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ASIFR Errata + FAQ PDF
ASIFR Errata + FAQ PDF
Q) A starting Maester character can't also be a Q) The Status chart on page 65 doesnt seem to
Master of Ravens! What's up with that? line up with the Status levels listed on page 103.
A) It's trueno character can start with more A) According to page 65, Status 4 represents a
than three benefits, and Maester has the landed knight while Status 5 represents a lord of
prerequisite of "two Knowledge Focus benefits," a minor house.
so that eats up all three. If you find this
troubling, here are some things to keep in mind. Table 6-5 on page 103 allows you to get a
* You can always choose not to select the Status 4 if you have Influence 21 to 40 or Status
Maester benefit. 5 if 41 to 50.
* You can invest another Destiny Point into the
Master of Ravens benefit once game begins. Looking back to page 96, 21 to 30 indicates a
small minor house. 31 to 40 gets you a minor
Knights house, while 41 to 50 is a powerful minor house.
Q) Can I be a knight without the Anointed
benefit? I do see that the numbers arent exact in this
A) Yes. case, but the mechanics work as written. If you
feel you need more concrete approximations,
Abilities and Specialties then I would advise moving Landed Knight
Q) If Heraldry is no longer a Status specialty, is from the fourth row on the table shown on page
Breeding used to identify heraldry, or would that 65 to rank 3.
fall under Knowledge?
A) Heraldry is an Expanded Specialty described Destiny Points, Benefits, and Flaws
on page 198, combining Knowledge with Q) Only one destiny point can be spent at a
Breeding. time. Can more than one be spent in a round,
on different rolls?
A) Yes.
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Q) Can I burn a spent destiny point? Q) It seems weird that if I have Lascivious, I
A) No. Once spent, a destiny point is effectively have to use seduction in every intrigue
gone until you achieve a story goal. regardless of sexual orientation.
A) When you use seduce against a target not
Q) After character creation, are you allowed to normally attracted to your gender, you are not
invest more Destiny Points in benefits? If so, is using your personal allure but are promising
there any restriction on when this occurs or how other arrangements. For example, if you, a
many you can invest at a time? strapping knight tried to seduce a lord, you
A) You may invest further Destiny Points into might offer to attend his pleasures by arranging
Qualities upon reaching Story Goals. As a rule of for a night at a upscale brothel, set up a tryst
thumb, you can invest one Destiny Point per with another character, and so on.
story goal completion. Your Narrator may bend
this rule if doing so fits with developments in the Q) If I have Lascivious, Threatening, and
game. Furious drawbacks, what do I do in an intrigue?
A) Having all three drawbacks creates serious
Q) Can you take extra Drawbacks at character complications with a character. I would rule that
creation in order to get more Destiny Points, and the conflicted character would have to
if so, can you invest these extra Destiny Points determine the starting technique randomly and
into additional benefits? then take a 1D penalty to the test for each
A) You can take extra Drawbacks to gain drawback violated (in this case, -2D). This is a
additional Destiny Points, but you must wait to situation that can easily be avoided by not
invest these Destiny Points until you achieve tacking all three drawbacks, yes?
story goals. Obviously, the Narrator may relax
these restrictions, as they serve as a baseline. Q) Can I use Long Blade Fighter I and Long
Blade Fighter II on the same attack?
Q) Can you take Heritage Qualities after A) Yes and no. The second half of Long Blade
character creation? Fighter I always applies. The first half of LBF I
A) Yes, but it should fit within the story. A would not stack with LBFII because in order
revelation about a previously unknown heritage for LBF I to take effect, you must sacrifice all of
seems spot on for this sort of game. Naturally, your Bonus Dice. Therefore, you wouldnt have
to withdraw from a Heritage to acquire another any Bonus Dice left to sacrifice to activate LBF
one would be permissible only if the Narrator II.
agrees.
