Armies of Arcana - FAQ and Errata (Updated: 4/29/06)
4th rulebook errata and clarifications
Page 6 - Evasion counts against shooting attacks and melee attacks, and magic attacks that have a "to hit" roll.
Page 7 - Fearsome only applies to melee attacks, not missile attacks, kills made during the magic phase, or special attacks like ramming.
Page 10 - A RaF unit may not adopt a skirmish formation and reform into RaF on the same turn.
Page 10 - Skirmishers engaging other skirmishers - Models in a unit of skirmishers do not have their movement blocked by other models in their unit which are engaged with enemy skirmishers. You do not get a "wall" effect as troops line up against the enemy, preventing models from engaging. Skirmished units maximize contact between each other's models as much as movement distances allow.
Page 10 - Rank and File units engaging other Rank and File units - When wheeling to fully engage in combat, extremely wide units can end up moving huge distances to make this maneuver. That is acceptable, time is not perfectly represented by a single turn. However, sometimes this can result in the wheeling unit engaging other enemy units during the wheel. These new units can stop the wheeling unit before it lines up on the original unit it charged, if they are in RaF, for instance. If the wheeling unit cannot overrun those units(or push skirmishers ahead of it) it must stop at that point. If the charging unit is left in imperfect contact with those enemy RaF units, it falls out of formation into a skirmish itself (getting 3 extra inches of movement to more fully engage). This means really wide units can be a very bad thing for maneuver, as you can break your formation up by an awkward charge.
A RaF unit cannot adopt a skirmished formation on the turn it is first charged. It may do so on subsequent turns.
Page 12 - Fleeing units with over 10" of normal movement do not have to leave the board edge on their first fleeing movement, they can end their move on the board edge. If the are caught in a pursuit, or otherwise engaged later that turn, thus having to move d6" more, they must leave the board edge.
Page 13 - A very important paragraph about declaring charges fell out of the text. When declaring a charge, the unit must charge the closest enemy unit it can see unless that unit is already engaged in which case it can bypass it to charge one further away. The distance can be measured from any model in the unit, and can be measured after the unit has used its 1/4 movement before declaring the charge - this gives a lot of flexibility, but still prevents going around an unengaged enemy to get a more distant target. Also, RaF units may ignore units they would have to wheel to come into contact with, unless they would also have to wheel to get at their desired target.
Page 14 - Flying units should always declare if they are in the air or on the ground after each move. Flying units that are on the ground may be charged normally by ground units. If they break, they may flee into the air, though they must still obey normal fleeing movement distances. Units without flying movement may freely decide not to pursue units which fled to the air, including berserk units.
Base 4 models can be attacked by twice as many models (4) when overrun. Base 9 can be attacked by three times as many (6). This coincides with their wound bonuses.
Units that started the turn engaged and are overrunning out of combat do not get first strike from long weapons. They do not get to use ramming attacks. They do not get first strike from long weapons if they engage another unit in the turn they made overrun. They may using ramming attacks on another unit they engage on the turn they overrun out of a combat. However, they may not use a ramming attack more than once per turn (so they cannot charge a unit, overrun it with ramming attacks, then engage a second unit and use their ramming attacks a second time.)
Page 15 - A RaF unit may adopt a skirmished formation during a movement phase after the one it is first charged. It must use its movement to more fully engage units engaging it.
A model with flying movement may fall back into the air (still with half of its flying movement), in which case non-flyers may freely decide not to maintain contact.
A unit that is making a unit exchange does not get first round special attacks, such as First Strike from long weapons, throwing natural weapons or ramming. The defending unit(s) do not get these special abilities, either.
Page 17 - Persistent Spells - The caster of a persistent spell may shut off the spell as a 0 power casting action. Thus the caster cannot cast another spell on the turn it does this, though it could counterspell as normal. This is mentioned in the rulebook, but not in detail.
A caster who falls under enemy control cannot shut off spells he cast while not under enemy control, and visa versa. (Such as when they are under the influence of a Confusion spell)
Summoning Spells - If the creature is summoned in contact with an enemy unit (or is summoned into a unit that is engaged with an enemy unit), the enemy unit may make a unit magic save to prevent the summoned creature from appearing. This is described on Page 38, but should have been here as well.
Page 21 - The rule book claims units in RaF formation gain a +1 armor bonus. This is a LIE! RaF does not give a unit an armor bonus.
Page 23 - Resolving morale tests - a unit taking a test takes a -1 morale penalty for every 2 wounds of models that died that turn, OR for every two wounds living models have on them currently, which ever would result in a greater penalty. For instance, a unit of 4 giants with 6 wounds each lost a model this turn, and so must take a morale test. For losing 6 wounds worth of models, it would take a -3 penalty. However, if the living giants have 8 wounds suffered among them, the -4 penalty for 8 wounds would be used instead. This is listed correctly in the reference sheet, but not in the rule book.
Page 24 - A roll of 2 always passes a morale test. A roll of 12 always fails. This is mentioned in the example, but not in the Results section.
Page 31 - Destroying artillery with crew left in the unit requires 4 eldritch, magical or artillery wounds in a turn. Destroying artillery that has had its crew eliminated requires that only one of the hits that turn be magical, eldritch or artillery. This is just a restatement of the rules in the book.
