Brittannia Games
C&S Rebirth Errata - Book 1

It's Oopsie time at Brittannia. On this page you can find errata for this otherwise fine product.

Book 1, Core Rules

Height and Weight Heights and weights for Nobles and Pagans
Negative Body Limits How much damage can a character take
Special Abilities Clarfications on Special Abilities
Swimming as a Teriarty Skill Is Swimming DF3 or DF4?
Skills in Character Generation Questions on the differences between Primary, Secondary and Tertiary, and more!
Combat skills for men-at-Arms and Barbarian Warriors How many Primary Vocation Combat skills do these guys get
Skill sub-specialisations Costs for sub-skills.
Movement Speed Errors in the calculation of travelling speeds
Missile attack bonuses A missing line from pg 1-84
Missile Damage Calculation of damage modifier for missile weapons
Defensive Fatigue Costs What are the fatigue costs incurred in defending
Passive Parries and Shield Blocks Resisted or Unresisted?
Sling damage at Short Ranges What are the damage modifiers for slings and sling stavesat short range

Ask a question Submit your own Errata Queries or requests for Clarification
Page 1 - 16
Any suggestions for Noble and Pagan height and weight in C&S4? I've been using
Height Weight
Nobles 2d10+58 1d10+1
Pagans 2d10+62 1d10+3
I'm still not wild about the linear curve on Build, but it's not a big deal?
Anonymous
TOP

They seem reasonable. The calculation mainly came about as a result of having to dump the height/weight tables for space constraints. I would have included such a table but I didnt know which 2-3 pages we could drop

Steve Turner.

Depends on your Pagans. Yes Vikings are tall and strapping, but the Steppes Nomads are smaller peoples. Depends on your campaign

Colin D. Speirs

Page 1 - 18
In the example of Negative Body Limit Example Brother Arbitus can have his Body fall to -BODY/2, but the main text says "-CON". Who's right?
TOP

The example is wrong. The CON version is correct with regard to damage. After all it is CON that shows how tough a character actually is.
Regards Steve

Page 1 - 22
Can a character have all 3 strength special abilities, assuming they roll them? If so, this could allow a player a total strength of 42, correct?
TOP

With regard to the special abilities, this is really down to the GM's decision on his own campaign. He could simply state that the ability that gives the greatest bonuses apply. He could also allow them all to stand and explain that the PC has a hidden secret that he has troll blood in his background. This would allow certain role play situations to crop up.

Steve Turner

Page 1 - 35
In the example of Character Generation "Jane" (pg 1-35): "Jane purchases Swimming, a DF4 skill." Swimming is DF3 -- is this a typo, or is it learned at +1DF because it would be learned as a "tertiary skill?"
TOP

With regard to swimming, you are correct assuming that swimming is a tertiary skill. Swimming is not listed as either a background or vocational skill and is therefore a "Hobby" or Tertiary skill learnt at DF +1.

Steve Turner

Page 1 - 36
I'm still muddling through character generation, but let me see if I'm getting this right: All starting skills will fall into Primary, Secondary, or Tertiary, and be learned at -1(-2), normal (-1) or +1 DF respectively.
Does this mean that all future skills learned by the character (after game start) must go into one of those catagories as well, implying a +1DF penalty to any newly learned skill falling outside one's vocation?

Also, I see that the character generation system starts PCs out with quite a few more skill levels than before. Do they still spend the 5000 starting XP after all is said and done? Is this under any restrictions (can they use it to buy more tertiary skills beyond their initial 1-4)?
TOP

You are correct with the DF ratings for the skills, Mastered Skills are DF -2, Primary (Vocational) DF -1, Secondary Skills DF as shown and Tertiary Skills (Hobby) at DF +1.

Once play has begun, any skills learnt that are not listed as Vocational (primary or secondary) are Tertiary skills and learnt at DF +1.

Also, the 5000 XP is spent after PC's have listed intitial skills (ie the 10 skills at level 1 etc).

