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The Elder Scrolls: Call to Arms

ERRATA
The following errata corrects printed errors found box set. Errors will be listed with its page number,
within The Elder Scrolls: Call to Arms Core Rules then changes will be presented in red.

RULEBOOK
CHAPTER 1: INTRODUCTION Page 8 – Skill Dice Results (Failure, Description)

Page 6 – Other Cards Replace:

Add: One also bears a Potion icon , which restores


Health, Stamina or Magicka even though the test is
❖ Treasure Cards represent the items and weapons
unsuccessful.
found throughout the battlefields and dungeons
of Tamriel. They can be acquired through the With:
searching of chests or the slaying of enemies. See
One also bears a Potion icon , which
pp.28-29 for more details.
immediately restores 1 Health, Stamina or Magicka
reserve even though the test is unsuccessful – see p.4.
Page 7 – The Skill Test (1st Paragraph)

Replace: Page 8 – Skill Test Summary

Often, success or failure in these actions is determined Replace:


by a Skill Test: a player rolls the Skill Dice often
4. Roll any applicable Effect Dice. Apply modifiers
accompanied by one or more six-sided Effect Dice.
rolled on to the Skill Dice result.
With:
5. If the final total rolled is equal to or lower than the
Often, success or failure in these actions is Skill or Attribute being tested, the Test is successful.
determined by a Skill Test: a player rolls the Skill If it is higher, the Test has failed.
Dice often accompanied by one or more six-sided
With:
Effect Dice or Accuracy Dice.
4. Roll any applicable Effect Dice or Accuracy Dice.
Page 7 – The Skill Test (2nd Paragraph) Apply modifiers rolled on to the Skill Dice result.

Remove: 5. Roll any additional Effect Dice or Accuracy Dice,


generated by Special Effect Icons – see p.34.
Some special abilities allow a model to use an
Attribute instead of a skill, but this is the only time an 6. If the final total rolled is equal to or lower than the
Attribute can be used in place of a skill. Skill or Attribute being tested, the Test is successful.
If it is higher, the Test has failed.

E R R ATA v 1 . 0 1
Page 9 – The Rule of Three When attacking with a Melee Weapon, roll to attack as
normal but note that the target is hit automatically.
Add:

The Rule of Three also extends to all Armor Rating rolls.  Page 26 – Command (1st paragraph, 2nd sentence)

Replace:
CHAPTER 3: THE ACTIONS At a cost of one Action, the model chooses one of the
Page 20 – Range (1st paragraph) three Commands detailed below.

Remove: With:

Ranged Weapons usually list two ranges on their card: At a cost of one Action, the model chooses one of the
short and long (denoted as an arrow and a dashed- three Commands; Hold, Rally and With Me – detailed
line arrow respectively). below.

Page 21 – Cover (1st paragraph, 1st sentence) Page 26 – Command (2nd Bullet Point)

Replace: Replace:

If Line of Sight is Obscured by intervening terrain and ❖ Faction Heroes may only target friendly Followers.
models, the target gains to its Armor Rating when
With:
hit by a Ranged Attack.
❖ Faction Heroes (p.93) may only target friendly
With:
Followers with the same faction icon as the
If Line of Sight is Obscured by intervening terrain or Champion’s primary faction.
models, the target gains to its Armor Rating when
hit by a Ranged Attack. Page 27 – Hide (3rd paragraph)

Replace:
Page 24 – Fighting Over a Barrier (3rd Bullet Point)
Hidden models cannot control Objectives, and do not
Replace:
block Line of Sight.
❖ Both models can draw Line of Sight over the
With:
barrier.
Hidden models cannot control Objectives, and do not
With:
Block or Obscure Line of Sight.
❖ The barrier does not Block Line of Sight between
the models. Page 27 – Detecting Hidden Models (1st paragraph)

Replace:
Page 24 – Attacking Incapacitated Models (2nd
Sentence) While a model is Hidden, enemy models may not
target it, nor may they move into contact with it,
Replace:
unless they first roll to Detect it – only Hidden
Roll to attack as normal but note that the target is hit models within Clear or Obscured Line of Sight can be
automatically. Detected by an enemy model.. This is an Intelligence
Attribute Test.
With:

2 THE ELDER SCROLLS: CALL TO ARMS


With: Page 28 – Search (1st paragraph, 3rd sentence)

