Mythos-Errata 2022
Mythos-Errata 2022
Mythos-Errata 2022
1
Page 4: Replace TEST OF THIRTEEN with lever, picking up an Objective Marker,
the following: etc) Unless otherwise noted you must
be in Base Contact with the target of
TESTS: Thirteen is the number of the dark
the Action to use an Interact Action.
ancients. Thirteen are the baleful stars in
the sky that will mark their return. Players Page 10: MYTHOS. Replace the text for
will be required to make tests for their Mythos Effect with the following:
Characters throughout the game. This
Mythos Effect: Activate a Mythos Effect
is performed by rolling 2d6 and adding
for 1 MYTH if you are successful in an
the result to the appropriate stat on
Attack or Defence Test.
their Character Card. To pass a test, the
total rolled must be equal to or higher Page 10: MYTHOS Add the following as
than 13 after applying any applicable a way to spend Mythos:
modifiers. All Attacks are Opposed
Focus Mythos: As part of any Attack or
Tests. This is where both players roll and
Defence roll, or any Test, except a SAN
add an appropriate modifier and then
Test, a model may spend one Mythos
compare their results. See Combat P.14
to gain a +2 to their dice roll. This must
Page 7: MADNESS THRESHOLD. Add be declared before the dice are rolled
the following: and can be added once to each roll.
Some Characters do not have a Page 10: SANITY & MADNESS Replace
Madness Threshold. They will have the second paragraph with
other triggers that flip their card. These the following:
Characters DO NOT roll on the madness
Upon completion of any action that
Table when they flip but they do still
causes a character to gain a point of
make a roll on the Madness Table at
Madness that would make it go above
the start of the Activation while they are
its Madness Threshold on its ready side,
on their Altered Side.
that character removes all Madness
Page 8: Add the following after the Points then must immediately roll
bold text: 2D6 minus its current Madness value
consulting the table that matches the
Opposed tests, such as Combat Tests,
appropriate trait for that character. This
do not need to hit 13 to be successful.
happens regardless of whether it is the
The Model with the highest roll wins.
current Active model.
Page 8: DICE MODIFIERS & RE-ROLLS.
A model that is flipped to its altered side
Remove the following bullet point:
for any other reason does not have to
All dice must be rerolled make an immediate roll on the
Madness table.
Page 9: ACTIONS. Add the following
available actions: Page 10: SANITY & MADNESS Replace
the third paragraph with the following:
Mighty Blow (2AP): Use their Combat
Attack against an Enemy model in Whilst a Character is flipped to their
base contact. Add 1 plus your base size Altered Side, they must roll as above
to your result. and consult the Madness Table at the
start of each of their Activations.
Interact (1 AP): This Action may be
used for various reasons relevant to
the Scenario or Special Rules. (Pulling a
2
Page 11: MADNESS TABLES Replace the Madness Tables with the following:
MADNESS TABLES
Value Mortal
Value Tainted
3
Value Myth
1 or less or Critical Fail The Myth’s body falls under the mind’s eye of a Great One, shatters
Gaze from Beyond into a thousand pieces and is removed from play.
Mythos energies crackle through the Myth’s form causing it to suffer
2 - 3 Coruscating
WND equal to half its Arcane Attack value. This damage cannot be
Power
prevented and the Myth suffers the Paralysed condition.
4 - 6 Dimensional Mythos energies wax and wane within the Myth’s body. It refuses to
Disconnect function properly and the Myth suffers the Fatigue condition.
For the briefest of moments the Myth leaves our reality then
immediately returns. Distracted by the sudden shifts the creature
7 - 9 Void Warp
cannot focus. All rolls made by this character suffer a -2 penalty for
this Activation.
The Myth’s energies rise again, its mind refocusing on the enemies
10 - 11 Eldritch Focus
around it; it may be activated as normal this turn.
2 - 3 Premature
The model suffers the Paralysed condition.
Hibernation
The next time this model activates, as its first Action it must make a
Ranged Attack against the closest enemy model within range and
4 - 6 Bilious Excretion
Line of Sight. If no enemy models are in range, it must target a friendly
model instead. If there are no viable targets, it may act as normal.
The next time this model activates, as its first Action it must make
a Charge against the closest unengaged enemy model within
7 - 9 Lash Out range and Line of Sight. If no enemy models are in range, it must
target a friendly model instead. If there are no viable targets, it
may act as normal.
This model gains the Vigour condition and may act as normal. If
there is currently no friendly Crypt Guardian or Oracle of Khepera in
Critical Success
play this model is replaced by the Crypt Guardian model and all of
Conduit
its associated statistics. Any existing conditions, wounds or sanity loss
are also transferred to this new Crypt Guardian.
4
Page 14: LINE OF SIGHT (LOS) Replace the target. Player A’s total is 18.
second paragraph with the following: Player B rolls 2d6 and gets 7. They then
For the purpose of working out Line of add their CD value of 6. Player B’s total
Sight, models are assumed to have a is 13
volume equal to a cylinder with a width Players compare the two results, the
and height equal to the width of the difference is 5, in favour of Player A.
model’s base.
5 Wounds are inflicted on Player
Page 14: MEASURING, DISTANCES & B’s Character.
