V205 Error report thread

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  • V205 Error report thread

    Please report any errors, typos, inconsistencies, etc. that you find in the 205 BRB and the Arcane Compendium in this thread.
    I'll collect everything that was found and update whenever something was fixed in this first post.

    Please also have a close look at the new "features" of the book:
    - check the new figures: Anything that could be made clearer, both in the figures as well as the captions?
    - check the alphabetical index: Anything that is missing? Any link leading to the wrong chapter? Anything superfluous?
    - check the How to read unit entries chapter: anything else that should be explained there?

    Happy hunting ;) .


    Reported errors:

    implemented in 0.205.1
    Display Spoiler

    5.C Characteristic Tests
    To perform a Characteristic Test, roll a D6. If the result is less than or equal to the_value of the tested Characteristic, the test is passed.

    Figure 13: Options in a common Character unit entry.
    a) Certain units, like Characters, consist only of a single model. These units are labelled as “single model” units. They
    follow the same rules as models units consisting of multiple models, but there may be certain differences, like Characters
    being able to join other units.

    11.B.a Charge Reactions
    Before declaring a Charge Reaction, determine in which Facing the unit will be Charged. This is determined by the
    unit’s Arc in which more than half of the Charging unit’s Front Facing lies is Located in (see figure 17). If its Front Facing is equally
    split between two Arcs, randomise which Arc the unit is in before declaring any Charge Reaction.
    A unit must declare and then resolve its Charge Reaction immediately after a Charge is declared against it and the
    Facing in which it will be Charged is determined, before any further Charges are declared. There are three different
    Charge Reactions: “Hold”, “Stand and Shoot”, and “Flee”.

    11.B.a.2 Stand and Shoot
    A Stand and Shoot Charge Reaction means that the Charged unit immediately performs a Shooting Attack as if in
    the Shooting Phase, even if the enemy is beyond the weapon’s maximum range. In this case, the Charging unit is
    considered to be at Long Range for the Shooting Attack. Remember to apply any modifiers like Long Range and
    Stand and Shoot. After this, follow the rules for Hold Charge Reactions.
    A Stand and Shoot Charge Reaction can only be taken if all of the following conditions are met:
    The Charged unit has Shooting Weapons.
    The Charging unit has more than half of its Front Facing is Located in the Charged unit’s Front Arc.
    The Charging unit is farther away than its Advance Rate; use the lowest value among the Charging models if it
    has more than one.
    Units can only choose to declare a Stand and Shoot Charge Reaction once per Player Turn (even if they are Charged
    more than once).

    Figure 17: Front or Flank?
    a) More than half of The Charging unit’s Front Facing is Located in the enemy’s Front Arc (since this is where the centre of its Front Facing is).
    b) The Charging unit must contact the Charged unit’s Front Facing.
    (adjust figure by marking the centre of its Front Facing)

    Figure 18: Maximising Contact.
    a) Unit B Charges an enemy unit. Follow the priority given by Maximising Contact when moving the Charger.
    1. Not Charging multiple enemy units
    2. Maximising the number of units Engaged in Combat
    3. Not rotating the enemy unit
    4. Maximising the number of models in contact with one or more enemy models
    b1) OK.
    1. Not applicable
    2. Not applicable
    3. The Charged unit is not rotated
    4. The number of models is maximised without breaking priority 2. A total of 11 (5 vs 6) models is in base contact with one or more enemy models
    b2) Not OK.
    1. Not applicable
    2. Not applicable
    3. The Charged unit is rotated. The Charge is illegal
    4. The number of models is maximised. A total of 12 (5 vs 7) models is in base contact with one or more enemy models, which is more than b1). This is irrelevant though since the Charge is illegal due to the Charged unit being rotated

    11.B.c.8 Charging a Fleeing Unit
    (...) except that the Charging unit can move into contact with any Facing of the Charged unit.

