From: [s t d g p] at [alinga.newcastle.edu.au] (David Peterson) Newsgroups: rec.games.frp.misc Subject: POST: WFRP FAQ v2.40 (2/2) Date: Mon, 12 Dec 1994 16:50:07 +1100 The following is part 2 of the Warhammer FAQ - for some reason my news software is unhappy about posting large files. I expect to have to release a version 2.41 in the near future to include the WFB mailing list (whose issues are covered on the WFRP list as well, but do not generate very much traffic). C) Rules Errata =============== The following is the errata list for the hardcover edition of the WFRP rulebook. It should be noted that some of the errors have been corrected in the newer softcover book. p15 Dwarfs: add under Psychology: * Subject to animosity against Elves. p19 Outrider Advance Scheme: add +1 S. p24 Druid: add at end of text: * Only Humans may become Druids. p28 Herbalist: add 'Physician's Student' under Career Exits (also on p346) p29 Initiate: delete +10 Int, add +10 Fel p32 Outlaw: add following as first line of text: * Outlaws are people who are... p43 Wizard's Apprentice: * Change Magic Points to 2D4 and 1D4. Add +10 Int and +10 WP to advance scheme. p45 Skill list: * 105 should be Sense Magical Alarm, renumber the rest accordingly. p51 Fleet Footed: delete last sentence, add the following: * 'They add 1 to their M score.' p53 Manufacture Drugs: change Cure Illness to Cure Disease. p56 Insert between Seduction and Set Trap: * Sense Magical Alarm: Characters with this skill are able to sense when an object or area is protected by the Petty Magic spell Magic Alarm. A successful Int test is necessary to sense the alarm, and the character must be within 2 yards of the protected area to detect the spell. Note that this skill does not permit characters to disarm the Magic Alarm. p59 Clem's character sheet: * Running rate should be 64 yards. p75 Parties & Groups: delete the numbers at the end. p75 Armour & Encumbrance: change 'Toughness x 10' to: * '(Strength + Toughness) x 100' p81 Manufacturing Poisons: * replace the paragraph: 'Find Materials' as follows: Find Materials - Ingredients for poisons are generally rare and difficult to find, and you may decide that characters may only obtain them at certain places (for example, where it is stated in a published adventure that ingredients for poisons are available). Alternatively, they might be purchased from a suitable source, such as an NPC Pharmacist or Alchemist - in this event, most poisons will require D4+1 ingredients, which are all Rare, each costing 3D10 Shillings per dose. Note that openly buying ingredients for poisons is likely to arouse suspicion. p83 Gaining Insanity Points: * Critical Hits: change 'is forced to roll on the Critical Hits Table' to 'takes a Critical Hit'. * Terror: change 'D6' to '1'. p97 Druidic Priests: * add at end 'Only Humans may become Druidic Priests.' p98 Free Lance: change +2 I to +20 I. p106 Torturer: replace 'Specialist Weapon - Whip' with 'Specialist Weapon - Flail Weapons'. p118 Combat Procedure: swap stages 2 and 3. p118 Parrying: amend paragraph 3 to read: * Weapons suitable for parrying are: * One- and two-handed swords, maces and axes, shields, spears, staves, flails (with handle); * All parrying weapons - bucklers, sword-breakers, left-hand daggers, etc. p120 Weapons: add after Fist Weapon * Whip: The Whip is a dangerous weapon in the hands of a skilled character, and arguably even more dangerous in the hands of an unskilled character. While it does not cause a great amount of damage, it can engangle a target on a successful hit. Only a single creature may be hit, and the