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Status

SONG OF ICE AND FIRE  Q) Why does Table 3-2 list Status 6 for Lord of


the house, heir, lady, offspring when the rules
Frequently Asked Questions  on page 103 suggest something different for
&  Status allocation?
A) The table on page 43 is a quick and dirty
Errata  method for assigning positions and the
Examples are suitable types of folks associated
with Status ranks. If your group builds a house
from scratch, use the rules covered in Chapter
FAQ  6.

General It’s important to note rules for Status and PC


Q) Can you achieve more than 4 degrees of houses are designed to help manage players’
success? resources when using the House rules. So
A) Four degrees is the limit on degrees of Rickon, for example would probably have a
success. Status of about 4 or 5.

Maesters Q) What’s a feasible status for a house of a


Q) Can I be a Maester of the Citadel without minor branch?
having the Maester benefit? A) I’d aim for 1 less than greater branch.
A) Yes. Not having the Maester benefit means
you don’t improve a house’s standing (having a Q) What’s intended by courtier on table 3-2.
maester grants a +3 bonus to Fortunes rolls) A) Any member of a powerful noble’s court.
and you don’t get to add Cunning to Knowledge Examples might include members of the small
and Will tests. council.

Q) A starting Maester character can't also be a Q) The Status chart on page 65 doesn’t seem to
Master of Ravens! What's up with that? line up with the Status levels listed on page 103.
A) It's trueۛno 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 aren’t 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 wouldn’t 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) That’s 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, I’d
the armor’s AR before applying Benefits or other suggest one-half the experience gained by the
modifiers. For example, if you have Armory player.
Mastery and you’re 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 wouldn’t 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 unit’s 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 unit’s 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) It’s on the upper end of powerful, agreed, Q) If a house’s 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, I’m 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 3−2 doesn’t quite line up with the become third in line. Player 1’s character dies.
other rules described on page 65? What gives? Player 2 automatically shifts up to 1’s slot and
A) Table 3−2 gives you a quick and dirty Player 3 shifts up into 2’s 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 doesn’t see fair since it’s not built
with the bell curve in mind.
Q) How do I pay for mercenary units? A) If you find Table 6−4 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 unit’s training + 1. In
addition, you must also deduct an amount of 3 Doom

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4 Defeat Q) How do you know what Status your steward
5 Catastrophe has? Also, wouldn’t the Lord always test Status?
6 Madness A) In many cases, the Lord also acts as steward
7 Invasion/Revolt for the Status test and can take a direct hand in
8 Scandal events. The steward could then assist the Lord
9 Treachery on the test as normal. However, the Lord may
10 Decline travel to other lands, leaving the day-to-day
11 Infrastructure affairs to the Steward. If this position is held by
12 Ascent a Player Character, then it’s the PC’s Status test.
13 Favor Otherwise, it may be rolled by an NC. The
14 Victory Narrator determines the Status of any NC, but
15 Villain as a rule of thumb, the NC’s Status would be
16 Glory one less than the current Lord.
17 Conquest
18 Windfall Q) When I invest Influence (or any other house
ability), are my points lost?
Q) If Banner Houses do not roll House Fortunes, A) No. They are simply invested. The points are
what effect do Law, Population, and Wealth only lost if something destroys your investment.
assets have?
A) Aside from being descriptive, they can also Q) Can a house with the Artisan holding equip
serve if one player decides to play a character all units with Castle-forged weapons and armor?
from that Banner House, in which case I would A) Even with the Artisan holding, you must still
rule the House would actually have House spend Power to upgrade equipment. So no, the
Fortunes rolls. Also, having these values in place Artisan upgrade does not provide free
gives the players a ready backup house should equipment upgrades
theirs be destroyed.
Q) What exactly happens when you choose
Q) Are Banner Houses able to purchase their “Wage Wars” as your House Action?
own Banner Houses? A) You are committed to the invasion of another
A) By the rules as written, yes, but it’s best to domain or to protecting your own domain from
disallow this. Only the player-created house invasion. Essentially, warfare consumes your
should have Banner Houses. house action. As Roland Stone points out, the
Narrator adjudicates what qualifies as a “police
Q) If a house’s influence increases so it action” and full-blown war. If you’re fighting
Maximum Status increases, do the characters of bandits in a military operation, then you’re not
the house (both PCs and NCs) automatically Waging War. If House Lannister invades your
increase their Status? If not, don’t these lands, you’re Waging War.
characters have an inappropriately low Status
for their positions? Q) Why would I ever invest in Knowledge or
A) Maximum Status indicates the maximum Healing for a unit?
Status possible within the house. There is no A) Certainly, some abilities are more useful than
minimum. A powerful house’s lord may engage others on the battlefield. The Narrator might
in shameful acts, may suffer terrible defeat and allow a unit to make a Healing test to repair an
thus see his Status reduced. A character must injured unit. The Narrator may give tactical
invest experience to improve Status as they Bonus Dice to units with ranks in Knowledge in
would any other ability. Narrator Characters may situations that apply or require Knowledge tests
improve or diminish as the Narrator decides. to bring down a wall or something similar.

