July 2001 Updated Errata and Rulings Alpha Errata Alpha Figures •#015. Woodland Scout (tough). The yellow Demoralized block appearing in the 3rd slot should appear in the 5th slot instead. Alpha Rule Book The following changes and additions have been made to the First Edition Mage Knight Rulebook. They are already included in the January 2001 Edition, which is available for download as a PDF file in the “Game Rules Downloads” section of www.mageknight.com. •Page 1. Faction Symbols. Correction: The first printing of the English Rulebook has an incorrect faction symbol for Elemental League. The correct faction symbol looks like this: •Page 3. Setting the Scene. Add the following to the end of the 1st paragraph: “Along your starting edge, you have an imaginary rectangular box called your starting area. Your starting area begins at your edge and extends 3 inches away from your edge. Your starting area must also be at least 8 inches away from any other edge.” •Page 3. Setting the Scene, 4th Paragraph. Change the last sentence to: “Each terrain item must be placed at least two inches away from any other terrain item, and may not be placed in an opponent’s starting area.” •Page 4. Special Abilities, 2nd paragraph. Replace with the following: “If a special ability is described as optional, it is always assumed to be in effect. However, the owning player may cancel the effect at any time, in which case it is canceled until the end of the current turn. Afterwards, it is assumed to be in effect again.” •Page 4. Breaking Away. Replace the first sentence with the following: “If you give a move action to a warrior that is in base contact with one or more opposing figures and you want to move your warrior to a new location, you must attempt to break away.” •Page 5. ranged Combat, 3rd paragraph. Change the first sentence to: "A line of fire must pass through the firer's front arc, and be no longer than his range value." •Page 5. ranged Combat, 3rd paragraph. Add after the last sentence: “You may check distances at any time.” •Page 6. Capturing, 1st Paragraph. Change the 1st sentence to: “A captive cannot be given an action and all of its special abilities are ignored. While a figure is a captive it does not count as a friendly or opposing figure to any player. Captives are ignored for breaking away purposes, however, the controlling warrior may never voluntarily leave base contact with his captives.” •Page 6. Capturing, 3rd Paragraph. Add after the third sentence: "No player may place a controlling warrior in a location where his captives may not then be placed next to him." •Page 6. Capturing, 4th Paragraph. Add at the end of the paragraph: “If such a figure finds itself occupying blocking terrain, it is eliminated.” •Page 7. Formations, Clarification: Formations only exist for the duration of an action. They have no game effect during other player’s turns. Players are free to declare a formation to get more out of an action whenever the proper conditions exist. •Page 7. Movement Formations. Add at the bottom of the page: "A warrior given a move action to activate a special ability, where the ability states "but do not move him" (e.g., Magic Levitation, Necromancy, Regeneration), cannot be a member of a movement formation." •Page 9. Elevated Terrain. Change the last sentence to: “Hindering terrain modifies the attack if either the firer or the target is in hindering terrain, or the hindering terrain is elevated; otherwise it can be ignored.” •Page 11. Victory!, 2nd Paragraph. Replace the last two sentences with the following: “Every opposing figure that you are holding captive within your starting area at the end of the game is worth a number of victory points equal to double its point value. No points are scored for captives held outside your starting area. Finally, every non-captured friendly figure that started the game on the battlefield, never left it, and remains at the end of the game, is worth a number of victory points equal to its point value. •Page 11. Victory!, 3rd Paragraph (formula). Replace the formula with the following: “To summarize, your victory point total = (eliminated opposing figure points) + (captured opposing figure points x2, but only if they are in your starting area) + (friendly non-captured figure points that have survived the entire game).” Special Ability Card Numerous minor changes and additions have been made to the First Edition Mage Knight Special Ability Card. They are already included in the current version, the January 2001 Edition, which is available for download as a PDF file in the “ Game Rules Downloads” section of www.mageknight.com. For convenience, the complete text of the Jan 2001 Special Ability Card is included here. It is modified with two pieces of errata. · Magic Levitation: added “The target figure may not be given an action for the remainder of the turn.”