Clarifications, Errata and
Frequently Asked Questions
Clarifications and Errata
Bonus Tokens and Equipment Tokens
All of the Equipment Tokens in the Tannhäuser core game have a specific character's image on the back, indicating that the pictured character is the only one who can choose that piece of equipment as part of Setup.
Bonus Tokens, such as Tokens of the Month, can have three different types of backs.
Bonus Tokens with a crate icon on the back should be mixed among your existing crate tokens. They can never by chosen by characters during Setup.
Bonus Tokens with a specific character image on the back are available only to the pictured character, just like those from the core game.
Bonus Tokens with other symbols on the back, such as unit insignia (e.g., the 42nd Marine Special Forces or Obscura Korps insignia), are available to any character with a matching Affiliation Symbol on his Character Sheet.
To use a given Bonus Token, a player simply swaps it for one of the character's other Equipment Tokens (after a Pack has been chosen for that character). This does not affect whether the character's Special Object is available. That is, if a player chooses a character's Combat, Stamina, or Mental Pack and then swaps a Bonus Token for one of that Pack's Equipment Tokens, then the Special Object remains available. However, if a player chooses a custom Pack (i.e., the "á la carte" equipment option) for a character, the Special Object remains unavailable, as normal, regardless of whether Bonus Tokens are swapped in.
The only additional restriction is that each given Bonus Token — the Helm of Diomedes, for example — is limited to one instance per team.
Hand-to-Hand Combat
The rules for Hand-to-Hand combat are incorrect in the English edition of Tannhäuser. According to those rules, the Hand-to-Hand skill and the function of Hand-to-Hand weapons were essentially identical. To correct this error, make the following pair of changes to the Tannhäuser rulebook.
The Combat Section
On page 16, in section "VI. Combat," the text below "How do I make a Combat Roll?" contains three bullet points that should read:
- A character must have the Hand-to-Hand Skill to attack in Hand-to-Hand Combat.
- If an attacker in Hand-to-Hand Combat is carrying a Hand-to-Hand weapon, he uses the Combat Value from his current row of Characteristic Values to determine the size of his dice pool for the attack. If he is not carrying a Hand-to-Hand weapon, he must use the Combat Value from his lowest row of Characteristic Values to determine the size of his dice pool for the attack.
- If a defender in Hand-to-Hand Combat is carrying a Hand-to-Hand weapon, he uses the Combat Value from his current row of characteristic Values to determine the attacker's Difficulty Score for the attack. If he is not carrying a Hand-to-Hand weapon, he must use the Combat Value from his lowest row of Characteristic Values to determine the Difficulty Score for the attack.
The rest of the "How do I make a Combat Roll?" section remains unchanged; the attacker makes a Combat Roll by rolling the number of dice in his pool and counting the successes as hits.
The Weapon Types Section
On page 22, under the heading "1. Hand-to-Hand Weapons," there are three paragraphs. The first paragraph is not technically inaccurate, but could be replaced with the following to be less misleading: "Hand-to-Hand weapons allow characters with the Hand-to-Hand Skill to avoid having to use a worse-than-normal Combat Value when engaged in Hand-to-Hand Combat. See page 16 for more information." The second paragraph should be stricken in its entirety.
Critical Hit and Incredible Strength
As written, the Equipment Tokens for Critical Hit (possessed by both Yula Korlïtz and Eva Krämer) and Barry Daniel Brown's Incredible Strength do not function when any Natural 1s are rolled on the relevant die roll. The following change allows these abilities to work in a more intuitive manner, allowing them to re-roll their lowest die that is not a Natural 1.
Eva's Critical Hit ability should read as follows: "If she chooses, Eva can re-roll the lowest die in her pool that is not a Natural 1 after making any Hand-to-Hand Combat Roll."
Yula's Critical Hit ability should read as follows: "If she chooses, Yula can re-roll the lowest die in her pool that is not a Natural 1 after making any Hand-to-Hand Combat Roll."
Barry's Incredible Strength should read as follows: "If he chooses, Barry can re-roll the lowest die in his pool that is not a Natural 1 after making any Shock Roll."
Natural 1s and Natural 10s
The rules for Natural 1s and Natural 10s on page 10 only apply to rolls which can score successes, which include nearly every roll in the game but there are two notable exceptions: Deployment Rolls and Initiative Rolls. Natural 10s and Natural 1s rolled during the Deployment Roll and during Initiative Rolls may be modified by any appropriate effects.