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) It seems sinister and dexter are misplaced on Agility test.
the diagram on page 111.
A) Indeed, they are, as the directions are based Q) There doesn’t seem to be a defense penalty
on the bearer’s perspective. Given the scope of for using a large shield? Is this intentional?
the revision here, this is something that will A) Bulk 1 offsets the Defense +4 benefit. Bulk
have to be addressed in a revised version. reduces your sprint speed and can reduce your
base movement.

Equipment Q) I’m confused about mounts, how to use them


Q) How much do castle-forged weapons cost? out of combat, and how to use them in combat.
A) If your house starts with an Artisan (p. 108), A) Whenever you would mount a horse and ride
you may choose as one of your benefits to have it, the steed must be willing to bear you. As a
all weapons in your house count as castle- general rule, a potential steed with a Disposition
forged. In that case, there is no extra cost. greater than Dislike will tolerate a rider.
Otherwise, your character will have to acquire a Asserting your control over the steed requires a
castle-forged weapon during playۛperhaps as a Lesser Action, Automatic (0) Animal Handling
reward for loyal service, a tourney prize, or test. One test is sufficient unless circumstances
through a win on the field of battle. Characters change: bad weather, combat, injuries, and so
may attempt to buy such weapons outright from on.
their owners; Narrators should assume that the
starting price for a castle-forged weapon is twice If the steed’s Disposition is Dislike or worse,
the price for an ordinary weapon of the same however, you must engage in a Conflict Test
type. described on page 55. This test is made while
you are riding the beast, and allies may assist as
Q) Shouldn't Firemilk and Myrish Fire help a normal provide they are close enough to handle
healer who is tending to an injured person as the animal. Each test is a Lesser Action and each
much as they'd help an unattended injured success grants you a number of rounds of
person? automatic control, meaning you do not need to
A) Yes. The benefit extends to Healing tests test Animal Handling until the specified period
made in place of the Endurance test made to expires.
recover.
Combat adds another wrinkle. If you are already
Intrigues riding a steed when combat begins, you must
Q) How much information does the “read target” spend a Lesser Action to maintain control
action grant during an intrigue? Does it reveal (otherwise the steed’s disposition goes to Dislike
deceptions such as substituting a deception test and you must spend Lesser Actions to establish
to simulate a charm? control). If you are already riding a war-trained
A) By the rules, it reveals disposition and steed when combat begins, you need not spend
technique. One can probably deduce when an the Lesser Action to maintain control.
opponent is hostile and using charm that there’s
some false pretense here. You might reveal If you are not mounted and you wish to become
additional information (such as substitutions) if so in the midst of combat, you may spend a
the character received one or two degrees. Lesser Action to assume control over a war-
trained steed or a Greater Action to assume
Combat control over a non-war trained steed.
Q) How much of an action does an animal get
while it's under control? Once in control in combat, you can spend
A) The animal gets a Greater Action. actions to command your steed as follows.

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 lance’s 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 aren’t 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 opponent’s 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
warrior’s 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 opponent’s 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 you’re 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 you’re 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 character’s 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 don’t 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 one’s 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 doesn’t 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.
I’d 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
I’d 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 weapon’s 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 opponent’s choice by invested in Strength, you can increase a