Q) One of my players invested a Destiny Point in
Q) If I have the Armor Mastery benefit, does the Cohort. Should I allow the cohort to gain
increase to AR modify the action needed to experience like the other characters?
stand? A) Thats up to you and depends on how the
A) No. The action needed to stand is based on cohort contributes. As a rule of thumb, Id
the armors AR before applying Benefits or other suggest one-half the experience gained by the
modifiers. For example, if you have Armory player.
Mastery and youre wearing a breastplate, you
can still stand by spending a Lesser Action even Q) If a character has a Flawed Attribute does
though your AR is 6. this affect their eligibility for Qualities? E.g. can
a character with Marksmanship 4 plus Flaw
Q) If I have the Armor Mastery benefit and wear (Marksmanship) select the "Accurate" quality?
bulk 1 armor, can I still use Water Dancer III? A) Flaw does not reduce the attribute so the
A) Yes. character in this case could select the accurate
quality.
Q) Is there an upper limit to skllls purchased
with Blood of Heroes? Q) Similarly, does the Expertise quality allow
A) No, but I wouldnt let characters have abilities characters to access Qualities they might
greater than 10. otherwise not be eligible for? E.g. can a
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character with Marksmanship 4 (Bows 3B) and Wealth based on the units training as well. For
Expertise (Bows) take the "Double Shot" quality? example, to acquire a trained mercenary unity,
A) Expertise does not raise an attribute; it you must invest 4 Power (3 + 1) and reduce
provides an extra Test Die. So, in your example, your Wealth by 3.
the character could not select the Double Shot
quality. Q) Mercenaries above green seem too
expensive?
Q) Also similarly, do flaws reduce the maximum A) Yes, well-trained mercenaries are very
number of bonus dice a character can have in expensive as written. Their increased cost serves
an attribute? to drive houses to building their own units.
A) Limits on Bonus Dice are set by the governing Mercenaries are there for low-power houses or
ability and not the governing ability less penalty to act in the world so a house can distance itself
dice. So a character with Fighting 4 (Long from the units actions. This said, I can see
Blades +4B) and Flaw (Fighting) would roll 3 modifying power costs or wealth costs provided
Test Dice and 4 Bonus Dice. the house defeats the mercenary captain in an
intrigue.
Q) Triple Shot looks broken.
A) Its on the upper end of powerful, agreed, Q) If a houses maximum Status is 3, do I need
but a character with a 7 Marksmanship is to invest Influence for characters to be second
probably going to get butchered in hand to hand sons or daughters?
and intrigue. Future sourcebooks will provide
additional benefits along the same lines as Triple A) Yes and no. The minimum Status for an
Shot, Im sure. influence investment is 3. So if you invest in a
second son or firstborn daughter, her Status
would be 3 since this is the minimum. If you had
House and Lands Status 4 for the firstborn son, the second would
Q) It is possible to invest in the same Wealth be Status 3 as would all other children. If you
Holdings more than once? Would they need to choose not to invest, no other child in the
be on different domains. household can exceed 2 Status.
A) Yes, you may invest in the same Wealth
Holdings more than once. A second investment Q) If the firstborn son of a lord dies, and a
could be placed in another domain (often a good player plays the second in line, now next in line
idea especially if you lose domains to war or to inherit, does the new heir have to invest
calamity) or can go in the same domain. In the influence to become the new heir?
case of the latter, the holding simply improves.
Investing twice in a Marketplace in the same A) No. The initial investment for the heir holds
domain means you have a bigger, more famous as does each investment for other heirs in line.
marketplace. The effects are cumulative. Note, You lose the Influence invested for the last heir
in the case of Godswood, you would roll 4d6 in line. For example, say player 1 invested 20
12 for two, 6d6 18 for three, and so on. Influence to become the heir. Player 2 invests
10 to become next in line. Player 3 invests 5 to
Q) Table 32 doesnt quite line up with the become third in line. Player 1s character dies.
other rules described on page 65? What gives? Player 2 automatically shifts up to 1s slot and
A) Table 32 gives you a quick and dirty Player 3 shifts up into 2s slot. The last slot and
method for generating Status. When creating a the 5 Influence invested are lost.
house from scratch, these numbers will likely be
different. Q) Table 6-4 doesnt see fair since its not built
with the bell curve in mind.
