Arms & Equipment erratas and clarifications

gran_orco

Mongoose
I have found some possible typos that need a clarification:
- There is a description for flash powder and scatter sticks, but these items does not appear in the table. There are no ENC and cost values.
- Specialised armour: Are the enc and cost values for the entire set, or only for location? I think that it is for the full set, but I am not sure.
- Weapons: Ranged weapons range has been modified in most cases. Bolas 20m instead of 15, recurve bow 75 instead of 175, short bow 60m instead of 80, sling 50 instead of 200. staff sling 60 instead of 100. Is this an errata due to a "copy paste" of the previous edition, or is it an update of the rqII core book?
- I suspended mathematics :lol: If I want to build a large house of 80 square metres (Average Man hours: 1D8x2 square metres -i.e. 4x2=8-, cost per man hour: 1 SP per 12 man hours) wich would be the final cost? I do not understand "cost per man hour"... 80x8= 640 hours, and... 640/12= 53 SP :?: :?:
 
I've noticed a difference between Core Rulebook and Arms and Equipment:

Core Rulebook - page 69, entry for Great Axe. Makes no comment about penalties for deficient STR and SIZ requirements.

Arms and Equipment - page 38, entry for Great Axe. "Due to its size and heft, the wielder suffers a -10% penalty to Parry with this weapon unless the wielder has a cumulative STR plus SIZ of 30 or more".

I assume the entry in Arms and Equipment is more up to date and correct, and therefore the revision would need to go into the Core Rulebook?
 
Don't have the book in front of me so can't cite page numbers, but Black Powder weapons descriptions refer to "Dodge" instead of "Evade" and need updating to RQII; also there is use of the term "rifle" to refer to muskets, whereas "rifle" also (properly) gets its own description.

In the Alchemy chaper, reference to making poisons retains the RQI poison rules referring to HP damage per instead of the new poison rules presented in RQII referring to conditions and effects.

Theren there's the references already cited in another thread to dedication of POW rather than "permanent MP" in the Enchantment chapter
 
I like the lack of a "Minimum" Drawing Mount requirement for vehicles...

However, surely War Junks should have Structure Points of "150" not 15, given their compartmentalised construction? (Help were being attacked by a rowboat!!! Best run away in case they bump us!).

Heck, even normal junks should be around the 200+ mark. You can even blow a complete hole through a junk, down to the keel, almost removing a whole section of the ship, and it will not automatically sink! You can't do that to a frigate or galleon.

Although war junks were generally of less robust construction than trade junks (actually not surprising given the cultural philosophy), they again were water-tight compartmentalised.
 
Weapons: Ranged weapons range has been modified in most cases.

Having ordered the book (I failed my Resist (Persistence) roll :lol: ) and currently eagerly awaiting its arrival, I must admit that this is rather off-putting :?
While I'm certainly aware that there really is no 100% consistency possible and find it acceptable (to a certain degree, of course) I would have assumed that an error like this should have been easily spotted... and thus prevented
 
There is a mace in RQII (size M, reach S). In A&E there is a light mace (size M, reach M), but there isn't a mace :roll:
Heather shield has disappeared, and more typos like this.
Anyone could explain me how must I calculate the final cost of a building?
 
Construction:
Here's the way I read it gran_orco:

Let's take House, Simple
Man Hours = 1d6 x2 per square meter

House:
Let's build a 9m x 9m house. This is 3 square meters

Roll 1d6 x 2: Result (3) x 2 = 6

Total Man Hours = 6 (the roll) * 3 (square meters) = 18 Man Hours

Cost Per Man Hour for Simple House:
5 CP per 8 Man Hours

Total Cost
18 man hours/8 = 2.25 * 5 CP = 11.25 CP


So you can build a 9x9 simple house in under a day for about 1/5th the price of a dagger. They must be having a recession there, too. Everything seems a bit low in all the calculations, but that seems to be the way it is supposed to be.

The book does seem to have suffered from some copy/paste, hasty editing issues.
 
almightygm said:
House:
Let's build a 9m x 9m house. This is 3 square meters
No 81 square meters (9x9)

Roll 1d6 x 2: Result (3) x 2 = 6

Total Man Hours = 6 (the roll) * 81 (square meters) = 486 Man Hours

Cost Per Man Hour for Simple House:
5 CP per 8 Man Hours

Total Cost
486 man hours/8 = 60.75 * 5 CP = 303.75 CP
 
I've a question regarding enhancements.

The bottom of the left column on page 28 has a list showing the number of enhancements received based on the success level of the skill roll. The number of enhancements in the list doesn't match the info in the Item Quality table on page 27. Are these enhancements received in addition to those listed in the Item Quality table?