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Powerful weapon’s damage by 1.” So, this extra - trample?
damage applies before multiplying by degrees. A) Several actions you list require greater
actions and thus can’t be combined. So you
Q) How long do the benefits from “Assist” last? can’t normally combine Pulling a Rider from a
Do they last even if the character taking the Mount, Disarm, or Trample with attacks
assist action dies? (however see above for fatigue and/or destiny
A) Once a character invests the action to assist, points). When mounted on a steed trained for
the benefits from the assist action apply even if war, the steed is assumed to be attacking
that character is killed before their benefits are (hence the increased damage on a Fighting test
realized. For example, a squire assists an evil described on page 159). Do note that you have
knight on a Fighting test, granting +1 to the to spend the lesser action to control a war-
knight’s Fighting test result. Before the evil trained steed anyway. As for the rest, you can
knight has a turn to act, the squire is brutally Distract, Knockdown, and Maneuver in addition
killed by an archer. The knight still adds +1 to to making attacks.
his Fighting test result.
Q) When jousting, should both contestants
Q) Now that tourney lances have the fragile receive the Fighting from Horseback Bonus Die?
quality, it seems they always break when used A) Typically no, since the +1B applies only on
in a tournament. The jousting rules already attacks against non-mounted opponents.
account for shattered lances, so what gives?
A) We added the fragile quality to tourney Q) Table 9−4 doesn’t have a result for four
lances for use in normal combat encounters. In degrees of success. If a rider received 4
a joust, as you pointed out, there is a risk of degrees, would a Very Hard (18) test be
breakage. This risk supersedes the normal risk appropriate.
for using tourney lances. A) Sure

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 character’s 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 target’s 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 armor’s bulk during the first instance of step six. This should
reduce your mount’s movement? give an effective unit the means to deliver a
A) No, but barding’s bulk affects your mount’s 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 don’t 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 he’s the most min-maxed
attacks. character from the books.

Feel free to experiment with the number of


Warfare actions during the player actions. You might try
Q) How do I handle understrength units in limiting it to 3 rounds worth or even just 1.
warfare without reducing their Health? For
example, a cadre of 10 men would have 1 or 2 Q) What is a “unit’s shield rating” under the
Health. Defend order?
A) One way to handle this is to adjust the scale. A) As the Errata points out, this sentence is in
Instead of units being groups of 100 men, error. It should read: If the unit is armed with
reduce their size to 50 or even 10. Doing so, you shields (see page 173), it adds +1D to its Agility
would also need to change the battlefield’s scale tests.
(1/2 for 1/2 size units or 1/10 for 1/10 units).
The units would have full Health since the Q) Some siege items are given Athletics for the
various units are now equal size. purposes of damaging objects. How does this
work?
However, if you’re working with groups of 10, A) Where Athletics scores are given, they refer
you may want to just run the encounter using to tests made to “break” or smash through
the normal combat rules. See “Attack Portions of walls. The Narrator sets a Difficulty and the
Units,” page 179. player controlling the siege engine makes an
Athletics test to damage the fortification as
Q) What happens when a commander of sub- described on page 166.
commander are engaged?
Q) If a Player Character is attached to a unit in
A) Resolve the conflict normally. Attacking combat, is damage sustained by the character
commanders or subcommanders does not cumulative? Take a character attached to unit
interfere with a commander’s ability to issue that is disorganized and then routed: Does the
orders unless the attack eliminates the character take 7 damage (2 for disorganized + 5
commander. Should the attack come during Step for routed) or does the character take 9 (1 for
Eight: Second Player Actions, say between damage + 2 for disorganized + 1 for damage +

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and for routed). A) The penalty only applies for units
A) Damage is cumulative. The character would disorganized at the end of the sequence. A unit
take 9 damage. that was routed would use the routed column.
So if a unit was disorganized during the battle,
Q) Do siege weapons have the same −1D for but is improved to damaged before the end of
every 100 yards penalty? the battle, you determine survivors as if the unit
A) Yes. was damaged and without the penalty.

