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 <insert WFRP product> 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 <insert WFRP article name>?
   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