. · Invulnerability: added “If this warrior already controls a captive: the captive is released, is no longer controlled by this warrior, and may be given actions normally.”. SPEED Special Abilities CHARGE. This warrior may not be part of a movement formation. When you give this warrior a move action, and he did not start the turn in base contact with an opposing figure, he may either: a) make a close combat attack after moving, or b) move up to twice his speed value. These benefits do not cost extra actions. This warrior only fails to break away from opposing figures on a roll of 1.Use of this ability is optional. QUICKNESS.. This warrior may not be part of a movement formation. This warrior may perform a move action without you having to give him one of your actions for the turn. The action still causes this warrior to be marked with an action token. This warrior may not be given another action this turn. Use of this ability is optional. MAGIC LEVITATION. Give this warrior a move action, but do not move him. You may move a figure this warrior starts the turn in base contact with. Move the target figure up to 10 inches in any direction, ignoring terrain and figure bases. You decide its facing. The target figure may not be placed in blocking terrain. The target figure may not be given an action for the remainder of the turn. Use of this ability is optional. FLIGHT. This warrior may not be part of a movement formation. This warrior may move through figure bases and blocking terrain, though it may not end its move in blocking terrain. This warrior’s movement is not affected by hindering terrain and he does not have to stop when entering or exiting elevated terrain. This warrior only fails to break away from opposing figures on a roll of 1.Use of this ability is optional. AQUATIC. This warrior is neither hindered nor blocked while moving in water terrain features. Use of this ability is optional. STEALTH. Any line of fire drawn to this warrior that passes through hindering terrain is treated as though it has been drawn through blocking terrain. Use of this ability is optional. BOUND. This warrior may not be part of a movement formation. When you give this warrior a move action, and he did not start the turn in base contact with an opposing figure, he may either: a) make a ranged combat attack after moving, or b) move up to twice his speed value. These benefits do not cost extra actions. This warrior only fails to break away from opposing figures on a roll of 1.Use of this ability is optional. DAMAGE Special Abilities STARTING POSITION. Before every Mage Knight. battle, all warriors should have this green square showing. This square is often split with another damage special ability color. BERSERK. This warrior may not be given a ranged combat action, may not be captured and may not capture a figure. If this warrior already controls a captive, the captive is immediately eliminated. MAGIC ENHANCEMENT. Any friendly figure given a ranged combat action, while in base contact with this warrior, will deal one extra click of damage to any target(s) hit by the attack. Use of this ability is optional. BATTLE FURY. This warrior may not be captured, and may not capture a figure. If this warrior already controls a captive: the captive is released, is no longer controlled by this warrior, and may be given actions normally. DEMORALIZED. This warrior may only be given a move or pass action. This warrior may never voluntarily move into base contact with an opposing figure. NECROMANCY. You may give this warrior a move action (but do not move him). He may not be in base contact with an opposing figure. Pick one of your eliminated figures. Turn its combat dial to the Starting Position. Roll one six-sided die and turn the picked figure’s combat dial clockwise that number of clicks. If this stat slot does not show three skulls, the picked figure is now returned to play. Place the picked figure on the battlefield in base contact with this warrior. Do not roll the die for figures with the words Zombie or Skeleton in their names; they always return to the game at full strength. Use of this ability is optional. COMMAND. At the beginning of your turn, roll one six-sided die for each warrior you control with Command. Each “6” that you roll adds one extra action to your normal action allotment for that turn. Also, at the beginning of your turn, each Demoralized friendly figure in base contact with this warrior automatically heals one click. ATTACK Special Abilities HEALING. This warrior may use the close combat action against a friendly figure to heal it. Neither may be in base contact with an opposing figure. All modifiers to the close