Q) On pg. 185, it says a unit can do a split The Narrator


attack. "Bonus dice derived from specialties or Q) What’s the difference between a
other sources may be similarly divided..." I Complication and a Penalty?
haven't seen anywhere that units can have A) When determining a base Difficulty, you can
specialties. Should that part be cut? use guidelines as presented in the Abilities
A) No. While units described in this book do not chapter. For situations outside those described,
have specialties, we might expand the rules to think about the factors that weigh down on the
allow them later. task. If the task is important to a scene, you
may modify the difficult as described in the
example on page 200 or if it’s a minor test (say
Q) Do the Mounted Attacks benefits apply to in normal combat), you might just apply
units? bonuses or penalties as described under
A) No. Those benefits apply only at the combat modifiers.
scale.
As a rule of thumb, use complications to set the
Q) However, how should I handle individuals base difficulty and modifiers to adjust a base
versus 20-25 men. One option I've used is to let difficulty that’s already defined.
use the Attack Portions of Units on p 179 and
have the unit lose a health point for every 2 Q) Isn’t 600 gold dragons a bit much for an
men defeated. But I also want to use the average story reward?
Individual vs. Unit stuff. Should I leave the A) As pointed out on the message boards, as
bonuses the Unit gets (+2D Fighting & +20 Narrator you should feel free to grant rewards
Defense) or should I adjust them. I'm reluctant based on the needs for your games and as
to change the +2D Fighting. Being surrounded appropriate for the scene. If you’re not using the
by 20-25 men is just as deadly as being house model as the framework for how the PCs
amongst 100, I think. The defense may need to are linked and instead go with a more traditional
be adjusted (but not much if any). I was fantasy roleplaying game structure then yes,
thinking of +15 defense for an understrength 600 gold dragons is a bit much and you should
unit. What do you think? Should these numbers swap in silver stags.
be adjusted any if an individual is taking on a
unit of 20-25 men? And if so, what would you Q) Is falling damage cumulative? Say you fall 30
put them at? yards, would you take 30 damage, 15 injuries,
A) I would keep the +2D Fighting (for the and 15 wounds or would you just take 15
reason you stated), but give the understrength wounds?
unit a +10 defense. A) The damage is not cumulative. In this
example, you would just take 15 wounds.
Q) Table 10-6 on p. 183 states that you should
subtract -1 each time the unit was disorganized.
Wouldn’t this make it impossible to roll a 6 on
routed and destroyed, as a unit will always be
disorganized before routed/destroyed? If a unit
is disorganized, and then reorganized back to
damaged, should you still subtract the penalty,
or is it only when the unit is disorganized at the
end of the battle?

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Song of Ice and Fire RPG  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.

Difficulties are ranked in three-point increments, Hedge Knight (Correction/Deletion);


starting at 0 for automatic actions and going all SIFRP, Page 34
the way up to 21 or higher for truly heroic
actions. Change Awareness to 3; Change Health to 14

Anointed Knight (Correction); SIFRP, Page Under Movement, revise as follows.


31
Under Movement, revise as follows. Movement 3 * Sprint 9
(with war lance, movement 2, sprint 3)
Movement 3 * Sprint 9
(with war lance, movement 2, sprint 3) Explanation
Movement: 4 (base) − 1 (1/2 of 3 Bulk) = 3
Explanation yards
Movement: 4 (base) − 1 (1/2 of 3 Bulk) = 3 Sprint: [3 (movement) x 4 (action)] − 3 (bulk) =
yards 9 yards.
Sprint: [3 (movement) x 4 (action)] − 3 (bulk) =
9 yards. With a war lance:
With a war lance: Movement: 4 (base) − 2 (1/2 of 5 Bulk) = 2
Movement: 4 (base) − 2 (1/2 of 5 Bulk) = 2 yards
yards Sprint: [2 (movement) x 4 (action)] − 5 (bulk) =
Sprint: [2 (movement) x 4 (action)] − 5 (bulk) = 3 yards.
3 yards.
Delete “medium” from “medium shield.”
Under Attack Bastard Sword, replace “5+2B”
with “5+1B” Maester (Correction); SIFRP, Page 35
Under qualities, replace “Poits” with “Points.”
Under Attack War Lance, replace “5+1B” with
“5.” Under Movement, revise as follows.

Godsworn (Correction); SIFRP, Page 32 Movement 4 * Sprint 15


Large Shield should be 2D−1D
Explanation
Under Movement, revise as follows. Movement: 4 (base) − 0 = 4 yards
Sprint: [4 (movement) x 4 (action)] = 16 yards.
Movement 4 * Sprint 15
Noble (Correction); SIFRP, Page 36
Explanation Under Movement, revise as follows.
Movement: 4 (base) − 0 (1/2 of 1 Bulk) = 4
yards Movement 3 * Sprint 10
Sprint: [4 (movement) x 4 (action)] − 1 (bulk) =
15 yards. Explanation
Movement: 4 (base) − 1 (1/2 of 2 Bulk) = 3
Heir (Correction); SIFRP, Page 33 yards
Under Movement, revise as follows. Sprint: [3 (movement) x 4 (action)] − 2 (bulk) =
10 yards.
Movement 3 * Sprint 10

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Retainer (Revision); SIFRP, Page 37 paragraph on this page to read:
Change AR to 5
When riding an animal in combat, you must
Scout (Correction); SIFRP, Page 38 spend a Lesser Action to maintain control over
Change Combat Defense to 9 (10 with dagger) the animal if the animal is trained for war or a
Greater Action if it is not trained for war.
Under Movement, revise as follows.
Athletics (Addition); SIFRP, Page 56
Movement 4 * Sprint 16 Under the Specialties summary, add “Run.”