Q) How do I pay for mercenary units? A) If you find Table 64 unsatisfactory, you
A) You acquire mercenary units as you would might consider replacing it with the following
any other unit. You pay the base power cost as spread.
determined by the units training + 1. In
addition, you must also deduct an amount of 3 Doom
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Do note that the Narrator may grant Bonus Dice Q) Where do I find the costs for building
on a case by case basis and a character whose fortifications?
Status is low for a house may gain Bonus Dice in A) See page 102. Each fortification lists the price
certain situations. as an investment.
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Q) Does the Armor Penalty bonus detract from Move: The steed moves (lesser, war-trained;
the passive Agility test? greater when not war-trained)
A) Yup. The text on p. 151 says "all Agility Sprint: The steed sprints (greater)
tests," and a passive Agility test is still an Steed Attack: the steed attacks (less, war-
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trained; greater when not war-trained) lunging. In exchange for taking a -1D on your
test, you increase your reach by 1.
Q) How do lances interact with movement and
with the Charge action? Inside Attacks
A) The lances base characteristics apply before Similarly, you can make attacks against enemies
modifications from the Charge action (page inside your reach. By taking a -1D on your test,
160). When charging, you apply the 1D and you reduce your reach by 1.
+2 damage from the charge.
Q) When using Free Attacks and Advanced
If you arent charging with a lance, your Reach, how do you avoid a foe to get into
Narrator may grant circumstantial bonuses to reach? For example, a thug armed with a knife
your opponents defense. attacks a guard armed with a spear. Once the
thug attacks, the guard has to move two or
Q) How does Advanced Reach work? three yards backwards to attack, thus giving the
A) The advanced reach rules are included to guard a free attack.
capture the differences in weapon length and a
warriors reach. Using these rules, while adding A) Your best option is to use a Lesser Action to
a dash of realism, adds equal complexity. Maneuver the opponent (see 168) away from
Consider using miniatures if you plan to use this you. Alternatively, you might test Acrobatics
system. against the opponents passive Fighting to
negate the Free Attack when moving away. Or,
Under this system, all weapons have a reach you could just drop your spear and draw a
between 0 and 6, each reflecting the optimal Reach 0 weapon.
distance (in yards) from which you should make
an attack. Q) Maces suck
A) A mace is designed to be a step up from a
Reach 0: A weapon with reach 0 can only be club. A club loses damage to gain the off-hand
used to make attacks against adjacent enemies. +1 quality. The morningstar offsets the
If youre using miniatures on a gridded map, you shattering 1 quality with the vicious quality.
can attack enemies in adjacent squares or
hexes, or without a gridded map, enemies with In your games, you are welcome to grant the
base to base contact. mace an extra quality, but be aware that doing
so may make the weapon too good. Rather than
Reach 1: A weapon with reach 1 allows you to grant the weapon a quality, the Narrator might
make attacks against enemies from 1 to 3 feet give a bonus to tests made to Smash Weapons
away. If youre using miniatures on a gridded (page 167).
map, you can attack enemies up to 1 square or
hex away, or without a gridded map, enemies Q)Here is a situation:
up to one inch away.
The Kingsguard is ordered by King Joffrey to
Reach 2+: Weapons with greater reach give the guard the broken gate to the Red Keep with
advantage of distance from your foe, but also their lives. No one is allowed to enter at any
make you vulnerable to attacks when enemies circumstances. The gate to the Red Keep is 8
move inside your reach. A reach 2 would allow yards wide, so the 7 Kingsguards have to leave
you to attack enemies 4 to 6 feet away from 1 yard open. Now, Sansa Stark wearing a purple
you. With miniatures, there can be two squares dress and armed with a poisonous flower wants
or hexes between you and your target or to enter and attack the King. She moves into a
without a grid there can be up to two inches distance of 4 yards of the line of the heavily-
between opponents. armoured Kingsguards. The Kingsguards all raise
their greatswords and take the 'Counterattack'
Lunging Attacks action (p. 167). Then, Sansa Stark yells 'For
You can always make an attack against an Prince Charming' (Free action) and 'sprints' (p.
enemy up to 1 yard beyond your reach by 160) right through the open yard in the
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gateway, leaving the bulky knights without a one rank. You and the Narrator work out the
chance to catch her. details on how this manifests in the character.
