New ERRATA/FAQ

By skolo, in Warhammer Fantasy Roleplay

Guys,

are the rules for the cards and books gathered in the faq errata full?

are there any more things not covered by that document?

(new topic , no fights here please)

so far what I was able to find on the forums (please do not correct that something should be under players guide rather then creatures guide hehe). what I would like to know what else needs clarification, what cards are missing and have mistakes (what mistakes), I could play a bit and prepare their correct versions in pdf format (eons)


let me know.

Players Guide:
• p. 140 directs players to the advanced careers starting on pg. 167...it should read pg. 165.
• p. 183 of the Players Guide they list all the basic action cards conservative information and none of the reckless information for each action.
• Player's Guide p26 "Party Talent Sockets" states that one recharge token is removed at the end of each round for an exhausted party talent, while page 5 of the FAQ says "To remove a token from an exhausted talent, party members must spend fortune points, as outlined on WFRP p. 21, “every character using the sheet has the opportunity to spend fortune points to help recharge an exhausted talent socketed to the party sheet.”
• Inconsistency page 88: "Each player can only benefit from one successful First Aid check per Act during an encounter. Outside of a structured encounter, a character can benefit from one successful First Aid check per scene, or per the GM's discretion."; page 89:
"Likewise, a failed First Aid attempt to heal a character, one that results in no wounds being recovered, does not prevent someone from attempting another First Aid check on th(e) wounded character. However, once a First Aid check succeeds and has any positive benefit (such as the recovery of normal wounds or critical wounds) that character can no longer receive treatment from First Aid checks for the rest of the day."
The way that I read this is that every Act that a character is wounded a First Aid check can be tried (even if successful before), but if a character does not receive a fresh wound they can only have one successful First Aid check in a day.
• Investigator is listed with the "basic" career trait. Should be intermediate or advanced.

Creatures Guide:
• Creature Guide p.55 - Bone Ripper Used by: Greenskin (Rat Ogre) ? Should be Skaven (Rat Ogre) since the Action has a Skaven trait
• P58. Agile Strike - Red text says it is a WS (St) test, obviously this should be WS(Ag) test the same as the green text.
• P. 77 - Whip Strike. Has Skaven as a trait, but says it is used by Dark Elves. Presumably it is also used by Skaven. Both
• P80. - Tzeentch's Favour. Green text says it is vs target Toughness (To) it should be vs Resilience (To) same as the red text.
• P.82 - Cloak of DragonScales. Green text says add 4 recharge but banner says use 5. Can't check what the card says because my vault doesn't have one!
• P.86 - Raise the Dead. The green text entry is missing some text compared to the card. The green text entry has 4 hammer success, card has 3
• P.86 - Run Run. Red text is wrong for 2 boons, say skaven gets to misfortune dice added rather than 2 fortune dice. Book has a mistake, the card is correct.
• Master Creature Tables, p.102 - p.104, the Set column - no creatures are marked with the Core Set code, all from the Core set are marked with the Creature Guide/Vault code. That rather diminishes the use of the coding as a quick guide and also clouds what would have been the quickest way to verify the number of new creatures.

Creatures Vault:
• The Cloak Of DragonScales - the Vault has no such card. (I counted my cards just after opening the box, everything is alright when You compare the number of cards in the box with the reference sheet).
• Seized by bloodlust : The red side of the card exactly matches the ToA entry. The red entry in the guide has a 4 hammers entry (+2 Dam, +2 Crit) in addition to the matching ones from the card/ToA. The Green entry in the guide has a three hammer success line whereas the green side of the card has a 2 hammer success. The green entry has a two boon effect (+1 dam) whereas the card has a 3 boon effect (+1 crit). The card has a 2 bane effect whereas in the guide it is a one bane effect. The card has a exertion/delay effect (which is actually quite nifty as it appears on the green side of the card, which is the only way you are likely to be rolling both red and green dice). Unfortunately, there is no sign of this effect in the guide
• Sigmar's Healing Hand clarification?