While a model is Hidden, enemy models may not Replace:


target it, nor may they Engage it, unless they first
As soon as the Search Action is declared, flip the
roll to Detect it. Only Hidden models within Clear or
token – this will reveal either a Treasure Chest icon or
Obscured Line of Sight can be Detected by an enemy
a Locked Chest icon.
model by performing an Intelligence Attribute Test.
With:
Page 28 – Sneak (2nd paragraph, before first
As soon as the Search Action is declared, flip the
sentence)
token – this will reveal either a blank token (an
Add: Unlocked Chest) or a Locked Chest’s Complexity
Rating.
Models with the Sneak Skill and a Hidden Token may
move into contact with enemy models without either
Page 28 – Treasure Chests (1st sentence)
the Model becoming Engaged.
Replace:
Page 28 – Pickpocket (1st paragraph, 2nd sentence)
For normal Treasure chests, simply roll the Skill Dice:
Replace:
With:
To attempt a Pickpocket, a Hero must be in contact
For an Unlocked Chest, simply roll the Skill Dice:
with an enemy Hero and have a Hidden Token.

With: Page 29 – Locked Chests (after 1st paragraph)

To attempt a Pickpocket, a Hero must be in contact Add:


with an enemy Hero (or follower with an Upgrade Card
Both Resistance Rating and Complexity Rating
in its Inventory) and have a Hidden Token.
modify the result of the Skill Dice by reducing the
chance of success. For example, the token above has
Page 28 – Pickpocket (2nd Bullet Point)
a Resistance Rating of 3, meaning that a Skill Dice
Replace: result of a 2 is treated as a 5 (see p.8).

Next, this model must choose: remain Engaged, or


move 1” away from the target. This move is just to CHAPTER 5:
make it clear that the models are not Engaged and THE EVENT PHASE
may not be used to engage another enemy.
Page 36 – Special Quest (after 4rd paragraph)
With:
Add:
Next, this model must choose: remain in contact with,
or move 1” away from the target. This move is just to VICTORY POINTS
make it clear that the models are not Engaged and Once all prerequisites defined by a quest are
may not be used to engage another enemy. complete, the player that fulfilled them will be
awarded a number of Victory Points (VPs) (see Quests
book). The number awarded will be equal to the value
shown next to the Victory Point icon in the bottom
right corner of the card.

E R R ATA v 1 . 0 3
CHAPTER 6: MORALE CHAPTER 8: SPELLS
Page 40 – Flee (last paragraph, 2nd sentence) Page 43 – Spells (after 1st paragraph, before Magicka)

Replace: Add:

A model with a Shaken Token cannot take further Unless otherwise stated on a Spell card, all Spells
Morale Checks for any reason – however, effects that have the Enchanted Keyword (p.74) and the Magic
cause the model to Flee without a check (such as the Damage Type (p.79) in addition to any other effects on
Fear Spell) still apply. the card.

With:
Page 43 – Spell Cards (flames spell card)
A model with a Shaken Token cannot take further
On the diagram for the Flames Spell Card, switch the
Morale Checks for any reason. Effects that cause the
locations of the boxes with numbers 8 and 9.
model to Flee without a check (such as the Fear Spell)
still apply, though a model can never be assigned
Page 45 – Targeting Types (after ranged attack)
more than one Shaken Token.
Add:

CHAPTER 7: HYBRID ATTACKS


STATUS EFFECTS Some spells have both the Melee Attack and Ranged
Page 41 – Incapacitated (3rd Bullet Point) Attack Targeting Type. These spells follow their respective
attack types rules as defined previously in this section.
Replace:

❖ Never counts as Engaged, although it may be the


target of enemy Melee Attacks.
CHAPTER 9:
DRAGON SHOUTS
With:
Page 50 – Dragon Shouts (1st paragraph, second
❖ Never counts as Engaged, although it may be the sentence)
target of enemy Attack Actions.
Replace:

Page 41 – Incapacitated (5th Bullet Point) If a model can perform the Shout Action, it will be
listed on its Character Card.
Remove:
With:
❖ * Cannot pay upkeep to maintain spell effects.
Upon becoming incapacitated any Active Spells If a model can perform the Shouts, it will have the
cease to be active – see p.49. Dragon Shouts Keyword listed on its Character Card.

Page 50 – Dragon Shouts (1st paragraph, after 2nd


sentence)

Add:

To perform a Dragon Shout a model must use a Shout


Special Action, and then use the following rules to
resolve the Shout.