Page 28 also states that if a project exceeds 100% in 4 or less Task rounds, it gains the number of enhancements listed in the Item quality table. But the page also states that reaching 100% in 4 or less task rounds gives the maker the option to try to continue to enhance the project with one more skill roll.

Does this then allow the accumulation of up to 3 enhancements from the Item Quality table on pg 27, up to 2 additional enhancements from the list on pg 28 due to rolling a critical success on the skill roll, and potentially 2 more enhancements from continuing to refine the project and rolling another critical success?

If so, that would give the project a total of 7 enhancements (admittedly an extremely unlikely event, statistically speaking). The problem with gaining 7 enhancements is there are only 5 types of enhancements possible and they can't stack the same effect.

I've got to be reading the rules wrong but the example on page 28 isn't all that clear on how the Item Quality table on page 27 is used with the "number of enhancements" list at the bottom of the left column on page 28.

Some clarification would be greatly appreciated.
 
almightygm said:
Construction:
Here's the way I read it gran_orco:

Let's take House, Simple
Man Hours = 1d6 x2 per square meter

House:
Let's build a 9m x 9m house. This is 3 square meters

Roll 1d6 x 2: Result (3) x 2 = 6

Total Man Hours = 6 (the roll) * 3 (square meters) = 18 Man Hours

Cost Per Man Hour for Simple House:
5 CP per 8 Man Hours

Total Cost
18 man hours/8 = 2.25 * 5 CP = 11.25 CP


So you can build a 9x9 simple house in under a day for about 1/5th the price of a dagger. They must be having a recession there, too. Everything seems a bit low in all the calculations, but that seems to be the way it is supposed to be.

The book does seem to have suffered from some copy/paste, hasty editing issues.
I calculated it as you say. The problem is that eating is more expensive!

If I calculate the building cost for a mansion, it would be:

Man Hours = 1d10 x2 per square meter

House:
Let's build a 60m x 60m house. This is 3600 square meters

Roll 1d10 x 2: Result (5) x 2 = 10

Total Man Hours = 10 (the roll) * 3600 (square meters) = 36000 Man Hours

Cost Per Man Hour for Simple House:
1 SP per 10 Man Hours

Total Cost
36000 man hours/10 = 3600 * 1 SP = 36000 SP

It is cheaper :P
 
Page 4 - Anatomy Kit (RHS column top of page) - Section Adventuring Gear and Basics

Is it just me? I find the text really confusing. Surely the anatomy kit is for basically performing anatomy, surgery or autopsies?

It talks about natural materials and not contaminating the materials extracted and then oddly "... the character using this kit recceives +10% bonus to all Heal Skill Tests made to extract materials from a dead creature..."?

Is Heal Skill there as a catch all for Knowledge Lore (Anatomy) or something like that?

Very confused by this entry. :?

Page 25 - Price, Profit and Trade (RHS column, bottom of page) - Section Trading and Quality

"... In Arms and Equipment the price for all equipment is the small city price. The Price Factor noted in the Settlment Table on page 15 ..."

The Settlement Table is actually on the bottom of page 24.

Page 99 - Sorcery Enchantments (LHS column, bottom of page) - Section Enchantments

"... Magic points invested in a summoning do not reduce the Sorceror's POW, but those Magic Points are put beyond use and are not regained in the usual manner ..."

It then talks about breaking and enchantment.

I presume the reference to 'Summoning' should actually be 'Enchantment'?
 
Its clear by now that there are issues with A&E.

I have it on my list of tasks to comb the book, find what went wrong, and then look into remedies.

This list is very helpful and I know there's a building list of questions, but bear with us while we investigate fully and comprehensively.
 
Page 46 - 'Lightened' (LHS column middle of page) - Section Weaponry

"...Example: A Lightened Greatsword would weigh only an ENC of 3 and swing with a +10% bonus to attack but only has an AP/HP of 4/10..."

Based on the description of 'Lightened' above the example text, shouldn't the bonus actually be: +5% to attack for the Greatsword?
 
Page 57 - 'Tiger Cage' (RHS column bottom of page) - Section Transport and Buildings

"...It would take a -50% brute force Athletics test in order to bend even one of the thick metal bars..."

Page 74 - 'Fence, Metal' (LHS column top of page) - Section Transport and Buildings

"...Bending the bars requires a successful Very Hard (-60%) Brawn Skill Test..."

Page 74 - 'Gatehouse/Portcullis' (LHS column bottom of page) - Section Transport and Buildings

"...any brute force Athletics tests used to try and force the portal open by an additional -50%..."

