Warhammer Fantasy Roleplay Errata
Warhammer Fantasy Roleplay Errata
Warhammer Fantasy Roleplay Errata
Thanks to members of the Black Industries forums, in particular Karl-Henrik Malmquist, for helping us compile this errata. Errata Version: 10.
Since a blunderbuss does not require a Ballistic Skill Test to fire, anyone can shoot this weapon; however, those who do not have the Specialist Weapon Group (Gunpowder) Talent must spend 6 Full Actions to reload it. In addition, the blunderbuss has the unreliable quality, so even though you do not make a Ballistic Skill Test to fire the weapon, you do roll percentile dice to see if the weapon suffers a mishap. Cost 70 GC*; Enc 50; Group Gunpowder; Damage 3; Range 32/; Reload 3 Full/6 Full; Qualities Shrapnel, Unreliable; Available Scarce *Assuming you are using the post-SoC setting, otherwise this should be ~40 GC. Whip: A whip is a thick leather or rope cord that when used in combat deals negligible damage. Instead, it is quite useful for entangling your foes. When you begin combat with a whip readied, you roll two 10-sided dice and take the better result. Cost 2 GC*; Enc 15; Group Entangling; Damage SB4; Range 6/; Reload Half; Qualities Snare; Availability Average *Assuming you are using the post-SoC setting, otherwise this should be 1 GC. Page 116: A saddlebag can carry up to 250 points of encumbrance. Page 117: The Illumination chart is incorrect in regard to spotting distances. Here are the correct values: Match: Candle: Lamp: Torch, Untreated: Torch, Treated: Lantern: Camp Fire: Night Vision: 12 (6) 26 (13) 26 (13) 50 (25) 56 (28) 70 (35) 70 (35) -
Page 117: Enc values for the waterskin and the keg should be reversed - 30 for the waterskin and 100 for the keg. Page 127: Defensive stance is listed as a half action. It is a full action. Page 130: A flail needs two hands to wield, and so should not be listed by the two weapon fighting rules. Page 149: Skywalk is special in that it lasts for the length of time it takes to complete the Full Action Cast Action.
Ashes of Middenheim
Page 39: "Characters with tunnel fighter as a current or past career ignore these penalties, as they have been specially trained to operate efficiently in confined spaces". You should read shieldbreaker for tunnel fighter. Note that sewer jacks are also trained to fight in such conditions. Page 53: Matthias Hoffer should be noted as having blue eyes rather than dark eyes. He has the menacing talent (rather than scary) and you should ignore his rain of blows talent. He also should have the talent to use his demilance. Page 53: Jakob Bauer should have SB4 and TB5. He has the menacing talent (rather than scary). Page 54: Ulrich Fischer should have SB5 and TB4. Page 85: The Brothers of the Axe are noted as having the rain of blows talent. This talent was replaced with the Swift Attack action during play testing.
Realms of Sorcery
Sigmars Heirs
Page 75: Details of Zundap are missing from the Gazetteer for Ostland. The missing data is: Settlement: ZUNDAP Size: V Ruler: Baron Klemens Gauss Population: 0 Wealth: 0 Source: Garrison/Militia: Notes: Sacked in 2522. Population of 82 missing. Page 83: Grissenwald is a town in Wissenland. The table on page 83 is in error and Grissenwalds stat line should fall under the Wissenland table on page 97. Page 91: Information in the Gazetteer on Talabecland is a bit confusing compared to information in the quick data section. Helmut Feuerbach is the real elector of the province, the gazetteer has von Krieglitz as a misprint. Talabheim is a chartered free city but is more
Karak Azgal
Page 22: Saturday is mentioned a couple of times in this chapter. This should read Holiday instead. Tuesday also gets a mention, this should The proper text should read be replaced with Levyday/Aubentag. Page 30: The challenging test here is given a +10% modifier, it should be -10%. Page 39: Ignore footnote 1 (Treat as shaman ) it does not refer to anything in the table.
Adventurers who make the Gossip Test can make another Challenging (10%) Gossip Test to hear about a cache of treasure found in the northwest part of this district and that thieves flock to the area in the hope of being one of the first to find the treasure and survive. Page 70: To be added to Heloises profile: Secondary Profile A 1 W 13 SB 3 TB 3 M 4 Mag 0 IP 0 FP 2
Plundered Vaults
Page 52: Johann Schmidt is based in room J, not room F as the text states. Page 53: The cultists are based in room H, not room B as the text states.
Page 82: (Use normal Ghoul statistics as described on page @@) should read: (Use normal Ghoul statistics as described on page 80). Page 83: Withergrasp the Ghoul should have BS 0%.
Page 84: (Use statistics on page @@) should Page 108: The Grail Virtue of Audacity is a bit too read: (Use statistics on page 80). powerful, replace the text with the following: Page 86: (See page @@) should read: (See 5
Page 99: Natural Weapons should not be a Talent available to Gutter Runners. They should have the Art of Silent Death talent instead.
Add Clawleader (Eshin only) to career entries for Gutter Runners. Add Clan Chieftain to and Remove Clawleader from career exits for Gutter Runners.