4 THE ELDER SCROLLS: CALL TO ARMS


CHAPTER 11: ADVERSARIES If there is an enemy model within 3” of the target, that
model becomes the new target and the Adversary will
Page 62 – Adversary Responses (2nd paragraph,
1st sentence) instead attempt to perform the A Attack Response
detailed above.
Replace:

Adversaries have two activations, just like any Page 66 – Aggressive Models (1st Bullet Point, last
other model. sentence)

With: Replace:

When an Adversary Activates it can perform two The Adversary will then attempt to perform the
Actions, just like any other model. These will be in the A Attack Action on a new target.
form of a Response, which is made up of two Actions.
With:

Page 63 – Preferred Attack is a Spell or Other The Adversary will then attempt to perform the
Special Ability that Does Not Require a Target A Attack Response on a new target.
(1st Bullet Point, last sentence)
Page 66 – Aggressive Objective flowchart
Replace:
Replace:
If not possible it will instead Fall Back as its second
Action (ignore part 2 of the Fall Back Action). USE A ATTACK Action

With: With:

If not possible it will instead perform the Fall Back Use A ATTACK Response
Response (ignore part 2 of the Fall Back Response).
Page 67 – D Defend (1st sentence)
Page 65 – Cautious Objective flowchart
Replace:
Replace:
This Action requires that the Adversary actively
USE A ATTACK Action defends the ‘Special Target’.

With: With:

Use A ATTACK Response This Response requires that the Adversary actively
defends the ‘Special Target’.
Page 66 – Aggressive Models (1st Bullet Point,
1st sentence) Page 67 – D Defend (3rd sentence)

Replace: Replace:

If there is an enemy model within 3” of the target, that When a D is rolled as an Action for an Adversary, the
model becomes the new target and the Adversary Target Priority changes from that on the Adversary
will instead attempt to perform the A Attack Action Reference Card to the Target Priority below.
above.
With:
With:

E R R ATA v 1 . 0 5
When a D is rolled as a Response for an Adversary, F Fall Back Action, they ignore the Target Priority list
the Target Priority changes from that on the Adversary on the Adversary Reference Card.
Reference Card to the Target Priority below.
With:

Page 67 – Defend flowchart This Response indicates that the Adversary favors
self preservation at this moment or is moving to get a
Replace:
better vantage to attack later. When performing the
A ATTACK Action F Fall Back Response, they ignore the Target Priority
list on the Adversary Reference Card.
With:

A ATTACK Response Page 67 – F Fall Back (note, 1st sentence)

Replace:
Page 67 – Both Cautious and Aggressive Models
(2nd Bullet Point) Note: Sometimes Adversaries will be directed to take
the F Fall Back Action, but only do the first part of the
Replace:
Action, usually because it has taken part of another
❖ Perform the A Attack Action p.62, using the new different Action first.
target enemy model as the target of the Action,
With:
ignoring the usual Target Priority.
Note: Sometimes Adversaries will be directed to take
With:
the F Fall Back Response, but only perform the first
❖ Perform the A Attack Response (p.62), using part of the Response, usually because it has taken
the new target enemy model as the target of the part of another different Response first.
Response, ignoring the usual Target Priority.
Page 68 – Looping Actions and Unforeseen
Page 67 – Both Cautious and Aggressive Models Circumstances (1st Bullet Point)
(3rd Bullet Point)
Replace:
Replace:
❖ Default to the M Move Action.
❖ If the Special Target is 5 above, perform the
With:
A Attack Action as normal.
❖ Default to the M Move Response.
With:

❖ If the Special Target is 5 above, perform the


CHAPTER 12:
A Attack Response as normal.
SPECIAL RULES
Page 67 – F Fall Back (1st and 2nd sentences) Page 76 – Keywords (Punishing X)

Replace: Replace:

This Action indicates that the Adversary favors self Punishing X


preservation at this moment or is moving to get a
With:
better vantage to attack later. When doing the
Punishing (X)

6 THE ELDER SCROLLS: CALL TO ARMS


Page 77 – Keywords (Resistance (type)) All of this model’s melee attacks with Greatswords
gain the Punishing (1) keyword (or increase the
Add:
Punishing value by 1 point if the attack already has
If a model ever has two or more Resistance types, the Punishing rule, to a maximum of Punishing (3))
it must choose to use only one of these resistances
to add its Armor Rating. This is most common seen Page 82 – Perks (Limbsplitter)
against magical attacks that could have multiple
Replace:
damage types.
All of this model’s melee attacks with Battleaxes gain
Page 79 – Damage Types (2nd paragraph, after 2nd the Punishing 1 keyword (or increase the Punishing
sentence) value by 1 point if the attack already has the
Punishing rule, to a maximum of Punishing 3)
Add:
With:
The only exception to this rule is the Magic Damage
type which can never be converted into a different All of this model’s melee attacks with Battleaxes gain
Damage Type, instead gaining a second Damage Type. the Punishing (1) keyword (or increase the Punishing
value by 1 point if the attack already has the
Page 80 – Damage Types (after Frost) Punishing rule, to a maximum of Punishing (3))

