AMENDMENT TO SECTION 3.01
The values quoted for the absorption prop-
erties of armour do not take into account
how the armour is worn. Both chain and
cuirass would be worn with a layer of
quilted padding underneath, and the same is
true for a great Helm or metal helm. Thus
the table in this section should be amended
as follows...
Armour Edged Stab Crush
None: ° ° °
Padded leather: f 1 1
Hardened or
Studded leather: 2 2 2
Chain: 4 4 4
Cuirass: 5 I 5
Leather helm: al 2 2
Steel helm: 4 4 4
Great helm: 5 ) 5
AMENDMENT TO SECTION 3.02
The attack factor for missiles ,MA, is now
distinct from the attack factor for melee.
The basic missile attack factor is found
by adding together the normal A factors
for Strength,Manual Dexterity and Intelligence
and adding 1 to the total.
Refer to the amendment to section 3.09 for
details of increasing MA.AMENDMENT TO SECTION 3.09
Extra points normally added to D or A
when a character increases in rank may be
exchanged for increses in other skills.
Up to one or two of these points gained
per rank may be used instead to increase
thief type skills(if played) or used
on a one-to-one basis to increase the
character's missile attack(MA) factor.
These trade-offs are not reversible.
For example, a warrior of rank 5 and with
As 11,D= 12,MA= 5 reaches rank 6. He choses
to increase his A-factor to 12 but decides
to leave his D-factor at 12 and increase his
MA factor to 6 instead.AMENDMENT TO SECTION 6.06
The following tables are to be used to determine the type and
powers of magical weapons found:
Weapon Type: Bonus _and Probability of Special Powers
01-26 ‘Sword 01-70 +1 on A&D, 10% prob of poer
21-30 Dagger 71-90 42 on A&D, 15% prob of power
31-35 2 Handed Sword 91-96 +3 on A&D, 20% prob of power
36-40 Short sword 97-99 + on A&D, 40% prob of power
41-45 Hand Axe 00 +5 on A&D, 70% prob of power
46-55 Battle Axe :
56-60 Spear For missile weapons(including bows
61-66 “Short bow slings and croosbows) the bonus id
67-69 Long bow applied to MA only. :
70 Light Crossbow
71 Heavy Crossbow
72-80 Arrow or quarrel
Note that normal missiles fired trom
a magical bow,ete do not count as
bilas “aes magical missiles.
86-90 Morning Star
91-93 Flail
94 Polearm
95 _Halbard :
96 Pike
97 Lance.
98-00 _ Javelin
Special Powers of Weapons
01-30 Weapon does extra damage. Roll Dl. to determine the damage
bonus. (ie. A roll of 3 = weapon is +3 on damage each blow)
31-50 Weapon is semi-intelligent and can levitate itself. It
cannot speak norfight by itself, but it will come to its
owner upon telepathic command. The range of the call is
200yds. Such a weapon may obey simple commands such as
"Cut me free."
51-60 Weapon is fully intelligent and will speak to its owner in
his native tongue (it uses the speech centres of its owner's
brain). It can levitate and fight on its own, but such
weapons are very jealous and will only do this if its owner
does not engage in combat with any other weapon at the
same time. The wepon will have A&D equal to 3 times its
Donus,AA of 5 and 20 HP(treat as serpent). If killed,it
will revert to being a semi-intelligent sword.
61-70 Flaming weapon. Upon uttering the word of power etched into
the weapon, it will burst into flame along its length,
shedding light like a torch and adding an additional D4 points
to its normal damage.
71-80 Rune Weapon. This wepon will have 1-3 runes etched into it
which when uttered will release a spell. Determine spells
randomly for each rune. The weapon may be recharged as if
it were a scroll but its matrix cannot disintegrate. In
addition, whenever the sword slays an Intelligent being,
it regenerates a number of spell points equal to 10 times
the rank of that being.
81-85. Sou1-Searing Weapon. Every time this wepaon scores ablow
that causes actual damage, there is a 1/6 chance that the
opponent must save against a spell of Soul-Searing-86-90
91-95
96-97
98-99
00
Strength giving weapon. While holding this weapon the
strength of the wielder is increased by four points,and
his constitiution by 2. This effect is not felt while the
weapon is in its scabbard, and there may be dire results if
the wielder lets go of this wepon while wounded, for hid
total amount of wounds will be unchanged
The weapon is surrounded by an electric aura which causes
it to do additional damage. For wach successful hit
roll percentile dice?
01-25 +2 Damage.
26-50 +3 Damage.
51-75 +5 Damage.
76-90 damage as a mystic bolt on target only. This is the
only damage caused by the weapon in such a case~
91-00 damage as a Deathlight on target only, This is the
only damage caused by the weapon in such a case.
(Note that due to the electric aura, damage is not confined
to the area struck in the last two cases.)
Magic Resistant weapon. While wielding this weapon, the user
is surrounded by a 25 point psionic wall.
Elven Blade. (Reroll if not a sword of some kind).
This weapon is one of the lost masterpieces of the Elven
Smiths. It has a damage bonus of +3. Upon a word of command
the blade will glow with a light equivalent to full daylight.
The stones in the hilt glow plainly in the presence of a
magical force,and the radiance from the pommelstone renders
invisible beings visible and shows up images and illusions
within a 20' radius. Elven Blades are also Intelligent
weapons and will atkack their owner if they deem him to be
of evil intent. Their independent A&D factors are each 15.
Roll’ twice on the above table, with all results being cumulative.
Reroll if a roll: of 98 or more is rolled in this caseMovement Rates - wilderness
Movement Rates - wilderness
A being has a number of movement points equal to his movement rate as
defined in the creature description. These movement points are
used to cover wilderness or outdoor terrain each day as follows!
Movement _points/mile.
Clear Terrain:
Hille:
Mountains?
Wooded, Ligh
Wooded, heavy(Forest):
Desert:
Rocky(Semi desert):
Jungle(Rain Forest):
River(afloat)
Cultivated(Fields)
City/Town:
‘Swamp:
Marsh:
HEHE NE Oe no
ew EH o,
Movement point allowance may be modified as follows:
Summer: As normal.
Autumn, Spring: As normal.
Winter? 0.75
Bad weather: +ipt/mile extra must be expendede.
Night: +3pts/mile " * = -
Movement at sea.
Merchant ships have movement rates of 60/90 (cruising/top speed)
Military or pirate vessols? 75/120
Small boat: 20/40
These movement rates are subject to weather as follows:
(Roll PD each day:)
01-05: Becalmed. Only oared vessels may move.
06-15: Poor winds.halve movement allowance
16-75% Normal winds.Normal movement
76-90: Strong winds. 50% oxtra movement.
91-97: Gale. Double movement. Check for damage.
98+ Storm. Double movement. Check damage at +4
In winter, add 10% to weather roll. In Autmn/Spring add 5%.
Weather damage to ships is checked using 2D6:
2-6: No damage.
7-92 Slight damage. Can be repaired during next day but speed
of ship is halved.
10: Significant Damage. For full repairs shij must put in at port.ait
12:
but temporary repairs can be made. Failure to put in at a
port has a 10% extra chance each day of adding +3 to next
damage roll.
Ship badly damaged. Will stay afloat for only 2-12 hours.
Ship swamped. Sinks in 2-12 minutes.