Page 34 - A Skill 5 longbow for heroes should cost 66 points, not 55.
Dispels now cost 75 points instead of 50.
Models that by the infiltration ability pay the cost listed in the Special Abilities column. Units that infiltrate may take any character out of their list by paying 25% more points for it. It is also acceptable to put together an infiltrating unit with normal point costs, then multiply the entire unit value by 1.25 to determine its infiltrating cost. Wizards that are infiltrating do not focus power while they are hidden.
Page 38 - There is a new general spell for revealing infiltrating units, Scrying.
Scrying - Level 2, Range Irrelevant, Instant, Unit save.
When scrying is cast, the opposing player must select one of his infiltrating units, and make a unit save with it. If he fails, the unit must be immediately placed on the battlefield, with normal rules for placement. If it has a wizard, it will not focus power this turn. If it had missile weapons, it may fire them at -1 in the missile phase normally, like units that are placed after movement.
The spell may be countered by wizards or characters with dispels who can see the caster.
Page 40 - Invoke Terror does not remove the Berserk ability, but it does reduce morale by 2 against berserk units.
Page 42 - Steal Enchantment - the stolen persistent spell is no longer under the control of its caster, it belongs to the owner of whatever unit the spell was bestowed upon. This means the new owner can roll for specific effects, and the original caster may not deactivate the spell with anything but a dispel attempt.
Warp Weapon can be dispelled, and does count against stacking. The book has an incorrect statement from the previous edition.
Confused enemy spell casters do allow you to use their magic if they have not made a casting action that turn, and they can counterspell normally. They cannot turn off spells they cast when not under enemy control. Characters that abandon their units as a result of confusion do not cause morale tests, either when they leave or if they are killed while under enemy control.
Enraged characters that leave their unit do not cause a morale test, either when they leave or if they are killed while enraged.
Page 43 - A unit that has Berserk cast on it immediately adopts a skirmish formation, and moves 3". It must use this movement to engage enemy models if possible. A Broken unit that has Berserk cast on it immediately rallies and moves 3" towards the enemy.
Page 46 - A Water Spirit spell may attack a single unit each turn, not 3 attacks against each model in rage or each unit in range.
Page 54 - Giants, Ettins and Titans should be Elite
Page 70 - The Barons of Lyonesse lord and champion characters have their missile skills reversed. Champion should be skill 3, Lords skill 4.
Page 76 - Samurai morale and points are wrong. Samurai should be 22 VP with a 7 Fearless morale, Samurai Bowmen should be 55 VP with a morale of 7 Fearless, and Royal Samurai should be 42 VP with a morale of 8 Fearless. There is a new Samurai list, The Empire of the Sun, on the main support page, with some new troops and the corrected point values.
Page 79 - The Amphidian Shaman should have 3 wounds. Its points are correct.
Page 80 - The Orc points are all off just a little. There is a corrected orc list on the main support page. The real point values are: Warrior - 12 VP; Orcs with Scimitar - 12 VP; 2-handed Orcs - 9 VP; Orcs with Spears - 18; Orcs with 2 weapons - 13 VP; Orc with Bow - 32; Great Orc - 24 VP; Great Orc with Spear - 33 VP; Great Orc with Bow - 43 VP (is correct in book); Berserker - 19 VP; Orc Beast Rider with Sword - 31 VP, Orc Beast Rider with Lance - 37 VP, Orc Scorpion Rider - 91 VP (Also correct in book). The beast mount for characters should have a 14" move, and cost 20 points.
Page 82 - Vampires should have the ability "Fearsome". They should cost 75 points.
Page 85 - The Wagons all have two crew locations indicated in the hit locations. All of them should be 1-4 vehicle, 5 crew, 6 beast. Be sure to see the alternative vehicle rules in the AoA Support section.
Some clarification on Ramming Attacks
Ramming attacks may not be made against flying creatures which have charged the ramming model, unless the ramming model can also fly. Flying ramming models can ram other flyers. Flyers that were engaged on the ground at the start of the movement phase may be rammed. Creatures which are summoned into contact with a ramming model cannot be rammed (nor can they ram themselves, if they have the ability).
Ramming attacks may only be used once per turn. For instance, if the ramming ability is used in the fleeing phase (running down a fleeing unit), it cannot be used again in the melee phase. Or, if they are used in an overrun in the movement phase, they may not be used in the melee phase.
Do Characters transfer the leadership ability Fearless to units they are leading?
No, they do not. Only their higher morale values apply to the unit. A Fearless character with a unit will flee if their unit flees.
Do Spell Casters use all of the magic schools listed with them?
No, a Spell Caster must pick one of those schools. If a players has multiple spell casters, they each can have their own magic choice.
Can a unit break into skirmish and charge in the same turn?
Yes! Changing to a skirmish formation is a free movement option, and requires no discipline or organization.
Can a Unit form into RaF formation and charge in the same turn?
No! Its way to complicated to form up while charging.
What can a RaF unit do as it charges?
It may Wheel, and it may expand a file to either side or contract a file to either side (since those are free actions). It may not change facing, or turn about its center.
Note that it can wheel up to a quarter of its move to line up on a unit that it would prefer to charge before declaring the charge, and thus possibly ignore a closer unit.