Add:
Page 82 – Perks (Skullcrusher)
MAGIC
Replace:
The Magic damage type suffers no extra effects to
models receiving Magic damage, as usually magical All of this model’s melee attacks with Warhammers
attacks will also confer one of the 3 elemental gain the Punishing 1 keyword (or increase the
damage types (Fire, Frost or Shock). The Magic Punishing value by 1 point if the attack already has
Damage type is unique in that magical attacks can the Punishing rule, to a maximum of Punishing 3)
be both the Magic Damage Type and one additional
With:
Damage Type.
All of this model’s melee attacks with Warhammers
All Spells automatically gain the Magic Damage type
gain the Punishing (1) keyword (or increase the
in addition to any other Damage types listed on its
Punishing value by 1 point if the attack already has
card.
the Punishing rule, to a maximum of Punishing (3))

Page 81 – Perks (Deep Wounds)


Page 86 – Perks (Disintegrate)
Replace:
Replace:
All of this model’s melee attacks with Greatswords
All of this model’s Attacks with Destruction Spells that
gain the Punishing 1 keyword (or increase the
cause Shock Damage gain the Punishing 1 keyword
Punishing value by 1 point if the attack already has
(or increase the Punishing value by 1 point if the
the Punishing rule, to a maximum of Punishing 3)
attack already has the Punishing rule, to a maximum
With: of Punishing 3)

With:

E R R ATA v 1 . 0 7
All of this model’s Attacks with Destruction Spells that CHAPTER 13:
cause Shock Damage gain the Punishing (1) keyword RACES OF TAMRIEL
(or increase the Punishing value by 1 point if the
Page 88 – Breton (1st Bullet Point)
attack already has the Punishing rule, to a maximum
of Punishing (3)) Remove:

❖ Resistance (Magic) (1)


Page 87 – Perks (Fire Enchanter)

Replace: Page 90 – The Path of Shadow (after 3rd paragraph,


before next heading)
Any attack made by this model with an Enchantment
that causes Fire Damage adds to the attack. Add:   = 
With:

Add to any attack made by this model with an CHAPTER 14:


equipped weapon that has an Enchantment causing GATHERING THE PARTY
Fire Damage.
Page 92 – Neutral Models (2nd sentence)

Page 87 – Perks (Frost Enchanter) Replace:

Replace: They Have no Faction Special Rule, cannot be


Champions (unless they also have another faction
Any attack made by this model with an Enchantment
icon), and this cannot form a Party.
that causes Frost Damage adds to the attack.
With:
With:
They Have no Faction Special Rule. Models with
Add to any attack made by this model with an
Neutral as their Primary Faction can never form a
equipped weapon that has an Enchantment causing
Party and thus can never be a Party Champion.
Frost Damage.

Page 87 – Perks (Storm Enchanter) APPENDIX B –


ICONS INDEX
Replace:
Page 98 – Quest Icons
Any attack made by this model with an Enchantment
that causes Shock Damage adds to the attack. Add:

With: Victory Points���������������������������36

Add to any attack made by this model with an Page 98 – Quest Icons (Settlement)
equipped weapon that has an Enchantment causing
Replace with
Shock Damage.

Page 98 – Quest Icons (WIlderness)

Replace with

8 THE ELDER SCROLLS: CALL TO ARMS


Page 98 – Skills (Alchemy Skill) APPENDIX D –
Replace
QUICK REFERENCE
with

Page 100 – Skill Dice Results (Failure, Description)


Page 98 – Skills (Enchanting Skill)
Replace:
Replace with
One also bears a Potion icon , which restores
Health, Stamina or Magicka even though the test is
unsuccessful.

With:

One also bears a Potion icon , which


immediately restores 1 Health, Stamina or Magicka
reserve even though the test is unsuccessful – see p.4. 