Explanation Athletics, Other Uses (Revision/Deletion);


Movement: 4 (base) − 0 = 4 yards SIFRP, Page 58
Sprint: [4 (movement) x 4 (action)] − 0 (bulk) = The “Whenever you successfully grab an
16 yards. opponent in combat, that opponent must
succeed on an opposed Athletics test to break
Squire (Correction); SIFRP, Page 39 free” is error. Replace it with:
Replace Adult with Adolescent so that it reads
“Adolescent Rogue/Warrior.” In order for an enemy to grab you with a Grab
weapon, the enemy must hit you and the
Under Combat Defense, replace shield with Fighting test result must also beat your passive
buckler Athletics result.

Rank 8 or Higher (Replacement); SIFRP, Delete the following bullet:


Page 52 “You may pin a grabbed foe by succeeding on
Replace the last sentence with the following: an opposed Athletics test.”
Reason: Pinning should be a consequence of
Dragons can exceed rank 8 in Athletics, defeat.
Endurance, and Fighting.
Empathy (Revision); SIFRP, Page 58[/b]
Table 4−1 Replace the Empathy entry with the following:
(Addition/Deletion/Replacement); SIFRP,
Page 53 You may use Awareness to look into the hearts
Apply the following corrections to the table of others and perceive the truthfulness of what
entries they say and whether or not they seem genuine.
Make an Awareness test against your target’s
Fighting: Add Shields to specialties passive Deception result, with a success
Will: Delete “Concentrate” and Add “Courage” revealing the target’s general disposition toward
you or the topic of your conversation. Attaining
Move “Language” so it follows “Knowledge” so it additional degrees reveal a greater sense about
is in the proper alphabetical order. the target’s motivations, attitudes and so on.
This use of Awareness doesn’t provide mind-
Agility, Other Uses (Deletion); SIFRP, Page reading; it merely lets you get an instinctual
55 hunch about a target’s motives based on his
Under bullet 5, strike “or sprint” from the list. manner, expressions, and the tone of his voice.
You can also use Awareness (Empathy) in an
intrigue as described on page 145.
Animal Handling (Addition); SIFRP, Page
55 Treat Injury (Revision); SIFRP, Page 61
Under the Specialties summary, add “Train.” Replace the second sentence with the following:

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

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bandages.” succeed, you master your fear. If you fail, you
take a −1D to all tests related to the fear. At the
Language (Deletion); SIFRP, Page 63 start of each of your turns, you can try to
Delete “Specialties: Eloquence, Literacy” overcome your fear by attempting another Will
(Courage) test. A second failed test results in
Status (Replacement);SIFRP, Page 64 another penalty die, usually indicating it’s a good
Under the Specialties summary, replace idea to run away until you get your nerve back.
“Heraldry” with “Breeding.”
Narrators: It’s best to let players dictate how
Stealth (Replacement); SIFRP, Page 64 they respond to threats and scary situations
Under the Specialties summary, replace “Hide” based on their character’s personality. Use Will
with “Blend-In.” (Courage) tests as tool to promote roleplaying or
to modify circumstances as you see fit.
Tournaments (Replacement); SIFRP, Page
65 +xD, Table 5−1; SIFRP, Page 71
Replace the first paragraph with the following Where you see +1D, the quality effectively
text: increases your ability by one, letting you roll
another die and add it to the test result.
Use the Tournament specialty for any Status
check related to recalling useful information Acrobatic Defense (Addition); SIFRP, Page
about such contests, to assess opponents you 74
face, to attract notable knights to your Add the following sentence to the end of the
tournament (testing against the desired knight’s paragraph:
passive Status), and other uses at the Narrator’s
discretion. The bonus to you Combat Defense last until the
beginning of your next turn.
Coordinate (Replacement); SIFRP, Page
68 Brawler (Revision); SIFRP, Page77
Replace the second sentence under Coordinate Brawler III under “Requires” should be Brawler
with the following: II