For example, reducing a characters Animal
Okay, let's look at the details: Handling ability may be a psychological injury
P. 167: Counterattack did not work because it gained from witnessing an enemy mutilating a
says that the '... you must make a standard cherished beast. Maimed Deception could be
attack against any opponent that engages you branding Liar on your forehead. Be creative.
...' and on p. 158 'engaged' is defined as being
adjacent to your opponent, and according to the Q) Could you explain Non-Conflict Damage?
'Advanced Reach' rules (p. 169) a greatsword A) Damage that originates outside combat
cannot attack at 0 yards. Also, a greatsword has scenarios, such as falling from a cliff, being
the two-handed quality (p. 152) indicating that tortured, and so on, can result in injuries. Minor
two-hands are used unless stated otherwise - cuts and scrapes heal normally and dont need
therefore, the two Kingsguards standing next to to be tracked unless the damage would result in
open yard could not suddenly use their hands to an injury or wound.
attack.
In the example covered in the first paragraph of
P. 169: There is no 'Free Attacks' because Sansa the Non-Conflict Damage sidebar, the situation
did not start her movement within reach of the could arise as a consequence of defeat or might
Kingsguards weapons. happen outside of combat. In the case of the
former, it is correct to say that losing ones hand
In sum, I guess there must be a rule or an is the result of a Maimed outcome (possibly
action that allow guards to actually 'Guard' gained from a burned Destiny Point).
gateways, doors, drawbridges, fortifications etc. Alternatively, the maiming might come after the
- Should movement be automatically stopped, combat concludes, being inflicted on the
when you enter the reach of an opponents character after yielding, being captured, or
weapon? being knocked unconscious.
- How are you allowed to move when you are
within reach of an opponent? Regardless, once your hand is lopped off, it
- And how will this fit into the rules of 'Advanced doesnt grow back, even if at some point you
Reach', where you should be allowed to attempt use a Destiny Point to remove the penalty
to keep an opponent at a distance, but the associated with the loss. You simply overcome
opponent should also be allowed to atttempt to the difficult and learn new ways to compensate.
move adjacent to you?
Q) Surprise buys you a +1D to your combat
A) The Narrator is free to bend or adjust the tests. Does surprise also allow you to go first?
rules to meet the situation in game play. For A) By the rules, no. Surprise gives you an
example, Sansa has to move past the guards, so advantage on your attacks and nothing else.
Id rule the guards she passes could drop their Depending on the quality of the surprise, the
greatswords and use a Fist attack to grab Sansa. Narrator may allow the attackers to go first, may
Id also apply a penalty since they were focused apply Bonus Dice, or may simply allow the
on protecting the Red Keep and not keeping combat to unfold.
Sansa pinned down.
Q) Does the Weapon Mastery benefit improve
If the guards grab Sansa, then her movement the off-hand quality?
stops. A) No. The Weapon Mastery benefit applies a
bonus to a weapons damage. It does not apply
As for moving around using the Advanced Reach to its properties.
rules, these questions are covered above.
Q) When does the extra damage from Powerful
Q) Could you explain how Maimed works? apply? Before or after multiplying by degrees?
A) The last sentence reads: Permanently A) The property reads For every bonus die
reduce one ability of your opponents choice by invested in Strength, you can increase a
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Q) Do the limits on attacks apply when you Q) Since Reckless Attack states the benefits last
spend a destiny point? What about fatigue? until the start of your next turn, if I spend a
A) Destiny Points are designed to give players a destiny point to gain another lesser action to
bit of narrative control so clearly, a character attack, does the +1D carry forward to this
who spends a destiny point gets to bend or even attack?
break the rules. Spending a destiny point should A) Yes, if you spend a Destiny Point to make
allow you to make an additional attack on your another standard attack, the attack would
turn even if you already attacked. benefit from the +1D.