Steve Turner

Page 1 - 38
For Men-at-Arms and Common Barbarian Warriors "Any Combat Skills (Except K Only)" is listed under both Primary and Secondary skills -- is there a limit to the number combat skills in the primary column, or are all non-K only combat skills considered Primary? The footnote and the limit of Initial Combat Skills don't clarify this point.
TOP

The Initial number of combat skills is the maximum number a character can select from his 10 skills at level 1 at iniitial generation. The listing under secondary should not have been there. This was a cut and paste cock up

Steve Turner

Page 1 - 42
Skill subspecializations are never explained. Are these one time costs for a fixed benefit (e.g. bonus to longbows), or do they become separate skills that advance independently? Can skill levels from character generation be used to purchase specializations?
TOP

Sub-skills, the cost is a one off payment. For example someone with Level 5 Archery can pay the costs to specialise in Longbow and Crossbow. He uses his Base TSC for Archery and adds EITHER Longbow bonus or Crossbow bonus but not both. Someone who doesn't specialise could use all the stated weapons but wouldn't receive any special bonuses. These specialities represent the idiosyncrasies of the weapon but not the basics of aiming, windage etc.

A GM could modify this ruling to suit his own campaign to state that after level 1 in Archery then a specialisation can be paid for and advanced as a separate skill. My own experience shows that once I learnt to shoot with a fibre glass bow, then I could shoot a Longbow, Compound Bow, shortbow or other bows equally well. I was better with a takedown target bow but that was my speciality. Crossbows are easier to fire (that was why they became popular on the continent).).

Steve Turner

Page 1 - 81
Table 7.2 gives normal speed per 5' of 1AP and Sprinting per 8'of 1 AP - however at the foot of 1-81 under table 7.2 it allows for running at double time (not defined) for 1FP and for 2FP sprinting or charging at 4 times normal movement (by implication from table 7.2 5'. So what is going on here? Is the walk move 2.5', double time 5' and sprint 8' or 10'?
TOP

Having re-read the section I admit there is some confusion. In the table the sprinting entries should have been removed. Hence a Human running at Doubletime moves at 10 feet per Action Point spent at a cost of 1 FP per combat round (15 seconds) while he could spend 2 FP per combat round and sprint at 20 feet per 1 AP. An average Historical Human would have BAP of 14 and FP of 28. He could walk 70 feet in 15 seconds or run 140 feet at double time or sprint 280 feet in 15 seconds (93 yards). If he had a higher CON or was more Agile (Track sprinter) he could feasibly sprint faster.
I hope that this clarifies matters and thanks for spotting the conflict.
Steve Turner

Page 1 - 84
Questions on missiles
TOP

On page 1-84 a line was missed stating that missile attacks also receive STR/4 as a bonus.

Steve Turner

Page 1 - 85
On page 1-85 it says that missile damage is calculated to include the range modifier from table 7.21. But table 7.21 is footnoted to say that the number is the CRIT modifier. I know that the crit die is included as damage, but this table seems backwards. Most of the modifiers are negative numbers, but the better bows have the bigger negatives! For example, a short bow, firing a war arrow at 400' has a -9 while an elvish bow, firing a war arrow at the same range has a -15! This does not make any kind of intuitive sense to me.
TOP

This is one of those cockups that cause embarrasment. The footnote should actually read damage modifier. With the Crit Die Modifier being equal to the TSC modifier divided by 5. You have spotted a idiosyncrancy which we hadn't seen. I would suggest making the negative modifiers at Maximum range for a shortbow to read -16 for Hunting Arrow, -13 for war Arrows and -14 for Armour piercing.
Thank you for spotting this one. - Steve Turner

Page 1 - 87
A shield block requires the expenditure of Fatigue Points" Same type of wording for a weapon parry. Is that one fatigue point per block? more depending on skill?
TOP

Table 7.3 on page 1.82 shows the costs for parrying and shield blocks. A footnote got missed off the table stating the costs for these are in FP and not AP.

Mea Culpa Est Sorry Steve

Page 1 - 87
Are Passive Weapon Parries and Shield Blocks resisted or unresisted? Resisted seems more appropriate, but unresisted considerably speeds gameplay (my math is failing with age)
TOP

Unresisted

Steve Turner

Page 1 - 91
In table 7.21 and on the GM's screen, the short range mod for sling(staves) is printed as anywhere from +4 to +10 -- is this a typo? All other missile weapons have a 0 mod at short range and neg mods at longer ranges, slings are consistent with the rest starting at medium range.
TOP

In the entry for slings and slingstaffs at short range a typo crept in. The entries should all be 0.

Also, in table 7.22 Strength Modifiers - The negative modifiers should apply to all strength ratings. Only those with Strength of 12+ get the bonuses.

Steve Turner


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