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Player's Option: Combat & Tactics Errata

We've come across a couple of oversights in the book that we thought you should know about. First, some critical hit charts are titled incorrectly. The charts on pages 110-112 should be titled 'Slashing', since these pages contain the slashing critical hits, and the charts on pages 113-115 should be titled 'Piercing".

Secondly, on page 116 there is a reference to a listing of special elven and dwarven weapons. We decided that there wasn't enough material to support this listing and did not include it, but left the reference to this listing in the chapter introduction.

There is also the following omission:

p.28, 2nd column, heading: Fatigue (insert after 1st paragraph) Warriors gain one (1) fatigue point per level. Non-Warriors gain one (1) fatigue point per two (2) levels.

The armor tables on page 128 include primary (or common) and secondary (or rare) prices for each type of armor, but these armors were omitted from the various period listings. The correct availabilities for each armor type are listed below:

Armor Type          Common in...         Rare in...
Banded mail         HY                   CR, RM
Brigandine          HY, RE, OR           ME, CR
Bronze plate        BR                   RM
Chain mail          CR, HY               DA, RM,
                    RE 
Cord armor          SA, SV               ME, OR
Field plate         RE                   HY
Full plate          RE                   HY
Hide armor          SA, SV               -
Improved mail       ME, CR               DA, HY
Leather armor       All                  -
Light scale         SV, BR, RM, DA, OR   CR, HY,
                    ME
Metal lamellar      DA, ME               BR, RM,
                    OR
Padded armor        All except SA        -
Plate mail          HY                   CR
Ring mail           DA, CR, HY           RE, ME, 
                                         OR
Splint mail         ME, OR               CR, HY,
                                         RE
Studded leather     All except SA        -
Wood/bone armor     SA, SV               -
Back-and-breast     RE                   HY
Chain hauberk       DA                   CR
Chain-lamellar      ME                   CR, DA
Gallic armor        RM                   -
Half-plate          RE                   HY
Hoplite armor       BR                   RM
Lamellar shirt      BR                   -
Lorica hamata       RM                   -
Lorica segmenta     RM                   -
Mail and plate      CR                   HY
Three-quarter plate RE                   HY

SA=Stone Age; SV=Savage; BR=Bronze Age; RM=Roman; DA=Dark Ages; CR=Crusades; 
HY=Hundred Years' War; RE=Renaissance; ME=Middle Eastern; OR=Oriental.

Shield Punch

These values were left out of Chapter Seven the values are:

Shield     Size     Speed     Melee     Damage     Knockdown
           Reach
Small      S        Fa (2)    1         1d3        d6
Medium     M        Av (6)    1         1d6        d8
Large      L        Sl (8)    1         1d8        d10

Shield Rush

Shield     Size     Speed     Melee     Damage     Knockdown**
           Reach
Small      S        Base*     1         1d3        0
Medium     M        Base*     1         1d6        +1
Large      L        Base*     1         1d8        +3

Shields are type B weapons.

* A shield rush is performed in the attacker's base initiative phase.

** The bonus is used during the opposed Strength check that takes place if the attack hits (see Chapter Two, page 46). If the character's Strength check succeeds, add the listed number to the roll before the two rolls are compared. For example Rikard uses his large shield to rush Jon. Rikard's Strength score is 16 and Jon's is 17. If Rikard hits, there is an opposed Strength roll to see if a knockdown occurs.

Rikard rolls an 8, a success, Jon rolls a 10, also a success. Normally Jon would win the roll because he succeeded with a roll higher than his opponent's. Rikard's large shield, however, gives him a +3 to his check, so his roll is effectively an 11, which is high enough to win. Note that if Rikard had rolled a 16, he still would have succeeded with his Strength check and his effective score would be a 19 for purposes of resolving the opposed Strength check. If Rikard had rolled a 17 or higher, he would have failed his Strength check and would have fallen down himself.

E-Mail: TSRJim@aol.com

U.S. Mail:

Wizards of the Coast, Inc.
ATTN: AD&D Product Group
PO Box 707
Renton, WA 98057-0707

TSR grants permission to distribute this document in its original form.


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