As for fatigue, I would rule yes here too. Q) A successful test to Break an object reduces
However, the action gained from acquiring the the Difficulty by 5 per degree. In light of the
fatigue can only be taken during the characters change to 5-point increments described on page
turn. 29, should this be 3 per degree?
A) No. The text is correct. If breaking an object
Q) It says in the book that, in combat, you may is important to the adventure, 5/degree allows
only use one of your actions per turn to "attack". quick breakage without slowing the game down.
It has also been stated here that assisting
another character's attack also counts as an Q) What is the relationship between Shattering
attack. Weapons and Smash and Smashing Weapons
However, can you, on the same turn, Attack A) The weapon quality reduces a targets ability
and: to protect itself, but weapons with this quality
- command your horse to attack? use the normal rules for Smash and Smashing
- pull rider from mount? Weapons. As an optional rule, the Narrator
- disarm? might grant a character with a shattering
- distract? weapon extra bonus dice or even extra test dice
- knockdown? depending on the materials.
- maneuver?
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Q) What are the difficulty numbers mentioned player characters against NC commanders, the
for smashing weapons? Narrator would resolve the conflict using the
A) Use the guidelines under Smash (p. 166). If normal combat rules. The defending commander
you are uncomfortable adjudicating these would be able to take actions in this case, but
numbers on the fly, I recommend the following would not be able to initiate combat.
for weapons:
Q) How many times can a character perform the
Valyrian Steel Heroic (21) Attack Unit action during Step Six and Step
Castle-Forge Steel Very Hard (18) Seven?
Iron Formidable (12) A) Assuming the character is adjacent to the
Bronze Challenging (9) unit, a character can attack five times. This said,
Bone, wood, etc Routine (6) the same character will spend an action or two
to close on the unit. Then the character will get
to use Attack Unit a couple of times at the most
Q) When mounted, does your armors bulk during the first instance of step six. This should
reduce your mounts movement? give an effective unit the means to deliver a
A) No, but bardings bulk affects your mounts dangerous counterattack to the bold character.
movement.
Even if a character of sufficient skill manages to
Q) How does the training penalty for shields wipe a unit, I dont think it stretches things too
work? much. The Mountain that rides proved
A) It applies only when you make an attack disastrous for those who faced him in combat,
using the shield. It does not affect your other and in my estimation hes the most min-maxed
attacks. character from the books.
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SongofIceandFireRPG Explanation
Errata Movement: 4 (base) 1 (1/2 of 2 Bulk) = 3
yards
Difficulty (Replacement); SIFRP, Page 29 Sprint: [3 (movement) x 4 (action)] 2 (bulk) =
Replace the third sentences with: 10 yards.
11/21
Animal Handling (Replacement); SIFRP, You must attend to the patient, spending at
Page 56 least four hours every day the patient must rest
Change the first two sentences in the second (or no rest) cleaning the injury and changing the
12/21
Usually, when an ally assists, the ally grants a Replace the entire entry with the following:
bonus equal to half his rank in the tested ability.
Whenever you succeed on a Fighting test to hit
Courage (Replacement); SIFRP, Page 68 an opponent using your fist, you may choose to
Replace the entire paragraph with the following sacrifice three degrees of success to stun your
text: opponent. You must have attained at least three
degrees of success on the test result. Compare
Generally, you are free to portray your character your test result to your opponents passive
in ways appropriate to your characters Endurance result. If it equals or beats the
personality and the situation as you decide, but passive result, your opponent is stunned and
there will be instances during game play when can only take a special Recover action on its
your character confronts the horrific, the next turn.
impossible, and the downright terrifying.