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 opponent’s passive
in ways appropriate to your character’s 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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An opponent stunned by this benefit cannot be Deception Transparent
stunned again while suffering its effects.
Power (Deletion); SIFRP, Page 97
Cadre (Clarification); SIFRP, Page 78 Make the following changes to the description
A squad is a group of 10 men (see page 170). column by the following rows.
You may treat these characters as guards (see 21-30 A modest force of soldiers, including some
page 211). Alternatively, with the Narrator’s trained troops.
permission, you may grant your cadre statistics 31-40 A trained force of soldiers, including
for any unit in which you have invested. cavalry and possibly ships. You may have the
service of a banner house.
Expertise (Clarification); SIFRP, Page 79
Further analysis of the benefit revealed the Defense Holdings Example (Revision);
previous “Addition” to be in error. When testing SIFRP, Page 102
an ability using a specialty associated with this The benefits to Defense listed under each entry
benefit, you get to roll an extra die and add it to are incorrect. They should apply the following
your test result. The benefit does not apply to bonuses to Defense:
passive results.
Superior Castle +12
Heirloom (Revision); SIFRP, Page 81 Castle +8
Replace with the following text and be sure to Small Castle +6
notate the changes on Table 5−1. Hall +4
Tower +3
Requires Head of House or Heir
Land Holdings Example (Revision); SIFRP,
You inherited the Valyrian steel weapon that has Page 104
been in your family for countless generations. Replace all text starting with “The plains cost…”
Valyrian steel weapons are typically swords or with the following:
daggers, but with your Narrator’s permission,
you may apply this benefit to a different The plains cost 5, light woods +3, and coastline
weapon. See page 124 for details on these +3, for a total of 11. Nicole suggests the group
weapons. establish a community, but she agrees it would
be unwise to invest all the house’s resources in
Drawbacks (Addition); SIFRP, Page 88 their first domain. Settling on a hamlet increases
Add “adult or older” between “All” and the domain cost to 21.
“characters” so it reads: For the other 25 points left to lands, the group
decides to add two more inland wooded
All adult or older characters begin with one domains, each costing 8, for 16 points, and an
drawback. inland plain for 5 points. To make things
interesting, they place a ruin (+3 points) in one
Flaw (Addition); SIFRP, Page 90 forest domain and decide it is an old holding
Add the following sentences to the end of the once held by the First Men, complete with a
paragraph. weirwood tree in the heart of its crumbling hall.

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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desired (see facing page). during play.

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 it’s 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 7−4 (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 6−8 (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 Hal’s 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 armor’s 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
9−1) 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 ally’s
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 (Narrator’s 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. you’re 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
opponent’s 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 9−4 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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in a −1d6 penalty to the House’s Influence,
Example (Replacement); SIFRP, Page 164 Power, Wealth, or any combination of the three.
Replace the example with the following text. An Intrigue may negate or intensify these
penalties as well.
Ser Jon Malloway rides against Ser Brutus of
Ninemen in a jousting tournament. Each knight’s Example (Revision); SIFRP, Page 168
relevant abilities and specialties follow. Both Replace the last sentence with the following:
knights use tourney lances (Dmg: Animal
Handling + 3). In beating the Difficulty with no degrees, Ansel
reduces the door’s difficulty by his damage (5),
Ser Jon Malloway: Animal Handling 3 (Ride 2B) dropping the Difficulty for his next attempt to 7.
[passive 14]; Fighting 4 (Spears 2B)
Knockdown (Revision); SIFRP, Page 168
Ser Brutus of Ninemen: Animal Handling 3 When you are knocked down, you must spend a
[passive 12]; Fighting 3 (Spears 3B) Lesser Action to Stand Up. Opponents gain a +1
Test Die on Fighting tests against you while you
The joust begins and both knights test Fighting. are knocked down.
Jon’s player rolls a 21, beating Brutus’s passive
Animal Handling by 9, which is two degrees of Free Attacks; SIFRP, Page 169
success. His attack deals 12 damage. Brutus Replace the paragraphs as follows:
wears full plate, so he reduces the damage to 2.
Consulting Table 9−4, Brutus’s player must Free attacks are best used with the optional
succeed on a Formidable (12) Animal Handling reach rules. A free attack is a special attack that
test or be unhorsed. Brutus’s player rolls and 11, triggers when one combatant incautiously moves
so he hits the ground, taking another 6 damage away from another combatant. Any time a
from the extra degree of success granted by the character starts inside another enemy’s optimal
quality of the attack. This brings his damage up weapon reach and uses an action to move more
to 8 (2 + 6 from the extra degree), so poor than 1 yard, the character is at risk of being hit
Brutus may have to take an injury or two to by a free attack. The enemy compares his or her
avoid certain defeat. passive Fighting result to the character’s Combat
However, since the attack occurs Defense. Should the passive result equal or beat
simultaneously, Brutus still gets a chance to the character’s Combat Defense, the enemy hits
unhorse Jon. Brutus’s player tests Fighting and and deals damage as normal. Once the
gets an 11, which fails. Consulting Table 9−4, character is no longer inside another
we see that a Failed test see the lance shatter combatant’s optimal reach, he or she may spend
on Jon’s shield.[/color] actions to move normally.

