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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 case Movement 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.

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