Whenever you are exposed to magic, the death A Recover action is a Greater Action. The
of a friends, overwhelming odds, a supernatural opponent must succeed on a Challenging (9)
creature, or some other unnerving experience, Endurance test or be forced to attempt another
the Narrator may test your Will. Recover action on its next turn. The opponent
gains a cumulative +1B for each previous failed
The difficulty depends on the situation: an Other test. If the target succeeds on its Endurance
emerging from the ice and snow may require a test, it immediately gains and can use a Lesser
Challenging test, while squaring off against a Action.
famous knight may require an easy test. If you
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When calculating your passive test result with Banner Houses (Revision); SIFRP, Page
this ability, you treat your ability as being 1 104
point lower. For example, if you have Perception Revise the second sentence of the second
4 and the Flaw (Perception) drawback, your paragraph under Banner Houses so it reads:
passive Perception result would by 12 ([4 1] x
4). You also reduce any derived characteristics The benefit of the banner house is that it can be
(such as Intrigue Defense) by 1. called to lend military assistance when in need,
grant you 1 Test Die on your Status Tests for
Add the following to the Flaw table. House Fortunes (for each banner house) and
can even receive House Fortune results if
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Type (Replacement); SIFRP, Page 106 Artisan (Deletion); SIFRP, Page 108
Replace second paragraph with the following Strike the once per month after the third
text. bullet.
Most units have just one type, but its possible Fleet (Correction); SIFRP, Page 108
to build units with two or more types provided Change 11 Power to 8 Power.[/color]
you invest the total Power to meet the cost for
each unit type. So, to build Trained Table 74 (Omission); SIFRP, Page 125
Archer/Infantry, you must invest 12 Power (5 for Add the following lines under Bows and
trained + 3 archer + 4 infantry). When investing Crossbows.
experience for a unit with two or more types,
you may invest the experience into any Key Ammunition (12) 1 lb. 10 ss
Ability listed for all unit types the unit possesses.
Discipline modifiers are cumulative. So, in the For slings, the ammunition price is negligible.
above example, our archer/infantry would have
a Challenge (9) discipline (6 base + 3 archer + 0 Strangler (Correction); SIFRP, Page 133
infantry). While any combination between types Remove Delivery and replace it with
in any quantity is possible, too much Ingested.
diversification in a single unit eats up so much
Power, you are unlikely to field any other units. Intimidate (Revision); SIFRP, Page 143
Revise the second sentence so it reads:
Table 68 (Replacement); SIFRP, Page
107 Intimidating a target temporarily improves his or
For engineers, replace Knowledge with Fighting. her disposition for a short period, thus forcing
For scouts, replace Survival with Awareness. the target to back down, divulge information,
cooperate with you, or generally become pliable.
Special (Deletion); SIFRP, Page 108
Delete the last sentence under the Special entry. Effects of Bulk Example (Replacement);
SIFRP, Page 151
Warship (Replacement); SIFRP, Page 108 Replace the example text with the following:
Replace the last sentence under warship with:
While quick out of armor (movement 5 yds),
To invest in a warship, you must have at least Hals character slows down when he wears plate
one domain with a coast, island, pond, lake, or armor since the armor has 3 Bulk points. In
river. armor, Hal reduces his movement by 1 yard for
every 2 Bulk points he possesses, dropping his
Add the following as boxed text movement to 4 yards. When sprinting in full
Special: A commander or sub-commander can plate (see Bulk, below), he moves 13 yards ([4
attach himself to a warship unit and retain the yard base x 4] 3 Bulk).
ability to issue orders.
Armor Penalty (Clarification); SIFRP, Page
Example (Correction/Addition); SIFRP, 151
Page 108 The armor penalty also applies to passive Agility
Where the example states invest in a green tests.
warship for 11 points, it should state for 8
points. Later, where it says with the remaining Bulk (Replacement); SIFRP, Page 151
6, it should read with the remaining 8. Replace the example text with the following:
Add the following at the end of the paragraph: Wearing heavy armor confers bulk just as does
carrying unwieldy equipment. To determining
They have 2 unspent points, which they can use the effects of bulky armor, sum the armors Bulk
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and any Bulk from other sources. For every 2 Add the following at the end of the third
full points of Bulk, reduce your movement (after sentence.
modifications from the Run specialty, see Table (Bonus dice from Shield apply if you are armed
91) by 1 yard. with a shield).