Dishonor (Replacement); SIFRP, Page 164


Replace the text with the following. Table 9−7 (Revision); SIFRP, Page 169
A tourney lance should have reach 4 and a war
A lancer may choose to fight dishonorably in a lance should have reach 3.
joust and try to kill his opponent rather than just
unseat his opponent. The jouster must make Mace is missing. Insert “Mace; Bludgeon; Reach
this declaration before rolling the dice. The 0” between Flail and Maul.
jouster may choose to strike an unprotected
area or may choose to strike the steed. If the Replace “Unarmed” with “Fist.”
jouster strikes an unprotected area, the target
receives only half his armor rating. If the jouster The small sword specialty should be fencing and
targets the steed, resolve the damage normally, not short blade.
dealing an extra +2 damage per degree of
success. Should a jouster choose to fight Replace the shield entries with the following:
dishonorably and kills a horse, the consequences shield, Large Shield, and Tower Shield.
are determined by the host, and typically result

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Table 10−1, 10−2 (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.

Equipment Upgrades (Addition); SIFRP, Organize (Revision); SIFRP, Page 181


Page 173 Replace the last sentence with the following.
Disregard the previous update. Under Equipping
Units, it reads, “On the battlefield, the specific Issuing this order allows you to organize a
types of weaponry and armor are unnecessary disorganized unit so that it is damaged. The
as a unit carries a variety of weaponry.” increase to Discipline Difficulty remains even
after a unit is reorganized, though this increase
Units are necessarily abstractions. However, you is not cumulative.
can repurpose units to let them fulfill different
functions on the battlefield. You can change a Routed (Revision); SIFRP, Page 182
unit from one type to any other type as part of Replace the third sentence with the following:
the Manage Resources House Action (page 118),
provided you have the Power available to pay The unit’s formation changes to mob (if you are
for a unit’s increased price. If the unit’s Power using formation rules, see page 186), and at the
Investment would be reduced, you do not gain a end of the attacking player’s turn, the mob
refund on the difference (excess Power sprints away from the attacking unit.
investment is lost). Changing unit types allows
you to convert archers (who don’t use shields) Table 10−6: Survivors; SIFRP, Page 183
to infantry (who do use shields) and thus take The text next to the dagger should read,
advantage of certain battlefield orders. “Subtract 1 for each time the unit was
disorganized after the first time it was
Table 10−1: Unit Starting Equipment; disorganized.”
SIFRP, Page 175
For Cavalry, change Fighting damage to be Sap (Replacement); SIFRP, Page 185
Animal Handling + 3 Replace “Lore (Engineering)” with a Warfare
test.
Table 10−3: Terrain (Addition); SIFRP,
Page 176 Coin (Revision); SIFRP, Page 191
Add the following between Small Town and The last sentences should read: For every 200
Small City gold dragons invested, the house’s Wealth
resource increases by 1 up to a maximum of 40.
Large Town Cover (+2 Defense), slow Thereafter, every 1,000 gold dragons invested
movement increases the Wealth resource by 1.

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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Travel (Omission); SIFRP, 202
Table 11−8 is missing information on
waterborne travel. These values are baseline
and should be modified as needed. Add the
following:

Boat (River, Lake) 1.5 leagues


Ship (Ocean) 4 leagues*

*Wind strength can adjust the speed for sailing


vessels. The listed value assumes typical winds.
Strong winds may increase by x1.5, while light
winds may reduce by x0.75.

Assassin (Revision; SIFRP, 210


Combat Defense 6; stiletto 4D

Bandit (Revision); SIFRP, 210


Combat Defense 3 * Armor Rating 5 * Armor
Penalty −3
Health 6 * Movement 3

Boar (Addition); SIFRP, Page 211


Gore should be 3D + 1B

Guard (Revision; SIFRP, 211


Combat Defense 6; halberd attack should be 4D

Hedge Knight (Revision); SIFRP, 211


War Lance should be 4D
Change Lance 1B to Spear 1B
Change heavy shield to large shield