    11.B.c.10 Failed Charge
    When a unit does not roll a sufficient Charge Range, or is otherwise unable to complete the Charge, it performs a
    Failed Charge Move, comprising an initial Wheel followed by a straight forward move,. A Failed Charge Move is performed as follows:
    - The move distance of a Failed Charge Move is equal to the highest D6 of the Charge Range roll.
    - Wheel the unit until it is facing directly towards the Centre of its intended target or if it was destroyed, towards the final position of the Centre of the unit, or until it cannot Wheel anymore due to obstructions (whichever comes first).
    - Move the unit straight forward its the remaining move distance.
    - A Failed Charge Move may bring the unit within 0.5′′ of other units and Impassable Terrain as per the Unit Spacing rule.
    Models in a unit that performs a Failed Charge Move are Shaken until the end of the Player Turn. Units that have
    completed a Failed Charge Move are no longer considered Charging.

    12.A Movement Phase Sequence
    3 Select one of your units, take a March Test if necessary, select and a type of move (Advance, March, Reform), then move the unit

    12.D Moving Units
    Then perform a March Test if necessary and choose what type of move this unit will perform, and move the unit.

    14.C.d Cover
    Cover is determined individually for each shooting model. There are two types of Cover: Soft Cover and Hard Cover. The most common reason for applying Cover is the target being obscured by Terrain or other models, or the target being inside a Terrain Feature.
    Determine if the target benefits from Cover as follows:
    1. Determine which Arc of the target the shooting model is Located in. The corresponding Facing is referred to as Target Facing.
    2. Choose any point on the shooting model’s Front Facing.
    3.a For targets on rectangular bases:
    From the chosen point, check how large the fraction of the Target Facing is that is behind obstructions (see figures 25 and 26).
    If half or more of the Target Facing is obscured, the target benefits from Cover.
    3.b For targets on round bases:
    • From the chosen point, check whether the nearest point on the Target Facing, referred to as Target Point, is behind obstructions.
    • If this point is obscured, the target benefits from Cover.

    Note that:
    This is not Line of Sight. Check what is behind obstructions even outside of the shooting model’s Front Arc.
    • Models on round bases can use any point on their base for determining Cover.
    Models always ignore their own unit and the Terrain Feature they are inside for Cover purposes (e.g. a model shooting from a Forest doesn’t suffer a Soft Cover modifier for shooting through or at a target inside that Forest).

    Figure 25: Example of Hard Cover.
    a) The model cannot shoot (as its Line of Sight is blocked).
    b) The model can shoot (as the enemy is within Line of Sight). Hard Cover is applied since more than half of the Target Facing is obscured by a Terrain Feature that contributes to Hard Cover models that block Line of Sight.
    c) The model can shoot (enemy within Line of Sight). No Cover is applied since half or less of the Target Facing is obscured by a Terrain Feature that contributes to Hard Cover models that block Line of Sight.

    15.F.a Combat Score
    Once all Initiative Steps have passed (i.e. all models have had a chance to attack), the winner of this Round of Combat is determined by calculating each side’s Combat Score. Simply add up all Combat Score bonuses. The side with the higher Combat Score wins the Round of Combat and the side with the lower Combat Score loses the Round of Combat. If there is a tie, both sides are treated as winners. The different Combat Score bonuses are described below and summarised in table 7.

    15.H.1 Overrun
    Check which Arc the Overrunning unit is Located in for each enemy unit that may be Charged later in this process.

    15.H.c Pursuit Distance and Pursuing Units
    • Which Arc the Pursuing unit is Located in for each enemy unit that may be Charged later in this process.

    15.H.b Flee Distance and Fleeing Units
    Each Broken unit that was not captured and destroyed will now Flee directly away from the previously determined enemy unit. Pivot the Fleeing unit so that its Rear Facing is parallel with the Facing it was Engaged in (of the enemy unit the Flee Move is directed away from), and then move the Fleeing unit straight forward a number of inches equal to the Flee Distance rolled earlier. Use the rules for Flee Moves with the exception that units that are Engaged in the same Combat do not cause Dangerous Terrain Tests.
    If the direction of the Flee Move cannot be determined, e.g. because the enemy units that won the Round of Combat were removed as casualties, the Broken unit Flees directly away from the closest enemy unit instead (Centre of Unit to Centre of Unit).

    21.A.a.1 Ambush
    Place the arriving units with their entire rear ranks touching Rear Facings in contact and aligned with the Board Edge.