Frequently Asked Questions
Q. Can a character split up his Action Phase with movement? For example, since a character can "drop, give away, and/or pick up equipment" in a single Action Phase, could a character move, drop an item, move some more, and then give away a different item?
A. A character can't split up his Action Phase with movement.
According to "What is a Movement Phase?" (page 11), a character can only resume his Movement Phase "after the Action Phase has been completed." So, upon resuming (or beginning) movement after an action, the player is making a de facto declaration that the Action Phase is over (i.e., that the character can't do anything else that would take place during an Action Phase for the remainder of its turn).
Q. Why does Barry Daniel Brown have a knife?
A. The Hand-to-Hand Combat errata in this document fixes the error in the rulebook that rendered Brown's knife superfluous. It now prevents him from having to use his lowest-row Combat Value when engaged in Hand-to-Hand Combat.
Q. If a Strosstruppen is killed by an attack from a Flash Machine Gun A6a, or a Flash-gun MKI, because there was a Natural 10 on the attack roll but no Natural 10 on the Shock Roll, can the Strosstruppen use Not Dead Yet to survive?
A. No. The Stosstruppen can't use Not Dead Yet because Not Dead Yet specifies that it can be used when the Stosstruppen "receives a wound that causes his death," and "wound" is a specific game term apart from the "killed instantly" effect of these guns. (Specifically, "wound" means, "a hit not negated by a Shock Roll.")
Q. Since the Movement Phase can be interrupted to execute the Action Phase, can a character take an action before moving? Would any special declaration have to be made?
A. A character may act before moving. No special declaration must be made.
Q. Can a player apply a Victory Point to heal a wound before suffering the effects of an Automatic Wound arising from the same attack? The rule for Victory Points states that if a character does not die immediately after a Shock Roll, a wound can be healed.
A. All wounds arising from the same attack – Automatic and otherwise – are applied at the same time, and then Victory Points can be spent if the character is still alive.
Q. Can "additional hits" arising from "successful Combat Rolls" (such as those caused by Strafe) be countered by a Shock Roll?
A. Yes. The phrase "successful combat roll," in this case, means "a Combat Roll resulting in at least one hit." If at least one hit is rolled on the Combat Roll, the number of additional hits specified – one, in the case of Strafe – is added to the hit total. Then, the defender makes a Shock Roll with the potential to counter any or all of the hits among that total.
Q. When a character must "use the Characteristic Value from his lowest row," does that actually refer to the value from his lowest row, or does it actually mean the lowest value for that characteristic in any row?
A. When a rule refers to a character's "lowest row," the character uses the relevant Value from the bottom-most row in his characteristic grid, even if that Value is not the smallest Value in the relevant characteristic's column of Values. (This matters because, for example, most Union characters' Mental Values increase on lower rows.)
But note that when a rule refers to "a character's lowest Characteristic Value," and does not specifically mention the "lowest row," the smallest Value in that characteristic's grid column is used, which might or might not be the one in the lowest row of the grid.
In short, such rules should be read literally.
Q. Some Equipment Tokens that represent military ranks and give bonuses to Deployment Rolls give cumulative bonuses, while some say that they are not cumulative. How does an explicitly cumulative bonus interact with an explicitly non-cumulative bonus?
A. When one team has both an explicitly cumulative bonus to its Deployment Roll and an explicitly non-cumulative bonus to its Deployment Roll, the player must choose one bonus or the other to add. (To say it another way, the "non-cumulative" restriction is more powerful than the "cumulative" capability.)
Q. Does a Stosstruppen's Immunity to Pain or Supernatural Strength ability make him immune to smoke, since it means he always uses his highest value for Stamina and Combat, respectively?
A. Effects such as Immunity to Pain allow a character to use Values from the highest row of his characteristic grid for certain characteristics, regardless of whether or not that character is wounded. Effects such as smoke grenades reduce the effective Value of a characteristic, which reduction is applied after the appropriate Value is chosen from the grid. For example, a Stosstruppen with Supernatural Strength would use his highest Combat Value of 6 when making Hand-to-Hand Combat Rolls even if he was wounded and was otherwise using a lower row of Characteristic Values. If that same Stosstruppen stood in smoke and suffered a -3 penalty, his Combat Value would be reduced to 3 for Hand-to-Hand Combat Rolls, no matter how badly wounded he was.
Version 1.1 posted January 3, 2008