QUESTS
SETTING FORTH Page 4 – Placing Objectives (Strategic)

Page 2 – Scenario Format (after 3rd Bullet Point, Replace:


before 4th Bullet Point)
Strategic: In the Objectives and Scoring step of the
Add: Event Phase, and Scoring stip of the End of Turn
phase, the player who controls this Objective earns 2
❖ Playing Area: Most scenarios follow a
Victory Points.
convention of its Gaming Area increasing as the
Septim Cost for any included parties increase. In a With:
scenario showing a specific size of Playing Area,
Strategic: In the Objectives and Scoring step of the
this size must be used no matter the size of the
Event Phase, the player who controls this Objective
parties involved.
earns 2 Victory Points – unless a different amount is
stated in a scenario’s Victory Conditions.
Page 4 – Placing Objectives (after 1st paragraph,
before 2nd paragraph)
Page 4 – Placing Objectives (Puzzle, 3rd sentence)
Add:
Replace:
Some scenarios will specify where to place: Strategic,
If the Intelligence test is passed, the puzzle is solved
Puzzle and Master Chest objectives. If a scenario
and the player scores 3 VP.
specifies the starting positions of these objectives then
these are the total number of objectives used for the With:
scenario, there is no need to add additional objectives
If the Intelligence test is passed, the puzzle is solved
regardless of the size of the game being played.
and the player scores 3 VP – unless a different
amount is stated in a scenario’s Victory Conditions.

E R R ATA v 1 . 0 9
Page 4 – Placing Objectives (Master Chest, Page 8 – Civilians (last sentence)
2nd sentence)
Replace:
Replace:
On a , lose 1 VP.
After a successful Search Action with a Master Chest
With:
Token the player earns 2 VP and receives one Master
Treasure Card. On a , lose 1 VP unless removing the Civilian
Token was a requirement to complete a Scenario,
With:
Quest or Oath.
After a successful Search Action with a Master Chest
Token the player earns 2 VP – unless a different
BATTLE MODE SCENARIOS
amount is stated in a scenario’s Victory Conditions,
then receives one Master Treasure Card. Page 12 – This Land is Ours (Special Rules,
1st sentence)
Page 4 – Special Objectives (after last sentence)
Replace:
Add:
This Scenario uses the Adversaries and Treasure
Alternatively, if the scenario is using Objectives in Special Rules.
addition to a Special Objective use a Special Token.
With:

Page 6 – Quests (after last paragraph) This Scenario uses the Adversaries, Spawn and
Treasure Special Rules.
Add:

Page 14 – Ambush (Special Rules, 1st sentence)


VICTORY POINTS
Once all prerequisites defined by a quest are complete, Replace:
the player that fulfilled them will be awarded a number
This Scenario uses the Adversaries and Treasure
of Victory Points (VPs) (p.9). The number awarded will
Special Rules.
be equal to the value shown next to the Victory Point
icon in the bottom right corner of the card. With:

This Scenario uses the Adversaries, Spawn and


Page 7 – Adversaries
Treasure Special Rules.
Replace: SPAWNING ADVERSARIES
Page 20 – Sovngarde Calls (Setup, 4th paragraph)
With: SPAWN
Replace:
Page 7 – Spawning Adversaries (after last sentence)
All Adversaries begin the game in play, and are
Add: deployed in the treasure zone. Take it in turns starting
with the player with Setup Priority to randomly select
Some scenarios will denote a Spawn Edge, in these
a model, one at a time. Adversaries must first be
instances any spawning adversaries arrive onto the
placed in contact with a Treasure Token, with and
battlefield via this battlefield edge.
leftover models placed as the players wish. Players
then alternate placing one model at a time in their

10 THE ELDER SCROLLS: CALL TO ARMS


own deployment zone until all models are placed. The Page 24 – Scenario Consequences (Scenario 2,
Adversary Master must be deployed as close to the Imperials, Win)
centre of the board as possible.
Replace:
With:
Once the Treasure Tokens have been deployed during
All Adversaries begin the game in play, and are setup of Scenario 4, the Imperial player may roll the
deployed within the treasure zone. Any player may Green Accuracy Dice and secretly check to see the
deploy the Adversary Master, who must be deployed amount of Treasure Tokens that are locked or unlocked.
as close to the centre of the battlefield as possible.
With:
Beginning with the player with Setup Priority,
randomly select an Adversary model and place it in Once the Treasure Tokens have been deployed during
contact with a Treasure Token. Once each Treasure setup of Scenario 4, the Imperial player may roll
Token has an Adversary Model deployed in contact the Green Accuracy Dice and secretly check an
with it, any leftover Adversary models may be placed amount of Treasure Tokens equal to the number rolls
as the players wish within the Treasure Zone. to see if they are locked or unlocked.

