Battles in the Age of Reason Errata 'rounding' (clarification): Unless otherwise indicated, the term 'rounded' always refers to the rounding method of adding .5 to the fraction and then dropping any remaining fraction. For example, 2.5 is rounded to 3; 2.7 is rounded to 3 (3.2); 2.2 is rounded to 2 (2.7). 6.6b Independent Units & Leaders (clarification): Once activated, the Army Leader is not affected in any way by the activation, except that he cannot move again in the turn (also see 4B1b). 6.6d Independent Units & Leaders (addition): Special Leaders, such as Artillery Special Leaders, never activate any combat units or other leaders. Special Leaders must be activated to use their special abilities and to move. Special Leaders, like independent units, can be activated when a friendly Command is activated. 7.2e Command Leader LOC (clarification): The nonspecific hex placement of a leader with a multi-hex units applies only to Command Leaders, not Army/Wing Leaders. 8.4f Example (clarification): Unit 6-4 cannot move directly to H without first changing facing because it is not a front hex. 12.6e Howitzers (correction): Howitzers that fire "over" friendly units have their fire multiples halved (retain fractions). 12.7c Opportunity Fire (typo): Opportunity fire triggered by a facing/formation change is resolved after the facing/formation change is completed using the formation and target aspect that most favors the firing unit(s) . . . . 12.8f Fire Combat Results (clarification): As stated on the Fire Combat Results Notes, units in Road Col that suffer a number loss automatically Rout. 12.9 Special Fire Combat Results (clarification): There are no separate Special Results for Opportunity Fire. An Opportunity Fire that triggers a Special Result uses the regular Infantry/Artillery Fire Combat Special Results Table. 13.10 Attack Resolution Procedure, 3) Diceroll (typo): An unmodified dieroll of '0' by either player causes an Special Result (14.6). 13.10b Combat Value (addition): c) Artillery-only stacks always have a CV of '0' (zero). 17.2b Disorder Effects (clarification): A Disordered Line/March Col cannot expand or contract. Disorder Check Chart (corrections): For Rapid March, Back Up Movement, and Close Combat Reaction ignore references to units becoming "Disordered/Shaken." For Close Combat Reaction ignore +10 modifier; use rule 13.4e instead. Morale Check Modifiers (corrections): Rally: a, i, j, m Fire Combat Result: All except j & k Pre-Close Combat: All except d, j, l. The 14.2c Morale Check uses the same modifiers. Countercharge Movement: a, c, h, i Opportunity Charge: a, c, h, i, n, p Friendly Unit Retreat: All except j & l. Close Combat Example # 2 (corrections) paragraph 1: Cavalry stacks A (medium) and B (light) . . . paragraph 4: Using the 8-4 unit's morale for the Defender Morale Check the stack passes on a roll of 30 . . . paragraph 4: A's dieroll is 3 modified to +13 and Z rolls a 4 modified to a +7. The difference is +6 . . . paragraph 6: B loses 1 SP . . .