ELEVATION Add the following after the
Page 15: RANGED COMBAT
first paragraph:
SEQUENCE Replace the third
If a Model is higher than a target sentence with the following:
model’s base width that Model gets a
If the Attacker is engaged, they may
+2 to any Ranged Attack rolls.
not make Ranged Attacks.
If a Model is higher than an attacking
Page 15: RANGED COMBAT
model’s base width that Model is
SEQUENCE Add the following after
considered to be in Hard Cover.
the first paragraph:
Page 14: COMBAT ATTACK SEQUENCE
The Attacker rolls first and declares his
Add the following after the
final total, then the Defender rolls.
first paragraph:
Page 15: MAKING A RANGED ATTACK
The Attacker rolls first and declares his
Remove the last bullet point
final total, then the Defender rolls.
Page 16: ARCANE ATTACK SEQUENCE
Page 14: MAKING A COMBAT ATTACK
Replace the last sentence in the first
Replace the second and third
paragraph with the following:
paragraph with the following:
If the Attacker is engaged, Line of Sight
+2 Combat Attack for each
is reduced to include only models that
additional friendly model engaged
are in base contact.
with the target.
Page 16: ARCANE ATTACK SEQUENCE
-2 Combat Attack for each
Add the following after the last sentence:
additional enemy model engaged
with the Character. The Attacker rolls first and declares his
final total, then the Defender rolls.
Page 14: MAKING A COMBAT ATTACK
Replace the first bullet point with Page 17: TEMPLATE WEAPONS Remove
the following: the seventh sentence that begins with
“Template weapons can still be used…”
If the attacker is the winner they may
spend 1 MYTH to apply their attack’s Page 18: DISENGAGING STRIKES Replace
Mythos Effect. the wording in parenthesis in the second
paragraph with the following:
Page 14: COMBAT EXAMPLE Replace
the section with the following: (of any type, including a Ranged Attack)
Player A is making a Combat Attack Page 21: JUMPING, CLIMBING
against Player B. AND FALLING Replace the second
sentence in the second bullet point
Player A rolls 2d6 and gets 9. They
with the following:
then add their Combat Attack value
of 7, plus another 2 because there is It takes one wound for every inch it falls
a friendly model engaged with their above the model’s size.
5
Page 21: JUMP EXAMPLE Replace the thing you seek. Kill them, liberate from
third bullet point with the following: slumber and all you’ve wished for shall
The ledge is 2” higher than the Model’s be yours.
Size, so they deduct 2 from their roll. Deployment & Setup: Each player must
Page 23: FORCE SELECTION Add the place one Objective Marker on their
following between the third and Leader’s Character card. This is that
fourth sentences: player’s Artifact Half.
No Character may be taken more than Standard 6” deployment as per diagram.
once in a Force. Game Length: 5 Turns.
Page 23: TURN SEQUENCE Remove the Objective: To acquire your opponents
section “2: Madness Rolls” Artifact Half and perform the Ritual of
Page 24: CHANCE ENCOUNTER Replace Joining (or Destruction).
the Game Length with the following:
5 Turns 6”
Page 25: TOMES OF POWER Replace
the Game Length with the following:
5 Turns
Page 27: GATE JUMPER Replace the
Game Length with the following: 24”
5 Turns
Page 29: DESTROY THE RELICS Replace
the Game Length with the following:
5 Turns
Page 30: Replace the scenario In
Dreams with the following: 6”
6
• If an unengaged model is in base
contact with an Artifact Half, they may 6”
spend 1 Action Point to pick it up and
place it on their Character Card.
• If a Model is carrying an Artifact
Half when it is removed from play, the
Objective is placed in base contact
with that Model immediately before
24”
removing the Model.
• If a Model has both Artifact Halves they
may perform the Ritual of Joining (or
Destruction) for 1AP, ending the game.
Page 32: Add a new scenario as follows:
6”
S6 - BLACK SUNS ASCENDENT
There is another world alongside this Objective: To complete the ritual and
one. It presses against the boundaries open the gate for the masters, or
of sanity, seeping through when the prevent their coming.
stars are right. Tonight is such a time,
when the constellations above have Victory Conditions: At the end of each
twisted beyond recognition. Black suns turn, players earn 1 Victory Point if they
pulse against the midnight sky, a sign of have the most Models within 3” of the
their coming. The gate must be opened Sacred Site. If there is an equal number
if they are to manifest and make their neither player scores.
will reality. The site is prepared, foul Players score 1 VP for destroying a Hex
deeds done and stones consecrated Beast, however it is generated.
with innocent blood. In addition, 1 VP is scored for First Blood
Space and time twitch and distort, (inflicting the game’s first casualty) and
things that were solid are made 1VP for killing the enemy Leader.
flowing. If you lose focus, you may be Special Rules: At the start of each
transported hither and yon through the Models activation it must make a SAN
veil. Unbelievers come to shatter your Test. If failed, the opposing player may
works, kill them and complete the ritual choose to place that model up to 6”
and the world will be yours. In the name away from its current position.
of the masters.
If a Player scores 1 VP for having
The gate is opening, things are starting the most Models within 3” then the
to come through. Human shaped things. opposing player may place a Hex
Deployment & Setup: Place a suitable Beast anywhere within 3” of the Sacred
terrain piece with an Objective Marker Site if possible.
in the centre of the board. This is the
Sacred Site (representative of any kind
of raised dais, shrine or similar).
Standard 6” deployment as per diagram.
Game Length: 5 Turns