Legends of the High Seas FAQThis is a list of errata, clarifications, questions and answers I compiled for Warhammer Historical's Legends of the High Seas game. It contains official answers by the author Tim Kulinski and the Moderators from the LotHS Yahoo Group. Many thanks to Tim who sent me his notes and list of errata to add to the FAQ.
Update: This FAQ used to be also hosted on the Warhammer Historical website. Since the end of WHH it is no longer available.
Control ZonesQ. Does line-of-sight to an opposing model play into a model's ability to generate a Control Zone?
A. Controls Zones do not block line of sight, only actual models.
Q. Does a prone model exert a Control Zone?
Obstacles - Barriers and GapsSwimming (page 19):
The first entry of the Swimming Table should read:
"1 Sinks - the Sailor is overcome by exhaustion or injuries and drowns. Remove the model as a casualty. Do not roll on the injury table, the Crewman is visiting Davey Jones."
Rolling to Hit
Jamming and Reloading (page 22):
The second paragraph should read:
"Whenever a model rolls a 1 to hit, the weapon has jammed or misfired. The weapon may not be fired this turn until the jammed weapon has been cleared. This causes an additional turn to Slow Reloads. So instead of firing the next turn you must now wait two turns to be able to shoot - once for the Slow Reload and one more shooting phase to clear the jammed weapon"
You may clear any and all jams on all weapons that require it in a single shooting phase. So if a Captain has two pistols that are unloaded, he may reload both in one shooting phase, but may do nothing else in that phase but reload the weapons. If he is engaged in hand-to-hand fighting, he may not reload any weapons.
Trapped SailorsThe first paragraph on page 25 should read:
"If a defeated Sailor can't back away from his opponent because of friends blocking his path, then these friends can move up to 1" in order to make room as long as they are not engaged in a combat. This is called 'Making Way for Friends'. ..."
Swivel Guns (page 33):
The following should clarify how the swivel gun is supposed to be used.
Recruiting the Crew
Captain Archetypes (page 49): The third paragraph should read:
"This must be a completely different Archetype than that of the former Captain." - dropping the "or it may be the same".
Gentleman (page 50): The 2 doubloon discount does not apply to recruiting the Captain.
Weapons (page 51):
Q. In the book it says "Any Sailors you recruit may be armed with up to two melee weapons and possibly more than one missile weapon". What exactly does this say about the total number of missile weapons?
A. Sailors may be equipped with any number of missile weapons. However, each type of missile weapon (e.g. Blunderbuss, Musket, etc.) may be chosen once only. Note that Pistols explicitly are an excpetion to this - they may be chosen up to three times by Heroes.
Captains (pages 52, 54, 56):
Q. Each of the three different types of Captain starts with 8 Experience Points. Is this just for the Infamy calculation, or can I do anything with these points? If I crossed off eight boxes on the roster I'd be entitled to four advances right from the start - this can't be right, can it?
A. The 8 points are the starting points and you do not roll for any skills with these. This represents the knowledge and the leadership ability of the captain. Sorry no advances. You just cross off the boxes and start gaining from there.
Privateer CrewsQ. Do Hired Hands in Privateer crews get the same benefit as the henchmen of only dying on a roll of 1 when they are taken out of action?
A. No, Hired Hands are treated as if they were normal Henchmen if they are taken out of action in a game. The Letter of Marque rule does not pertain to them, this benifit is only granted to Privateer henchmen.
High Seas CampaignsInfamy Rating (page 64): Add the following sentence to the first paragraph:
"Hired Hands add their Experience and their individual Infamy rating to the Crew's total Infamy rating."
Skill ListsSwordsman (page 71):
Delete the "tied" in the last sentence of the skill describtion so that it reads: "When using a sword, he may re-roll one of the dice to decide who wins a fight."
Special Equipment RulesMonkey (page 75):
The following should clarify how the monkey is supposed to act in games.
Earning ExperienceKills (pages 78ff.):
Every on shore scenario grants Heroes 1 Experience point for every enemy model they personally put out of action. As described under Multiple Combats (page 26) if the multiple side wins a fight, each model strikes against the loser. If the multiple side includes one or more Heroes that successfully wound and take out an enemy, the player may choose which of them is granted the Experience point for the kill.
A Pirate Captain and a Rogue win the fight against a Marine so both models are allowed to strike. If the Captain wounds and the Rogue does not wound, the Captain gains 1 Experience point. If the Captain fails his to wound roll but the Rogue wounds successfully, the Captain obviously gains no Experience. If both models wound the Marine, the Captain still gains 1 Experience point.
Now if the Rogue was a Quartermaster (i.e. Hero) instead and both the Captain and the Quartermaster wound the Mariner, the player may choose which one of the wounding Heroes gets the Experience point.
Alternatively you can circumvent this by allocating strikes individually. In that case you would have the Hero, who you wish to get the Experience point, strike first and proceed with the next model if he fails his to wound rolls.
Hired HandsOn page 106, in the second paragraph replace the clause about "...nor may they ever gain income in the same way as Heroes" with "...nor may they ever search for Rare items in the same way as Heroes".
Quick Reference3. Shooting Phase (page 141): This page should have the Missile Weapons Chart from page 34 on it instead of the Melee Chart.