Armada Errata
The errata listed below brings each book in print to the current version of the ruleset. This document supercedes any previous errata for each book.
Text highlighted green should be added.
Text highlighted in yellow should be replaced to match this text.
Text highlighted in red should be removed.
Last updated 30 June 2023 - v1.1
Armada Core Rulebook
Page 20: Collisions - Evading. Replace the second paragraph with the following:
However, if the ship doesn’t have the Movement value to clear the other ship in the current Move Step, it must instead stop just short (a few mm) of actual contact with the other ship. The Activating ship must now turn the smallest amount possible, and enough to just clear the ther ship with the remaining movement value in its current Move Step, even if this means turning further than would normally be allowed. It can then continue the rest of its Activation as normal.
Page 20: Collisions - Colliding. Replace the fifth paragraph with the following:
The Activating ship must now turn the smallest amount possible, and enough to just clear the other ship with its next Move Step, even if this means turning further than would normally be allowed. The activating ship does not continue any further movement for this Move Step.
Fleet Cards
Twilight Kin: Attrition. Replace with the following
Friendly ships add 1 damage to any normal Shooting attack (from a Weapon Position) for each other Friendly ship with this rule within 6" (the attack must cause at least 1 damage itself for this to count). Extra damage is not added to results on the Critical Hit table. Add extra damage after any multiplication (such as Point Blank and Raking fire).
Elves: Kindred Bond. Replace with the following:
While this ship is within 8" of one or more other Friendly ships with The Kindred Bond special rule, it adds +1 to any Skill tests it is required to make.