Given the above three scenarios where a PC is trying to escape by forcing the structure, should the Skill Test just be Brawn Skill against a difficulty target number, rather than Brawn for this type of roll, Athletics for this type of roll or am I missing something?

Fence Brawn (-60%)
Tiger Cage Brawn (-70%)
Portcullis Gate Brawn (-80%)

or something like that?

---o0o---

Page 70 - 'Ballista' (LHS column bottom of page) - Section Transport and Buildings

There are no statistics for Ballista in Arms and Equipment, there is for the Arbalest.

What about the suggestion in Cthulhu Invictus that a bolt from a Balista ignores the first 10 points of Armour and can't be parried and of course, making it's size greater than 'E'.

The weapon from Cthulhu Dark Ages (I've modified it slightly to make it heavier, more costly and longer to reload) could be set at circa the following:

Ballista, 6D6 damage, 150m Range, 12 Load, Impale / Sunder, Enc 18, AP 6 / HP 20, Cost 2000+SP

---o0o---

Page 59 - 'Additional Drawing Mounts' (LHS column middle of page) - Section Transport and Buildings

"...Every additional drawing mount added to the vehicle beyond half its maximum drawing capacity (as listed on the table) will remove one of the vehicle's -1m speed modifiers (again, as listed)..."

I'm confused by this.

(a) is the table on page 58 under the column Maximum Drawing Mounts indicating the maximum number of mounts that can be attached to the vehicle?

(b) The additional text on page 59 indicates that if you add more mounts than the maximum that can be attached to the vehicle that the subtraction in speed for the vehicle's mass can be reduced?

(i) The example for the armoured stage coach seems wrong in it's calculations?

(ii) Are there no penalties for adding additional mounts, such as impacts to the skill for proper handling of the vehicle?

(iii) I presume adding 8 horses instead of 4 horses to an armoured carriage (not referencing the example given), would result in a total width frontage for the "engine" of the carriage of dimensions circa 8 x 0.8m for each beast and probably 0.3m gap between each given a total of 7 x 0.3m and clearance on either side of the exterior beasts of probably 0.5m minimum so 2 x 0.5m -> this gives a total frontage of 6.4m + 2.1m + 1m = 9.5m which is about 28.5 feet. That's a very big road needed and we're not even getting into turning circles... :D

(iv) Are there columns missing in the table called Minimum Drawing Mounts and Maximum Drawing Mounts? I could understand the cost element being a determination in (a) getting the minimum number of mounts and (b) tricking it out with the full compliment and all the associated cost of stabling, care, feeding, etc.

Am I missing something completely in this section? :?
 
My list from Naval Section

Careening
Mention of a Handiwork Check when there is no Handiwork skill or explanation.

Ship Qualities: Optional Rule
Mentions Crew Checks and Crew Resilience checks without any explanation of what these are.

Gunnery Skill
Several Mentions of the Gunnery skill without info on what stats it opens with or if it requires specialization.

Character and Crew Scale Combat
This is mentioned in the Cannon Chart on 70 without explaining what they are.

Siege Weapons
As mentioned in previous post, no damage/range/load info on siege weapons.

Ship Speed
Some ship speeds are presented with plusses (Sloop +4m/+4km), without plusses (Rowboat 2m, 16.8km), with a mix (Snow +2m/2km) and then with minuses (emdashes?) (Indianman -4m/-4km). Is there a difference?

Combat Mechanic
Section has damage / armor explanations, but there is no combat mechanic for determining initiative, managing Rounds and CAs for gunners, etc.
 
Page 59, Ram Attacks
Uses Dodge instead of Evade

Alchemy
Second paragraph under "Making the Philosopher's Stone" has an errata: "The Alchemist must also invest the Philosopher's stone with Magic Points; this determines its purity, as described below." The next paragraph (and the chart afterward) shows that it is skill, not MP, that determines Purity.

Doesn't say if the Alchemist's MP investment is permanent as it is in sorcery.

Alchemical poisons does not use the Poison mechanic presented in the RQII Core Rulebook. It appears to be a version of poisons from and earlier work.

No guidance on dosage

Table on top of 108, first row, last column missing the word be: "or can drunk in form of a solution."

1st paragraph under Transmutation word test misplaced: "and requires a successful Alchemy each week test"

"It requires one gram of Philosopher's Stone to store one magic point." - perhaps not an errata, but it seems weird that I have to make MORE of something to invest more MP into it. For a healing powder to heal 10 HP, I would have to have 10 grams (1 gram for each MP)
 
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