He pensado que sería una buena idea reproducirlas aquí, para tenerlas más a mano. Si tengo ganas y tiempo, en el futuro inmediato las traduciré (aunque espero que Edge no tarde en sacar un PDF gratuito).
Allá vamos:
FAQs
Q) Will there be a revised PDF and 2nd Printing? 
A) Yes to both counts, though I don’t have an ETA. 
Q) Will you release a free PDF with FAQ and errata to those who purchased a printed version?  
A) I have no idea. I advise you direct this question to customer service. 
Q) When can we expect a revised PDF.  
A) Working on it, but I don’t yet have an ETA. 
General  
Q) Can you achieve more than 4 degrees of success? 
A) Four degrees is the limit on degrees of success. 
Maesters  
Q) Can I be a Maester of the Citadel without having the Maester benefit?  
A) Yes. Not having the Maester benefit means you don’t improve a  house’s standing (having a maester grants a +3 bonus to Fortunes rolls)  and you don’t get to add Cunning to Knowledge and Will tests.  
Q) A starting Maester character can't also be a Master of Ravens! What's up with that?   
A) It's true⎯no character can start with more than three benefits,  and Maester has the prerequisite of "two Knowledge Focus benefits," so  that eats up all three. If you find this troubling, here are some things  to keep in mind. 
* You can always choose not to select the Maester benefit. 
* You can invest another Destiny Point into the Master of Ravens benefit once game begins. 
Knights  
Q) Can I be a knight without the Anointed benefit?  
A) Yes. 
Abilities and Specialties  
Q) If Heraldry is no longer a Status specialty, is Breeding used to identify heraldry, or would that fall under Knowledge? 
A) Heraldry is an Expanded Specialty described on page 198, combining Knowledge with Breeding. 
Status  
Q) Why does Table 3-2 list Status 6 for Lord of the house, heir,  lady, offspring when the rules on page 103 suggest something different  for Status allocation? 
A) The table on page 43 is a quick and dirty method for assigning  positions and the Examples are suitable types of folks associated with  Status ranks. If your group builds a house from scratch, use the rules  covered in Chapter 6. 
It’s important to note rules for Status and PC houses are designed  to help manage players’ resources when using the House rules. So Rickon,  for example would probably have a Status of about 4 or 5.  
Q) What’s a feasible status for a house of a minor branch?  
A) I’d aim for 1 less than greater branch. 
Q) What’s intended by courtier on table 3-2.  
A) Any member of a powerful noble’s court. Examples might include members of the small council. 
Q) The Status chart on page 65 doesn’t seem to line up with the Status levels listed on page 103.  
A) According to page 65, Status 4 represents a landed knight while Status 5 represents a lord of a minor house.  
Table 6-5 on page 103 allows you to get a Status 4 if you have Influence 21 to 40 or Status 5 if 41 to 50.   
Looking back to page 96, 21 to 30 indicates a small minor house. 31  to 40 gets you a minor house, while 41 to 50 is a powerful minor house.  
I do see that the numbers aren’t exact in this case, but the  mechanics work as written. If you feel you need more concrete  approximations, then I would advise moving “Landed Knight” from the  fourth row on the table shown on page 65 to rank 3.  
Destiny Points, Benefits, and Flaws  
Q) Only one destiny point can be spent at a time. Can more than one be spent in a round, on different rolls?  
A) Yes.  
Q) Can I burn a spent destiny point?   
A) No. Once spent, a destiny point is effectively gone until you achieve a story goal. 
Q) After character creation, are you allowed to invest more Destiny  Points in benefits? If so, is there any restriction on when this occurs  or how many you can invest at a time?  
A) You may invest further Destiny Points into Qualities upon  reaching Story Goals. As a rule of thumb, you can invest one Destiny  Point per story goal completion. Your Narrator may bend this rule if  doing so fits with developments in the game. 
Q) Can you take extra Drawbacks at character creation in order to  get more Destiny Points, and if so, can you invest these extra Destiny  Points into additional benefits?  
A) You can take extra Drawbacks to gain additional Destiny Points,  but you must wait to invest these Destiny Points until you achieve story  goals. Obviously, the Narrator may relax these restrictions, as they  serve as a baseline. 
Q) Can you take Heritage Qualities after character creation?  
A) Yes, but it should fit within the story. A revelation about a  previously unknown heritage seems spot on for this sort of game.  Naturally, to withdraw from a Heritage to acquire another one would be  permissible only if the Narrator agrees. 
Q) If I have the Armor Mastery benefit, does the increase to AR modify the action needed to stand?  
A) No. The action needed to stand is based on the armor’s AR before  applying Benefits or other modifiers. For example, if you have Armory  Mastery and you’re wearing a breastplate, you can still stand by  spending a Lesser Action even though your AR is 6. 
Q) If I have the Armor Mastery benefit and wear bulk 1 armor, can I still use Water Dancer III?  
A) Yes. 
Q) Is there an upper limit to skllls purchased with Blood of Heroes?  
A) No, but I wouldn’t let characters have abilities greater than 10. 
Q) It seems weird that if I have Lascivious, I have to use seduction in every intrigue regardless of sexual orientation.  