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UPDATE SUMMARY  Update Summary (6/1)
FAQ Updated
Page 160 Assist (Revision)
Update Summary (8/18): Page 169 Table 9-7 (Ommission/Replacement)
FAQ Updated Page 177 Concealed Unit (Replacement)
Page 169 Free Attacks Page 199 Boar (Addition)
Page 175 Table 10-1
Page 183 Table 10-6 Update Summary (5/25)
FAQ Updated
Page 106 Type (Revision)
Update Summary (7/27): Page 107 Table 6-8 (Replacement)
FAQ Updated Page 108 Special (Deletion)
Page 32 Godsworn (Revision) Page 108 Warship (Addition)
Page 34 Hedge Knight (Revision) Page 173 Equipment Upgrades (Revision)
Page 35 Maester (Revision) Page 210 Bandit (revision)
Page 37 Retainer (Revision
Page 38 Scout (Revision) Update Summary (5/11)
Page 39 Squire (Revision) FAQ Updated
Page 58 Empathy (Replacement) Page 151 Table 9-2 (Revision)
Page 210 Assassin (Revision) Page 152 Table 9-3 (Correction)
Page 153 Table 9-3 (Revision)
Update Summary (7/20):
FAQ Updated Update Summary (5/4):
Page 55 Sprint (Deletion) FAQ Updated
Page 160 Dodge (Addition) Page 199 Chance of Success
Page 167 Example (Revision)
Page 181 Organize (Revision)
Page 182 Routed (Revision) Update Summary (4/20):
FAQ Updated[/color]
Update Summary (7/13):
FAQ Updated Update Summary (4/13):
Page 169 Table 9−3 (Revision) FAQ Updated
Page 77 Brawler II (Revision)
Update Summary (7/5): Page 155 Unwieldy (Revision)
FAQ Updated
Page 61 Treat Injury (Revision)
Page 211 Hedge Knight (Revision) Update Summary (4/6):
FAQ Updated
Update Summary (6/22): Page 68 Courage (Replacement)
FAQ Updated Page 78 Cadre (Clarification)
Page 199 Table 11-7 (Revision) Page 90 Flaw (Addition)
Page 210 Assassin (Revision) Page 125 Table 7-4 (Omission)
Page 211 Guard (Revision) Page 154 Fast (Deletion)
Page 168 Knockdown (Revision)
Update Summary (6/15): Page 169 Table 9-7 (Revision)
FAQ Updated Page 202 Travel (Omission)
Page 169 Table 9−7 (revision)
Update Summary (3/28):
Update Summary (6/8)
FAQ Updated Page 53 Table 4−1, (Correction)
Page 97 Power (Deletion) Page 56 Animal Handling (Replacement)
Page 152 Table 9-3 (Deletion/Addition) Page 68 Coordinate (Replacement)
Page 77 Brawler III (Revision)

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Page 79 Expertise (Clarification) Page 164 Example (Replacement)
Page 81 Heirloom (Revision) Page 168 Knockdown (Clarification)
Page 88 Drawbacks (Addition) Page 172 10−1, 10−2 (Addition)
Page 104 Banner Houses (Revision) Page 185 Sap (Replacement)
Page 107 Table 6−8: Unit Types (Replacement) Page 191 Coin (Revision)
Page 108 Fleet (Revision)
Example (Correction)
Artisan (Deletion)
Fleet (Correction)
Page 143 Intimidate (Revision)
Page 153 Entangling (Clarification)
Page 160 Assist (Revision)
Page 164 Dishonor (Replacement)
Page 168 Changed Test Die to Bonus Die for
attacks against prone targets.
Page 173 Equipping Units (Addition)
Page 173 Equipment Upgrades (Addition)
Page 176 Table 10−3 (Addition)
Page 176 Cover (Revision)
Page 180 Defend Maneuver (Revision)[/color]

Update Summary (3/26):


Page 29 Difficulty (Correction)
Page 31 Anointed Knight (Correction)
Page 32 Godsworn (Correction)
Page 33 Heir (Correction)
Page 34 Hedge Knight (Correction)
Page 35 Maester (Correction)
Page 36 Noble (Correction)
Page 39 Squire (Correction)
Page 52 Rank 8 or Higher (Replacement)
Page 53 Table 4−1 (Addition/Deletion/
Replacement)
Page 55 Animal Handling (Addition)
Page 56 Athletics (Addition)
Page 58 Athletics, Other Uses (Revision)
Page 63 Language (Deletion)
Page 64 Status (Replacement)
Page 64 Stealth (Replacement)
Page 65 Tournaments (Replacement)
Page 71 +xD, Table 5−1 (Clarification)
Page 74 Acrobatic Defense (Addition)
Page 78 Cadre (Clarification)
Page 82 Maester (Clarification)
Page 90 Flaw (Addition)
Page 102 Defense Holdings (Revision)
Page 104 Land Holdings example (Revision)
Page 133 Strangler (Correction)
Page 151 Effects of Bulk Example (Replacement)
Page 151 Armor Penalty (Clarification)
Page 151 Bulk (Replacement)
Page 160 Spring (Addition)
Page 164 Resolving the Joust (Revision)

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