “At the end of each Round, each player must flip one Bluff Counter on their side of the board, rolling off to decide
who flips first. Repeat this process each round until all Bluff Counters are flipped and revealed.”
Page 240 (64) : Abbess. The units special rules should read as follows: “Crushing Strength (1), Iron Resolve, Individual,
Inspiring (Sisterhood only), Vicious (Melee), Wild Charge (D3)”
Page 250 (68) : Sharpshooters. The unit type should be Heavy Infantry.
Page 251 (69) : Greater Earth Elemental. The unit should have an Att value of 12.
Page 262 (74): Therennian Seaguard. This unit's points cost should read 150 for the regiment and 260 for the horde.
Page 265 (77) : Tydarion Dragonlord. The units special rules should read as follows: “Brutal, Crushing Strength (4), Elite,
Fly, Nimble, Very Inspiring”
Page 265 (77) : Argus Rodinar. The text of the “Altar of the Elements” rule should read as follows:
“As long as this unit is present and in play on the table, at the start of each of your ranged phases you may select a single
Friendly Core unit on the battlefield regardless of range or line of sight. The unit is granted the Inspiring special rule until
the start of your next turn.”
Page 288 (87) : Pegasus. The units special rules should read as follows: “Fly, Nimble, Pathfinder, Thunderous Charge (1)”.
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Page 289 (89) : Avatar of the Green Lady. The units special rules should read as follows: “Fly, Individual, Inspiring,
Pathfinder, Regeneration (5+)”
Page 298 (92) : Warriors. The Regiment should have a Ne value of 12/14.
Page 300 (94) : Warlock. The text of the “Ogre Warlock” rule should read as follows:
“For each Friendly Core Large Infantry Regiment, Large Infantry Horde or Large Infantry Legion within 6”, increase the
amount of dice rolled with Drain Life, Fireball, Lightning Bolt and Mind Fog by 1 to a maximum bonus of +3.”
Page 309 (97) : Placoderms. The Troop should have a Ne value of 10/12.
Page 311 (99) : Replace the “Large Infantry” title text with “Monsters”.
Page 323 (105) : Greater Obsidian Golem. The unit should have an Att value of 12.
Page 324 (106) : Taskmaster on Chariot. The units “Rally” option should instead read: “Rallying (1 - Slave only) for +15 pts”
Page 335 (111) : Monolith. The text of the “Monolith” rule should read as follows:
“As long as this unit is alive and in play on the table, at the start of each of your r anged phases you may immediately cast
Surge (8) on a single Friendly Core unit anywhere within 24” of this unit regardless of line of sight.
Note: The Monolith cannot be disordered and its Base size cannot be increased beyond 75x75mm.”
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Page 336 (112) : Ahmunite Pharaoh. Eternal Guard [1] should read as follows: “Aura (Elite (Melee) - Mummy only) for
+20 pts. This unique upgrade cannot be taken in addition to a magical artefact.”
Page 349 (119) : Manifestation of Ba’el. The units special rules should read as follows: “Brutal, Crushing Strength (2), Fly,
Fury, Inspiring, Nimble, Regeneration (5+), Stealthy, Vicious (Melee)”
Page 359 (123) : Winggit. The text of the “Eye in the Sky” rule should read as follows:
“At the start of each of your ranged phases you can immediately target and “Mark” an Enemy unit anywhere within 24” of
this unit regardless of line of sight. For the remainder of the turn, all friendly core units with the Lobber keyword targeting
the Marked unit have the Elite (Ranged) special rule.
Note: The unit does not have Eye in the Sky unless purchased.”
Page 369 (127) : Doppelgangers. The text of the “Doppeganger” rule should read as follows:
“When this unit attacks an enemy unit in melee, it may opt to use the Enemy's profile for its melee attacks instead of its
own. If it does so then it uses the Enemy unit's Melee stat, Attacks stat and Crushing Strength value for that turn instead
of its own. Any magical artefacts the Enemy unit has are ignored. The Dopplegangers themselves may still use a magic
artefact as normal if they have one (apply any bonuses granted after the decision on which stats to use). Apply any
bonuses and penalties granted by magic artefacts, spells, terrain or other sources after the decision on which stats to use.
Page 371 (129) : Portal of Despair. The text of the “Visions from the Void” rule should read as follows:
“As long as this unit is present and in play on the table, at the start of each of your Ranged phases you may select a single
Friendly Core unit on the battlefield regardless of range or line of sight. The selected unit is granted the Inspiring special
rule until the start of your next turn.
Note: Base size cannot be increased beyond 75x75mm.”
Page 397 (143) : Mhorgoth the Faceless. The unit should have a Sp value of 7 and a Drain Life value of (7).
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ERRATA: Uncharted Empires
This section contains errata for the first print run of the Uncharted Empires rulebook.
Updated text is denoted with red text.
Updated or new entries to this document are denoted with blue text.
Removed text is denoted with struckthrough text.
Page 39: Order of Redemption*. The unit sizes should be Troop (5) & Regiment (10).
Page 47: Herneas The Hunter. The unit should have a Pts value of 135.
Page 63: Avatar of the Green Lady. The units special rules should read as follows: “Fly, Individual, Inspiring, Pathfinder,
Regeneration (5+)”
Page 79: Fanatic Instigator. The units special rules should read as follows: “Crushing Strength (1), Individual, Mighty, Wild
Charge (D3)”
Page 90: Shock Troops. The units Heavy Halberds upgrade should be listed as “[+10/+15/+25]” pts.
Page 96: The Last Breath. The text of the “The Last Breath” upgrade should read as follows:
“When the unit suffers a Rout result, all units in base contact with it suffer 2D3 hits at Piercing (2). These hits are resolved
by the player that Routed the unit with The Last Breath rule, which now has to (grudgingly, we’re sure) resolve the hits
against their own unit(s). After the damage has been resolved, no Nerve test is taken by the damaged units and they
proceed to Regroup as normal. In addition, a unit with The Last Breath upgrade cannot take the Crystal Pendant of
Retribution magical artefact.”
Page 103: Cronebound Banshee. The unit should have a Ht value of 2.
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ERRATA: Halpi’s Rift
This section contains errata for the first print run of the Uncharted Empires rulebook.
Updated text is denoted with red text.
Updated or new entries to this document are denoted with blue text.
Removed text is denoted with strikethrough text.
Page 55: Shining Spire Add: “A Shining Spire is Height 9 Blocking Terrain”
Page 60: Serakina, the Ice Queen. Add the Special Rule: “Master of Ice: When targeting Friendly Core Frostbound units or
Enemy units which have the Frozen special rule, this unit can reroll one of the dice that failed to hit with Bane Chant, Heal,
Icy Breath, Wind Blast, Surge or Blizzard.”
Page 65: Cursed High Priest. The second paragraph should read: “For each other Friendly Core Skeleton unit within 6”,
you may re-roll one dice that failed to hit with Drain Life, Fireball, Heal, Hex, Surge, Weakness, and Wind Blast, to a
maximum of 2 re-rolls.”
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