A) When you use seduce against a target not normally attracted to  your gender, you are not using your personal allure but are promising  other arrangements. For example, if you, a strapping knight tried to  seduce a lord, you might offer to attend his pleasures by arranging for a  night at a upscale brothel, set up a tryst with another character, and  so on. 
Q) If I have Lascivious, Threatening, and Furious drawbacks, what do I do in an intrigue?  
A) Having all three drawbacks creates serious complications with a  character. I would rule that the conflicted character would have to  determine the starting technique randomly and then take a −1D penalty to  the test for each drawback violated (in this case, -2D). This is a  situation that can easily be avoided by not tacking all three drawbacks,  yes? 
Q) Can I use Long Blade Fighter I and Long Blade Fighter II on the same attack?  
A) Yes and no. The second half of Long Blade Fighter I always  applies. The first half of LBF I would not “stack” with LBFII because in  order for LBF I to take effect, you must sacrifice all of your Bonus  Dice. Therefore, you wouldn’t have any Bonus Dice left to sacrifice to  activate LBF II. 
Q) One of my players invested a Destiny Point in Cohort. Should I allow the cohort to gain experience like the other characters?  
A) That’s up to you and depends on how the cohort contributes. As a  rule of thumb, I’d suggest one-half the experience gained by the player. 
Q) If a character has a Flawed Attribute does this affect their  eligibility for Qualities? E.g. can a character with Marksmanship 4 plus  Flaw (Marksmanship) select the "Accurate" quality?   
A) “Flaw” does not reduce the attribute so the character in this case could select the accurate quality. 
Q) Similarly, does the Expertise quality allow characters to access  Qualities they might otherwise not be eligible for? E.g. can a character  with Marksmanship 4 (Bows 3B) and Expertise (Bows) take the "Double  Shot" quality?   
A) Expertise does not raise an attribute; it provides an extra Test  Die. So, in your example, the character could not select the Double Shot  quality. 
Q) Also similarly, do flaws reduce the maximum number of bonus dice a character can have in an attribute?   
A) Limits on Bonus Dice are set by the governing ability and not the  governing ability less penalty dice. So a character with Fighting 4  (Long Blades +4B) and Flaw (Fighting) would roll 3 Test Dice and 4 Bonus  Dice. 
Q) Triple Shot looks broken.
A) It’s on  the upper end of powerful, agreed, but a character with a 7 Marksmanship  is probably going to get butchered in hand to hand and intrigue. Future  sourcebooks will provide additional benefits along the same lines as  Triple Shot, I’m sure.
House and Lands    
Q) It is possible to invest in the same Wealth Holdings more than once? Would they need to be on different domains. 
A) Yes, you may invest in the same Wealth Holdings more than once. A  second investment could be placed in another domain (often a good idea  especially if you lose domains to war or calamity) or can go in the same  domain. In the case of the latter, the holding simply improves.  Investing twice in a Marketplace in the same domain means you have a  bigger, more famous marketplace. The effects are cumulative. Note, in  the case of Godswood, you would roll 4d6 − 12 for two, 6d6 − 18 for  three, and so on.  
Q) Table 3−2 doesn’t quite line up with the other rules described on page 65? What gives?  
A) Table 3−2 gives you a quick and dirty method for generating  Status. When creating a house from scratch, these numbers will likely be  different. 
Q) How do I pay for mercenary units?  
A) You acquire mercenary units as you would any other unit. You pay  the base power cost as determined by the unit’s training + 1. In  addition, you must also deduct an amount of Wealth based on the unit’s  training as well. For example, to acquire a trained mercenary unity, you  must invest 4 Power (3 + 1) and reduce your Wealth by 3. 
Q) Mercenaries above green seem too expensive?  
A) Yes, well-trained mercenaries are very expensive as written.  Their increased cost serves to drive houses to building their own units.  Mercenaries are there for low-power houses or to act in the world so a  house can distance itself from the unit’s actions. This said, I can see  modifying power costs or wealth costs provided the house defeats the  mercenary captain in an intrigue. 
Q) If a house’s maximum Status is 3, do I need to invest Influence for characters to be second sons or daughters?  
A) Yes and no. The minimum Status for an influence investment is 3.  So if you invest in a second son or firstborn daughter, her Status would  be 3 since this is the minimum. If you had Status 4 for the firstborn  son, the second would be Status 3 as would all other children. If you  choose not to invest, no other child in the household can exceed 2  Status.  
Q) If the firstborn son of a lord dies, and a player plays the  second in line, now next in line to inherit, does the new heir have to  invest influence to become the new heir?   
A) No. The initial investment for the heir holds as does each  investment for other heirs in line. You lose the Influence invested for  the last heir in line. For example, say player 1 invested 20 Influence  to become the heir. Player 2 invests 10 to become next in line. Player 3  invests 5 to become third in line. Player 1’s character dies. Player 2  automatically shifts up to 1’s slot and Player 3 shifts up into 2’s  slot. The last slot and the 5 Influence invested are lost.  
Q) Table 6-4 doesn’t see fair since it’s not built with the bell curve in mind.  
