Warhammer FRPG Errata


Warhammer FRPG Errata from White Dwarf #92



p15	Dwarfs: Add under Psychology:

	Subject to animosity against elves.



p19	Outrider Advace 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 read Sense Magical Alarm, renumber the rest

	accordingly.



p51	Fleet footed: delete last sentence, add: '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 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: delere  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 a NPC Pharmacist

or Alchemist - in this event, most poisons will require D4+1 ingredients,

which are all Rare, each costin 3D10 shilling 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 Priest: add at end `Only Humans may become Druidic Priests'.



p98	Free Lance: change +2 I to +20 I



p106	Torturer: replace `Specialist Wepaon - Whip' with

	`Specialist Wepaon - 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-wepaons - bucklers, sword-breakers, left-handdaggers, etc.



p120	Wepaons: 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 danage, it can

entangle 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 counts as prone targets fr further hits,

and may not attack, although they may attempt a dexterity test each round

in order to free themselves. Range is 5 yards.  (reprinted information is available

in "Apocrypha Now" pg 35, by Hogshead Publishing)



p120	Weapon Modifiers: amend the table to read:



Weapon		Initiative	To Hit	Damage	Parry



Hand Weapon	   -		  -	  -	  -

Knife/Dagger	  +10		  -	  -2	 -20

Spear*		+10/+20		 +10**	  -	  -

Improvised W.	  -10	   	  -	  -2	 +10

Bastard Sword	  -10		  -	  +1	  -

2-Handed Wepaon	  -10		  -	  +2	  -

Halberd*	+10/-20		-10/0**	  +2	  -

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 legs. At the GM's option, a character may

	suffer a -10 penalty to I when doing so.'



*** Note: there is a misprint in the Errata: plate arm bracers should

naturally confer 2 points of armour on the arms, not the legs. ***



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