    21.A.a.11 Fly (X, Y)
    Units composed entirely of models with Fly may use Flying Movement during Charge Moves, Failed Charge Moves, Advance Moves, and March Moves. When a unit uses Flying Movement, substitute its models’ Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). A unit using Flying Movement ignores all Terrain Features and units during the Flying Movement. Note that:
    • It must follow the Unit Spacing rule at the end of the move.
    • It is affected by the Terrain Features from which it takes off and in which it lands.
    • All modifiers to ground movement values also apply to a model’s Fly values, unless specifically stated otherwise.
    • When declaring a Charge with a unit with Fly, you must declare if the unit will not use Flying Movement for the Charge Move.
    • A Failed Charge Move of a unit with Fly must use the type of movement (ground or Flying) that was chosen when the Charge was declared. If the unit would end its Failed Charge Move inside another unit's Unit Boundary or inside Impassable Terrain, backtrack the move to the unit’s last legal position where it follows the Unit Spacing rule.

    21.G.b.3 Battle Focus – Close Combat
    If the attack hits with a natural to-hit roll of ‘6’, the attack causes one additional hit (i.e. usually two hits instead of one).
    Shooting Attacks using Hopeless Shots cause one additional hit only if the first to-hit roll is a natural '6'. Note that the second to-hit roll must still be successful in order to hit the target.

    Chances to Pass a Leadership Discipline Test
    Probabilities (in percentage) to pass a Leadership Discipline Test depending on the Discipline value of the unit (...)

    Chances to Successfully Cast a Spell
    chances for 3D6 are incorrect

    Change Log
    • Penetrating removed, replaced with Area Attack (5×1).


    Hard Target (1)
    (also in summary)

    Portent of Doom
    (...) where X is 1 plus equal to the number of Characters joined to in the unit, increased by 1 if the unit contains any R&F models.
    (also in summary)

    Master of Earth
    The range of this spell can be measured from the Caster or from any Impassable Terrain Terrain Feature on the board.

    The Sacrifice
    _If at least one Health Point loss was caused, (...)

    Master of Earth, Pentagram of Pain, Marked for Doom, The Grave Calls
    Direct Damage Hex Missile
    (also in summary)

    Raven’s Wing
    (...) and gains Fly and Light Troops during this move.

    Savage Fury
    The target gains Battle Focus, Fearless, and Frenzy.
    (also in summary)

    Death Cheater 100 pts
    Suit of Armour enchantment.
    The wearer gains +1 Armour and Fortitude (4+).

    Fate's Judgement AP 10
    Master of Earth AP <1><<2>>
    Wrath of God Place a counter. End of each subsequent Magic Phase:
    The Wheel Turns (...) CC Attacks from {and against} R&F in target are set to hit on 4+ (before any modifiers)

    The post was edited 38 times, last by Eisenheinrich ().

  • threads like these...
    i never know if i want to see them filled with corrections that'll make our products the best on the planet,
    or whether i hope they'll stay empty so i won't have to open the Latex translation files ever again! : D

    and by the way: thanks Eisenheinrich, you've done a great job, together with all the RC and Lectors.
    round of applauses!

  • internal note (sorry to bother the rest of you guys):

    @Grifis, @Grahf, @oste lollo : this thread will be most useful to update our translations. can you please subscribe to it?
    once an error is confirmed (e.g. Chack above), please Like it, go to the GDrive, and flag it as a comments.
    when i implement it, i'll like the comment in this thread as well, and we'll know we're done.

    @Eisenheinrich : this means we'll appreciate a lot you taking the time to approve comments in this thread, as you've just done.
    i know you maybe plan to make a digest of changes in an internal lectoring thread, but if we want to release translations immediately we'll have to work in parallel. so thank you for the Extrawurst ; )

  • Alzam wrote:

    Hombre de Mundo wrote:

    In Arcane Compendium, Silver Spike has Area Attack (5×1), as opposed to what the BRB says: Penetrating removed, replaced with Area Attack (1×5).
    BRB changelog is wrong, it is 5x1.First saying how many ranks, second how many models in each rank. Come to think of it, not sure it's the intuitive way of doing it ...
    Yeah, I think that should be the other way around. 1 model times 5 ranks.