Page 20 – Sovngarde Calls (Special Rules,


  DELVE MODE SCENARIOS
2nd paragraph, last sentence)
Page 26 – Adversary Forces (final paragraph)
Replace:
Remove:
The Adversary force must contain exactly one Master.
Before the player Party deploys, draw half (rounding
With:
down) of the Adversary Number Tokens from the
The Adversary force must include exactly one Adversary Spawn Pool. Place these one at a time as dictated by
Master, in addition to other Adversary models. the scenario. Once all the tokens are placed, flip them
to see which Adversaries they are, and place those
models in play. All other Adversaries are held in the
BLOOD ON THE SNOW Spawn Pool.
CAMPAIGN
Page 23 – Scenario Consequences (Scenario 1, Page 27
Imperials, Lose)
Replace “Winterfell” with “Winterhold” in the quote at
Replace: the bottom of the page

The Imperial Player is the defender, also the Imperial


Page 29 – Required VPs for Victory table
force may only use 1 Action during the first turn of
the game. Replace with:

With: REQUIRED VPs FOR VICTORY


GOLD SEPTIM LIMIT VPs REQUIRED
During the next scenario, the Imperial Player is the
defender. In addition, models in the Imperial party may 0-99 8 VP

only use 1 Action during the first Round of the game. 100-250 12 VP
251+ 16 VP

E R R ATA v 1 . 0 11
Page 32 – The Standing Stone (Special Rules, Page 38 – Master of the Sanctum (Special Rules,
1st sentence) 1st sentence)

Replace: Replace:

This Scenario uses the Special Objective, This Scenario uses the Adversaries, Special
Adversaries and Treasure Special Rules. Objective and Treasure Special Rules.

With: With:

This Scenario uses the Special Objective, This Scenario uses the Adversaries, Spawn, Special
Adversaries, Spawn and Treasure Special Rules. Objective and Treasure Special Rules.

Page 32 – Standing Stone Type Table


BLEAK FALLS BARROW
Replace: ADVENTURE
– The Lord Stone: The model adds
 Page 40 – Hadvar
to its Armor Rating
Replace:
With:
Imperial Heavy Armor
– The Lord Stone: The model adds 

With:
to its Armor Rating
Imperial Armor
Page 34 – This Land is Ours (Special Rules,
1st sentence) Page 40 – Dragonborn

Replace: Replace:

This Scenario uses the Adversaries, Objectives and Studded Leather Armor
Treasure Special Rules.
With:
With:
Leather Armor
This Scenario uses the Adversaries, Objectives,
Spawn and Treasure Special Rules. Replace:

Banded Iron Shield


Page 36 – The Golden Claw (Special Rules,
1st sentence) With:

Replace: Wooden Shield

This Scenario uses the Adversaries, Special Objective


and Treasure Special Rules.

With:

This Scenario uses the Adversaries, Spawn, Special


Objective and Treasure Special Rules.

12 THE ELDER SCROLLS: CALL TO ARMS


ESCAPE FROM HELGEN
QUICK REFERENCE
Page 13 – Skill Dice Results (Failure, Description)

Replace:

One also bears a Potion icon , which restores


Health, Stamina or Magicka even though the test is
unsuccessful.

With:

One also bears a Potion icon , which


immediately restores 1 Health, Stamina or Magicka
reserve even though the test is unsuccessful – see p.4.

CARDS
All Block Skill Icons should be against Strength, The Dragonborn’s Alchemy Skill Icon should be
not Endurance. against Wisdom, not Intelligence. It should also
use the Alchemy Icon as shown on p.10 of the
Ralof’s Sneak Skill Icon should be against Agility,
Core Rulebook.
not Endurance.
Staff of Flames should have Enchanted Keyword.
The Dragonborn’s Enchanting Skill Icon should be
against Wisdom, not Intelligence. Beast Faction Reference Card has incorrect Icon.
Correct Icon is as in the Core Rulebook.

Modiphius Entertainment, 39 Harwood Road,


London, SW6 4QP, United Kingdom.
Modiphius Entertainment Product Number: 051926.
Printed in China.

© 2020 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved.


The Modiphius Entertainment logo is ® Modiphius Entertainment.
All rights reserved to their respective owners.

Any unauthorised use of copyrighted material is illegal. Any trademarked


names are used in a fictional manner; no infringement is intended. This is
a work of fiction. Any similarity with actual people and events, past or
present, is purely coincidental and unintentional except for those people
and events described in a historical context.

E R R ATA v 1 . 0 13

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