Liber Mutatis:
• Daemonic Strike in Creature Guide/Vault Card has a Recharge 4 not 0 as in the Liber Mutatis - it appears to be the daemon's basic attack so 0 seems more logical - it's just marginally better than basic Melee attack and at 0 thus reflects that the daemon's standard attack is "just a bit more dangerous".
• Similarly, Fatebreaker has Recharge 4 not 0.
• Here's an oddity (unless I'm missing something): Poison Wind Globadiers don't have a poison wind globe attack.
• Question: Why can only Dark Elves throw a net?

hej Jay, can you make it avaliable for editing as well.

It is now editable: docs.google.com/document/pub

couple of correct cards. i think they should look like this. all comments appreciated

if you think they are ok I can put this into pdf ready to print/use

unhinged.png

icystare.png

ghostlyhowl.png

daemonicstrike.png

I put a link on the FAQ back to this thread for card corrections.

jh

next cards

fatebraker.png

horrificassault.png

can admins make a sticker for this thread?

Could be easier to find when you are looking for errata..

I find thi thread so depressing.

I feel like I've just found out Santa isn't real...

Sausageman said:

I find thi thread so depressing.

I feel like I've just found out Santa isn't real...

Wait. What? Santa's not real? C'mon, spoilers!

Err, anyway... I'm someone who finds even typos annoying, so seeing the list of errors in this thread is disheartening. On the bright side of life, the new GM's Guide seems to have missed the errata wagon, so that's a good thing, right? Assuming this work is done freelance, perhaps FFG should have the GMG's copy editor/proofreader do all of their checking from here on out?

I'll definitly play with the cards as they are. uncorrected.

that is an option too

skolo said:

next cards

fatebraker.png

horrificassault.png

I think the card is called FatebrEaker sad.gif

indeed. my mistake.

fatebreaker.png

thank god you are here to check, right willmanx?

anything to help.

The cards look good, so it would be a shame to leave typos in.

and its easy to make corrections.

Edge of Night mistake:

page 32 - The Precinct "action"

is 'bane', 'bane' Interesting Aside

should be 'boon','boon'

come on guys, is this topic dead? no more mistakes to be corrected, cards to be prepared for print, FAQs?

FFG is doing great work with customer service here so I suggest we do it by ourselves.

I would appreciate it if we could find out from FFG the official question to the question about Amber Wizards. Are they allowed to channel in Beastform or not? The Amber Wizard order has some specific rules about what types of spells an Amber Wizard can cast in beastform. What is unclear from the rules is if Channel power is a SPELL or an Action. It has the Spell icon on the card and the traits have Rally and Basic. The confusion lies in the fact that in the rule book it states things like in order to cast a spell a Wizard must channel enough power then invoke the spell etc. There is some grey area there and it would be nice to know what FFGs idea was when they put the Amber order together.

Would it be broken (and/or Warhammer-themed) if an amber wizard could channel in beast form?

I'm not familiar with it, but I think it is relevant for us to ask this question of ourselves.

jh

We have had a pretty lively discussion on the matter over in the rules forum. About two pages of pros and cons.

The Amber Wizard rule spcifically states that amber Wizards can only cast spells with the Beast Form trait when in Beast Form. There are some select spells in the Amber Wizxard School that say Beast Form on the trait. Like Feral Howl. Its traits are Rank 1, Amber Order and BEAST FORM. While another Amber Spell "The Hunter's Spear", its traits are Rank1, and Amber Order. In Beast Form I can cast Feral Howl but not Hunter's Spear. Take Magic Dart or Counterspell. These are starting spells with the Traits Petty Magic, Basic and so on. Clearly they are spells. (Petty Magic) Clearly they are spells that cannot be cast in Beast Form as they don't have the Beast Form trait. The Action card Channel power has the Magic Icon in the top left corner and the traits Basic and Rally. The argument is that Channel Power is not a spell (Because of the traits) However, in the rule book ( The Player's guide pg 111) under casting spells, it states that channeling power is a step in the spell casting process. If channel power is part of the process to cast the spell, then can Amber wizards channel in beast form is the question.

Beast Form spells are pretty cheap power wise averaging 3 power for R1 spells. You can trait to improve your ability to manage equilibium, so on our discussions in the rules the consesnus is maybe we can't, but there are strong opinions that we indeed should. The discussion is here.

http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=167&efcid=3&efidt=468721

The most basic form of the question would be..Is Channel Power a spell or an action?

I would say - action