combat attack are ignored. If a hit is obtained, you may: a) use this warrior’s damage value to heal exactly that many clicks to the target figure, or b) roll one six-sided die and heal that many clicks to the friendly target figure. Use of this ability is optional. WEAPON MASTER. When this warrior hits with a close combat attack, roll one six-sided die. This is the number of clicks of damage you deliver to the target figure. In this case, do not use this warrior’s normal damage value. Use of this ability is optional. MAGIC BLAST. When this warrior is given a ranged combat action with a single target, the line of fire is never considered blocked or hindered by the presence of terrain or other figures. Whenever this warrior scores a hit with this attack, roll one six-sided die. This is the number of clicks of damage you deliver to the target figure. In this case, do not use this warrior’s normal damage value. Use of this ability is optional. FLAME/LIGHTNING. This warrior’s ranged combat attack affects the target figure and every figure in base contact with the target, delivering 1 click of damage to each figure successfully hit. As with all attacks against multiple targets, only one attack dice roll is made. Do not use this warrior’s normal damage value. Use of this ability is optional. SHOCKWAVE. Give this warrior a ranged combat action. Reduce his range by half. Draw lines of fire to every non-captive figure (friendly and opposing) within range in every direction, regardless of this warrior’s front are facing. Lines of fire are never blocked by figure bases, but are affected by terrain normally. If non-blocked lines of fire can be drawn to two or more figures within range, Shockwave will deliver 1 click of damage to each figure hit. If there is only one eligible figure within range, Shockwave will deliver this warrior’s normal damage. The effects of each target’s special abilities are ignored during a Shockwave attack. Shockwave allows you to attack opposing figures even if they are in base contact with other friendly figures. Use of this ability is optional. VAMPIRISM. Heal one click on this warrior whenever he damages a target figure during a close combat attack. MAGIC HEALING. This warrior may use a ranged combat action against a friendly figure to heal it. All modifiers to the ranged combatattack are ignored. If a hit is obtained, roll one six-sided die and heal that many clicks to the target figure. Magic Healing’s target cannot be in base contact with an opposing figure. Use of this ability is optional. DEFENSE Special Abilities BATTLE ARMOR. Increase this warrior’s defense value by two versus ranged combat attacks. POLE ARM. If an opposing figure moves into base contact with this warrior and this warrior’s front are is in contact with the opposing figure after the free spin opportunity, the opposing figure takes one click of damage and the current action is ended. MAGIC IMMUNITY.. This warrior cannot be affected by any other special ability with the word “Magic” in it. This warrior neither receives nor delivers extra clicks of damage caused by Magic Enhancement. TOUGHNESS. Subtract one from any damage scored against this warrior by ranged or close combat attacks, or special ability damage effects (e.g., Pole Arm). Toughness does not affect pushing or critical miss damage. DEFEND. Any friendly figure in base contact with this warrior may use this warrior’s defense value instead of its own. Use of this ability is optional. REGENERATION. You may give this warrior a move action (but do not move him). Roll one six-sided die. Subtract 2 from the roll. Treat a negative result as 0. The result (0-4) is the number of clicks that are healed on this warrior’s combat dial. Use of this ability is optional. INVULNERABILITY. Increase this warrior’s defense value by two versus ranged combat attacks. Reduce any damage scored against this warrior by ranged or close combat attacks, or special ability damage effects, by two clicks. Invulnerability does not affect pushing or critical miss damage. This warrior may not be healed. This warrior may not be captured, and may not capture a figure. If this warrior already controls a captive: the captive is released, is no longer controlled by this warrior, and may be given actions normally. Mage Knight Dragon Rules Errata The following changes and additions have been made to the Mage Knight Dragon Rules. They are included in the current version of the rules, available for download as a Word file in the “ Game Rules Downloads” section of www.mageknight.com. · General Rules, Second Point. Replace with the following “Cannot be affected by Healing, Magic Confusion, Magic Freeze, Magic Healing, Magic Levitation and Venom, and cannot be brought back into play by Necromancy”.