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Angel
"Fallen Angel" by Monte Moore

Erratum
In the rush to get the game to the printer, we missed a few important things, along with the regular batch of typos. Here are some of the corrections and completions:

Chapter 15: Weapons

The Weapon Charts:
Weapon: The name of the weapon.
C: The century where the weapon first became available.
Source: The location where the weapon first became available.
H: The number of hands needed to use the weapon. 1.5=hand & half.
Wt: The weight in pounds.
Throw: The penalty applied when trying to throw the weapon.
Parry: The modifier applied when parrying with the weapon. Weapons parry at one half of the person's skill plus this modifer.
I: Initiative penalty while using the weapon.
F: The number of fatigue points used with each use of the weapon.
Break Percentages: When rolling this number or less in combat, the weapon will be damaged, or might break (See page 22).
Wd: Wood weapon break percentage.
Br: Bronze weapon break percentage.
Ir: Iron weapon break percentage.
St: Steel weapon break percentage.
Fa: Fine alloy weapon break percentage.
Mi: Mithril weapon break percentage.
Damage: How many dice are rolled for damage.
Type: Edge, Blunt, Point. The player may choose which of these types of attacks to use when more than one are listed.
Price: How much a person would pay for this weapon.

Additional Stats for Missile Weapons :
Pull: The minimum strength required to use the bow.
Load: How long it takes to load the weapon (in rounds).
Br:
Note that the break percentages for bows are high numbers. When rolling over this number, there is a 90% chance the bowstring will break, and a 10% chance of the bow breaking.
Range Distances (in yards/meters):
S:
At short range, there is no penalty to hit.
M: Medium range. -25% to hit.
L: Long range. -50% to hit.
X: Extreme range. -75% to hit.

Additional Stats for Crossbows:
Mech: The mechanism used to cock the crossbow. See page 208.
Cock: How long it takes (in 2 second rounds) to cock the crossbow. The number in parentheses is used with a Gaffle (Goat's Foot Lever), which takes half as much time to load.

Additional Stats for Firearms:
Misfire: When a misfire occurs, either the barrel will explode or the powder will not ignite (see page 51).
Penetration: These extra damage dice will only apply against an opponent's armour (see page 51).

Additional Stats for Siege Weapons:
Crew: The number of people required to man the weapon. Reduced crews usually have longer reloading times.
Pr: The type of projectile fired from the weapon. Stone, Javelin, or a number of Arrows (2 to 20).
Rad: The radius of the affected area. Everyone in this area will take damage.
Damage: Note that the damage is Large damage, which will inflict x2 damage to normal targets. Greek fire will inflict Fire Damage (see page 51).

 


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