target must make a successful Initiative test or become entangled. Entangled creatures count as prone targets for further hits, and may not attack, although they may attempt a Dexterity test each round in order to free themselves. Range is 5 yards. p120 Weapon Modifiers: amend the table to read: Weapon Init Hit Dam Parry Hand Weapon - - - - Knife/Dagger +10 - -2 -20 Spear * +10/ +10** - - +20 Improvised Weapon -10 - -2 +10 Bastard Sword -10 - +1 - 2-Handed Weapon -10 - +2 - Halberd * +10/ -10/ +2 - -20 0** Quarter-Staff - - -1 - Flail - -10 +1 -10 2-Handed Flail -20 -20 +3 -10 Rapier +20 - -1 - Buckler - - -2 +20 Left-hand Dagger - - -2 -10 Sword-Breaker - - -2 -10 Lance *** +20 +10 +2 -20 Net - -10 - -10 Fist Weapon - -10 -1 - Whip - -10 -2 -20 p121 Body Areas & Armour: Insert at end of paragraph 3: 'At the GM's option, a character may suffer a -10 penalty to I when doing so.' Add after paragraph 5: 'A character can wear plate arm bracers over a sleeved mail shirt or coat, or over mail arm bracers, which gives two armour points on the arms. At the GM's option, a character may suffer a -10 penalty to I when doing so.' p128 Missile Weapon Chart: add between Crossbow and Sling: Crossbow Pistol 16 32 50 1 1 round to load, 1 round to fire p136 Learning Spells: replace secnd sentence of first paragraph with: Characters whose first career is Wizard's Apprentice start the game with 2 Petty Magic spells; characters who enter this career later gain only one. p138 Penalties: change last paragraph to read: Every time a character's advance scheme calls for the acquisition of a disability (or in the case of Demonologists or Evil or Chaotic Wizards, whenever the character rises a level), the GM should roll D100 and consult the appropriate column of the table below. Full descriptions of each disability are given after the table. p142 Wizard: shift level 1 advance scheme 1 column to the right. Delete 'D6 magic items' from Trappings p156 Fire Ball: last paragraph, delete 'dodge the blast', replace with 'reduce the effects of the blast'. p158 Animate Sword: WS should be 57 p165 Dispel Greater Demon and Demonic Portal: swap titles. p??? Summon Swarm and Summon Elemental Horde: swap titles. p??? Summon Skeleton Major Hero: WS is 55, align rest of profile accordingly. p213 Wounds conversion table: last line but one should read: 10 59 57-62 (56+D6) p217 Elf: Dex should be 43. p220 Giant: Amend second sentence of second paragraph of Special Rules to read: Drunken Giants forced to retreat in combat will fall over unless they make a successful Initiative test. p221 Halfling: Dex should be 43. Change first sentence of Physique to read: Halflings vary between three and four feet in height. p221 Hobgoblin: I should be 30. p222 Lizardman: I should be 30. p225 Orc, half-castes: change first sentence of Psychological Traits to read: Half-orcs are subject to animosity towards all other humanoids. p232 Bear: switch the profiles as follows: Giant Bat to Bear, Normal Bat to Giant Bat, Bear to Normal Bat. p233 Bloodsedge: Ld, Int, Cl are all 0, WP is 20. p235 Doppelganger: insert before Psychological Traits: Alignment: Evil. p244 Small Animal: Raven has S 1. p250 Skeleton: paragraph 1, amend 'Human' to 'humanoid'. p251 Vampire: last paragraph, col.1, line 5 should read 'Magic Points to assume a solid form, although it' p251 Zombie: paragraph 1, amend 'Human' to 'humanoid'. p252 Zombie: Ld should be 18 p252 Ghost: T should be 3. p258 Viydagg: insert 'Cl 89' between Int and WP scores on profile. p274 River Brienne: change '1200 miles' to '600 miles'. p274 River Grismarie: change '1200 miles' to '600 miles'. p274 River Morceaux: change '50 miles' to '25 miles'. p276 Grisoreux: change '150 miles' to '75 miles'. p278 Urskoy: change '2000 miles' to '1000 miles'. p283 The Reik: change '1500 miles' to '750 miles'. p291 Modes of Transport: maximum capacity of a cargo boat is 45,000 encumbrance points, not 4500. p292 Secret & Arcane Languages: add after paragraph 1: Guilder: used by members of trade and craft Cuilds, only in Guild rituals or when a Guild member wishes to introduce himself or herself to another member of the same Guild. The language varies from Guild to Guild, and is frequently a mixture of Classical (see above) and jargon pertaining to the trade or craft. p295 Armour: add the following: Leather Jerkin 12 GCs 40 Common Leather Coif 6 GCs 10 Common p295 Weapons: Delete 'Composite Bow'. Add the following: Crossbow Pistol 10 GCs 25 Rare Javelin 25/- 30 Average Normal Bow 11 GCs 80 Common Dart 2 GCs 10 Scarce p295 Travel Costs: add '(per day)' after 'Coach'. pp308, 311, 314, 316 The North arrows on the maps are actually pointing west. p311 Map 2: The exit from area 13 leads to Map 4, not Map 3. p316 Map 4: The exit from area 18 leads to Map 2, not Map 3. p319 Bianca's character sheet: Running rate is 64 yards. p320 Bianca's character sheet: Delete +10 Ld from advance scheme. p321 Jodri's character sheet: Running rate is 48 yards. p323 Mellory's character sheet: Running rate is 64 yards. p325 Soho's character sheet: Running rate is 48 yards. p326 Soho's character sheet: advance scheme should include +10 Fel. p349 Physician's Student: add 'Herbalist' under Career Entries. p356 Druidic Priest: Level 2 skills: change 'Cure Illness' to 'Cure Disease'. D) Credits ========== The following people wrote each of the sections in the FAQ. Thankyou all for your time and effort. Contributions of further useful questions (or even better, answers) are welcome 1) What is Warhammer Fantasy Roleplay? Phil Dutre <[p--l--d] at [cs.kuleuven.ac.be]> David Peterson <[s t d g p] at [alinga.newcastle.edu.au]> 2) Where is the Warhammer Fantasy Roleplay Mail List? How do I use it? Clay Luther <[c--y] at [gojira.monsta.com]> David Peterson <[s t d g p] at [alinga.newcastle.edu.au]> 3) Why isn't Games Workshop putting out any more WFRP material? David Peterson <[s t d g p] at [alinga.newcastle.edu.au]> 4) Is Realms of Sorcery EVER going to be published? David Peterson <[s t d g p] at [alinga.newcastle.edu.au]> Ken Rolston <[k--ol--n] at [aol.com]> 5) What is the net.warhammer project? David Peterson <[s t d g p] at [alinga.newcastle.edu.au]> 6) What is the Warhammer Compendium? [David Cole] at [guru.apana.org.au] 7) Is there a WFRP rules FAQ? Clay Luther <[c--y] at [gojira.monsta.com]> 8) From where can I ftp Warhammer material? David Peterson <[s t d g p] at [alinga.newcastle.edu.au]> 9) Has anyone got a Warhammer WWW page? David Peterson <[s t d g p] at [alinga.newcastle.edu.au]> ... and the assorted page owners A) Is any good? Phil Dutre <[p--l--d] at [cs.kuleuven.ac.be]> David Peterson <[s t d g p] at [alinga.newcastle.edu.au]> ... and a cast of thousands ... B) Which issue of White Dwarf is ? Taken from the complete WD index by: Phil Dutre <[p--l--d] at [cs.kuleuven.ac.be]> - Version 3 & 4 Cat Twister <[m c ssen c t] at [vaxd.dct.ac.uk]> - Version 2 Shawn Garbett <[G--B--T] at [utkvx.utk.edu]> - Version 1 C) Rules Errata Benny Moeller <[c--b--a] at [imada.ou.dk]> I would also like to thank the entire Warhammer mailing list for their input and suggestions -- David Peterson [s t d g p] at [alinga.newcastle.edu.au] my name is dave and i am funky