Page 101: Plague Deacons should have Dark Magic added to the careers talents Plague Priests should be eligible for a +2 Magic Characteristic advance. Trade (Brewing) should be added to the skills a Plague Priest can take. Page 104: Regarding Fleshmoulding, references to the Surgery Skill should be to the Surgery Talent and references to Surgery Tests should instead be to Heal Tests. Appendix: Some sample Skaven were promised in the book but we couldnt fit them in. They can be found on the web at the following address: http://www.blackindustries.com/pdf/articles/ skaven-characters.pdf Optional Rule: A rule we dropped from the manuscript because of lethality is how being struck by Warpstone ammunition causes mutation, though some of us still really like the idea of having to contend with a Warpstone bullet lodged under the flesh. If youd like to experiment with this horrific side-effect, add the following special rule to all Skaven gunpowder weapons.
Warpstone Ammunition: Those who lose at least 1 Wound from an attack made with a Skaven gunpowder weapon are exposed to this deadly, mutating substance. After 1d5 days, the subject must succeed on a Toughness Test or Page 85: It should be noted that the skills, talents gain a mutation (roll on a Chaos Mutation table and stat bonuses that a Skaven can gain from the that you haveWFRP, OWB, or Tome of use of a Clan Skryre technological device last for Corruption). Each weak thereafter, the character must make another Toughness Test or gain D10 rounds. another mutation. The offending substance can be removed by a character with the Surgery Page 96: The Packmaster Career should have Specialist Weapon Group (Two-handed) added to Talent and who succeeds on a Challenging ( 10%) Heal Test. Such a test does not restore any the list of Talents. Wounds. Page 97: Natural Weapons should not be a Talent available to Slaves. Terror in Talabheim Page 98: Add Plague Deacon to the career entries for Censer Bearer.
Remove the erroneous Warlock Master and Master Assassin from the career exits for Clan Chieftains.
Page 9: In the Horned Hunters Trappings replace Great Weapon (Two-handed Axe) with Hand Weapon (Axe). A Note on Experience Awards We advise rewarding all PCs who survive the 6
Page 171: Note that the advances for Daemon princes are in addition to any the character has Page 59: The example Chaos Spawns Strength gained through careers. So if a character with S and Toughness should be as follows: Strength 19 30 had taken a +20% advance for being a Slaver, (SB 1) and Toughness 15 (TB 1). He reduced and had gone up to S 50. If he then became a these characteristics when he became a spawn. Daemon Prince he would take another +20 advance and go up to S 70. Page 100: The text for Bovigors should read: Bovigors Bovigors are those Gors who have cattle horns on their head and may have the entire head of a bull or ox. Bovigors are highly competitive and see themselves as superior to all other Gors. Most have little use for thinking, preferring instead to use their mighty strength to solve problems. All Gors begin play with Animalistic Legs, Bestial Appearance, and Horns. Bovigors also gain Hulking Brute. Pages 100-103: Beastmen starting characters should only generate a fellowship score of 20+2d10. Page 103: Bray-Shamans should have the Dark Magic Talent. Page 106: The profile for a Warhound should read: Primary Profile
WS
44%
Tome of Corruption
Page 172: The text for the Gift Face of Nurgle should read: Face of Nurgle A swarm of flies descends on your face, eating away at the skin and laying their eggs in the loosened flesh. When they depart, they leave behind a mass of wriggling maggots. After a few days, your head swells and develops a greenish cast. Your eyes become distended and sallow, and from your mouth hangs a long cankerous tongue that drips a vile green mucous. Gain the Terrifying Talent. Future instances of any Face Gift instead apply to a member of your retinue. Page 181: The throwing range of a Death Head of Nurgle should be 24 yards. Pages 184 and 187: The ranges for the Weapon Properties Chill Blast and Fiery Blast should be 24 yards. Page 212: The spell Eyes of Clarity does not specify a duration. It lasts 1 hour per point of caster's Mag characteristic.
BS
0%
S
34%
T
38%
Ag
47%
Int
18%
WP
34%
Fel
5%
Secondary Profile
A
1
Page 215: The Lore of Nurgle spell list, there is a blank space, to the right of Stench of Nurgle. The missing spell is Plague Wind. Page 218: The spells Mindfire and Slave of Chaos both have a range of 48 yards. A Note on Soulstealers Tome of Corruption makes a reference to this Daemon. Find the rules and background for it at: http://www.blackindustries.com/pdf/articles/ chaos-monsters.pdf
W
12
SB
3
TB
3
M
7
Mag
0
IP
0
FP
0
Page 131: The description for jungle should read: Jungle A lush, dense jungle, complete with vines, twisting trees, and thick undergrowth appears out of place among the frigid wastes. The temperature is sweltering and humid, and snakes, insects, and dangerous jungle fauna claim this place as their own.
A Note on Talents for Daemons Some Daemons are noted as having the Will of Iron Talent. This is described on page 78 of the Old World Bestiary. It basically makes them Page 148: Ulfwerenar should not be a career exit immune to fear, terror, the Intimidate Skill and the for Reavers. People are born Ulfwerenar or Unsettling Talent. become them as a result of mutation, it isnt a career. See the sidebar on page 146 for more information on Ulfwerenar.
Page 119: The final sentence of the Triton description got chopped off by the bottom of the page. Here's how the sentence should read: "That the Druchii have taken those teachings and twisted them for their own dark ends angers him above all else." - NENYLL, SEA ELF