    Correct me if I'm wrong but that's the universal standard for pretty much everything from unit formations to screen sizes (eg 16x9) etc.
    Did I mention my first video game title is coming soon?

    The post was edited 1 time, last by Hombre de Mundo ().

  • 3.I Miscasts Whenaplayerrolls their casting roll and three or more Magic Dice roll the same value, the Casting Attempt results in a Miscast (regardless of whether the Casting Attempt is passed or not). If the Casting Attempt is successful and not dispelled, apply the effects of the Miscast, as determined by the value on the Magic Dice as shown in table 4 .
    can u explain?
    When is it misscast?
  • While not intuitive the method chosen to display new penetrating rule is done do to account for position of shot. In front arc you are shooting 1 file 5ranks where a flank shot is 5 files 1 rank. You simply need to look up the rule and its writing convention remember and know it is written to apply to all situations not an intuitive fashion
    “If I had asked people what they wanted, they would have said faster horses.” - Henry Ford
  • Arma wrote:

    The new Bewitching Glare doesnt work for shooting attacks as it is a close combat attack attribute, which makes the boosted version of the spell useless.
    Works fine. The keyword "close combat" and "shooting" only apply when attack attributes are given to models, not attack directly. Those keywords are like "default" settings. See it like this : if a rule says a specific attack (such as a shooting attack) gain battle focus, then it's all good, you have all the precision you need. But if it's give to a model (part), then you don't know exactly to which attacks of the model, you go look at the keyword/default settings, and it then says only the model's close combat attacks.
  • Sort of inconsistency (at least in my opinion) - paragraph 17.D - Decimated.
    It is unclear if the intent was to count the HP of R&F models only, or also include Characters that joined the unit.
    In given example, unit starts with 40 hp, is reduced to 9hp, yet when joined by 2hp character it would not have to take rally test on half LD both if counted as 11/40 or 11/42. I would suggest making it a bit more clear.
    Yes they drink blood. Yes, some of them have been known to command armies of the damned. But at least they're not Elves.
    - Niles Valera, Agitator
  • Hombre de Mundo wrote:

    In Arcane Compendium, Silver Spike has Area Attack (5×1), as opposed to what the BRB says: Penetrating removed, replaced with Area Attack (1×5).

    Chack wrote:

    In magic path summary at pag.21 of the arcane compendium the spell "Master of Earth" from druidism list Ap4/5 while in the full description is Ap1/2, i suppose is an error from copypasting the strength value wich is 4/5.

    Xerbeth wrote:

    On page 45 figure 18. The order for maximising combat is wrong (priorities 2 and 3 should be swapped) according to the rules above.
    Thanks, added to first post.

    panterq wrote:

    Sort of inconsistency (at least in my opinion) - paragraph 17.D - Decimated.
    I get your point. Will look into it.

    piteglio wrote:

    @Eisenheinrich : this means we'll appreciate a lot you taking the time to approve comments in this thread, as you've just done.
    i know you maybe plan to make a digest of changes in an internal lectoring thread, but if we want to release translations immediately we'll have to work in parallel. so thank you for the Extrawurst ; )
    I'll add everything that is reported (that requires a change ;) ) to the first post.
    Things that RCT/lectoring/etc discover will be added to the internal implementation thread (to which you guys should have access as well, right?).

    The post was edited 1 time, last by Eisenheinrich ().

  • Caltrop wrote:

    In 0.204.2 several spells occultism has Direct-Damage-Hex. This is no changed to Damage-Hex-Missile and nothing mentioned in the change log. It is the learned spells 5 and 6.

    Reporting it as a typo.
    Spell 1 is affected too. I assume it's a typo, will check.

    Edit: Confirmed, it's a typo.

    The post was edited 1 time, last by Eisenheinrich ().

  • Vamp87 wrote:

    Models with Terror do not seem to cause fear. I'm not sure if this is intentional or not but it seems weird.
    Intentional. We un-nested some rules, which means that before you had rules contained in other (such as Terror giving Fear, or Skirmish giving Hard Target and Light Troops), and now they will all be written in the profile.

    So a unit that had Terror in its profile before will have Terror and Fear in its profile now. This was done to help some new players know exactly what kind of rules a unit has.