When you take the Sprint action (see page 160),
you move a number of yards equal to your Sprint (Addition); SIFRP, Page 160
modified movement x 4, minus a number of Add the following sentence to the Sprint
yards equal to the Bulk points you possess. description.
Table 9-2; SIFRP, Page 151 (Revision) If you have Bulk, subtract a number of yards
Hide armor should have AP 3 and Bulk 3. from your sprint movement equal to the number
of Bulk points you possess.
Table 9-3; SIFRP, Page 152-153 (Revision)
Strike the two-handed quality from the spear. Assist (Revision); SIFRP, Page 160
Replace the text with the following.
Add Fast and Reload (Lesser) to the Myrish
crossbow row. As described on page 29, you can assist when
another ally would test an ability. To do so, you
Add Fragile to Peasant's Tool and Tourney must be adjacent to the ally (and the allys
Lance. opponent if you are aiding a Fighting test) and
the ally must usually be able to see and hear
Entangling (Revision);SIFRP, Page 153 you (Narrators discretion). You grant the ally a
Replace the text with the following. bonus to his next test result with a particular
ability equal to one-half your rank in the ability
An Entangling weapon contains your opponent. youre testing. In the case of multiple assistants,
A foe struck by an Entangling weapon reduces the bonuses to the test results are cumulative.
its movement to 1 yard and takes a 5 penalty
to all tests. The target can free itself by For the purposes of limits on attacks, assisting
spending a Greater Action and succeeding on a on a Fighting, Marksmanship, or some other
Challenging (9) Athletics test (bonus dice from attack counts as your attack for your turn.
Strength apply) or Agility test (bonus dice from
Contortionist apply). You cannot make further Resolving the Joust (Replacement);
attacks with an Entangling weapon so long as SIFRP, Page 164
the target is contained by its effects. Replace the second and third paragraphs with
the following text.
Fast (Deletion); SIFRP, Page 154
Delete the last sentence. A joust contest involves a series of passes, with
each rider charging the other. This continues
Bonus Dice gained from the Fast quality can until a rider is defeated or the rider forfeits.
exceed the normal limits. Resolving a joust follows the normal combat
rules with a few exceptions.
Unwieldy (Revision); SIFRP, page 155 One: Both attacks happen simultaneously and
Replace the text under the Unwieldy header with are thus resolved at the same time.
the following. Two: Attackers test Fighting against their
opponents passive Animal Handling result
When using an Unwieldy weapon while mounted (bonus dice from Ride apply).
on a steed, you take a 2D penalty on any test Three: Resolve damage normally for a
related to the weapon. For melee weapons, the successful test.
penalty applies apply to Fighting tests. For Four: Consult Table 94 for further
ranged weapons, the penalty applies to consequences. If your attack results in
Marksmanship tests. unhorsing your opponent, the enemy rider takes
extra damage from your lance as if you had
Dodge (Addition); SIFRP, Page 160 gained an additional degree of success.
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Table 101, 102 (Addition); SIFRP, Page Concealed Units (Replacement); SIFRP,
172 Page 177
Add /Crusader after Infantry on both tables. Replace Perception in the fourth sentence with
Awareness.
Equipping Units (Addition); SIFRP, Page
173 Defend Maneuver (Revision); SIFRP, Page
At the end of the third sentence, add the 180
following: Revise the last sentence so that it reads:
(Cavalry, Infantry, Mercenaries, and Personal If the unit is armed with shields (see page 173),
Guards all carry shields.) it adds +1D to its Agility test.
Cover (Revision); SIFRP, Page 176 Chance of Success (Revision); SIFRP, Page
Replace the text with the following: 199
The chance to succeed against a Very Hard (18)
Units given the Defend order gain the listed difficulty with 6 ranks is 79% and not 93%. The
bonus to their Defense against Fighting and chance to succeed against a Very Hard (18)
Marksmanship attacks. difficulty with 7 ranks is 93%.
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