A) If you find Table 6−4 unsatisfactory, you might consider replacing it with the following spread. 
3 Doom  
4 Defeat 
5 Catastrophe 
6 Madness 
7 Invasion/Revolt 
8 Scandal 
9 Treachery 
10 Decline 
11 Infrastructure 
12 Ascent 
13 Favor 
14 Victory 
15 Villain 
16 Glory 
17 Conquest 
18 Windfall 
Q) If Banner Houses do not roll House Fortunes, what effect do Law, Population, and Wealth assets have?  
A) Aside from being descriptive, they can also serve if one player  decides to play a character from that Banner House, in which case I  would rule the House would actually have House Fortunes rolls. Also,  having these values in place gives the players a ready backup house  should theirs be destroyed. 
Q) Are Banner Houses able to purchase their own Banner Houses?  
A) By the rules as written, yes, but it’s best to disallow this. Only the player-created house should have Banner Houses.  
Q) If a house’s influence increases so it Maximum Status increases,  do the characters of the house (both PCs and NCs) automatically increase  their Status? If not, don’t these characters have an inappropriately  low Status for their positions?  
A) Maximum Status indicates the maximum Status possible within the  house. There is no minimum. A powerful house’s lord may engage in  shameful acts, may suffer terrible defeat and thus see his Status  reduced. A character must invest experience to improve Status as they  would any other ability. Narrator Characters may improve or diminish as  the Narrator decides.  
Do note that the Narrator may grant Bonus Dice on a case by case  basis and a character whose Status is low for a house may gain Bonus  Dice in certain situations.  
Q) How do you know what Status your steward has? Also, wouldn’t the Lord always test Status?  
A) In many cases, the Lord also acts as steward for the Status test  and can take a direct hand in events. The steward could then assist the  Lord on the test as normal. However, the Lord may travel to other lands,  leaving the day-to-day affairs to the Steward. If this position is held  by a Player Character, then it’s the PC’s Status test. Otherwise, it  may be rolled by an NC. The Narrator determines the Status of any NC,  but as a rule of thumb, the NC’s Status would be one less than the  current Lord. 
Q) When I invest Influence (or any other house ability), are my points lost?  
A) No. They are simply invested. The points are only lost if something destroys your investment. 
Q) Can a house with the Artisan holding equip all units with Castle-forged weapons and armor?  
A) Even with the Artisan holding, you must still spend Power to  upgrade equipment. So no, the Artisan upgrade does not provide free  equipment upgrades 
Q) What exactly happens when you choose “Wage Wars” as your House Action?  
A) You are committed to the invasion of another domain or to  protecting your own domain from invasion. Essentially, warfare consumes  your house action. As Roland Stone points out, the Narrator adjudicates  what qualifies as a “police action” and full-blown war. If you’re  fighting bandits in a military operation, then you’re not Waging War. If  House Lannister invades your lands, you’re Waging War. 
Q) Why would I ever invest in Knowledge or Healing for a unit?  
A) Certainly, some abilities are more useful than others on the  battlefield. The Narrator might allow a unit to make a Healing test to  repair an injured unit. The Narrator may give  tactical Bonus Dice to  units with ranks in Knowledge in situations that apply or require  Knowledge tests to bring down a wall or something similar. 
Q) Where do I find the costs for building fortifications?  
A) See page 102. Each fortification lists the price as an investment. 
Q) It seems sinister and dexter are misplaced on the diagram on page 111.
A)  Indeed, they are, as the directions are based on the bearer’s  perspective. Given the scope of the revision here, this is something  that will have to be addressed in a revised version.
Equipment    
Q) How much do castle-forged weapons cost?  
A) If your house starts with an Artisan (p. 108), you may choose as  one of your benefits to have all weapons in your house count as  castle-forged. In that case, there is no extra cost. Otherwise, your  character will have to acquire a castle-forged weapon during  play⎯perhaps as a reward for loyal service, a tourney prize, or through a  win on the field of battle. Characters may attempt to buy such weapons  outright from their owners; Narrators should assume that the starting  price for a castle-forged weapon is twice the price for an ordinary  weapon of the same type. 
Q) Shouldn't Firemilk and Myrish Fire help a healer who is tending  to an injured person as much as they'd help an unattended injured  person?   
A) Yes. The benefit extends to Healing tests made in place of the Endurance test made to recover. 
Intrigues
Q)  How much information does the “read target” action grant during an  intrigue? Does it reveal deceptions such as substituting a deception  test to simulate a charm?
A) By the rules, it reveals disposition and  technique. One can probably deduce when an opponent is hostile and  using charm that there’s some false pretense here. You might reveal  additional information (such as substitutions) if the character received  one or two degrees.  
Combat  
Q) How much of an action does an animal get while it's under control?  
A) The animal gets a Greater Action.  
Q) Does the Armor Penalty bonus detract from the passive Agility test?   
A) Yup. The text on p. 151 says "all Agility tests," and a passive Agility test is still an  
Agility test.  
Q) There doesn’t seem to be a defense penalty for using a large shield? Is this intentional?  
A) Bulk 1 offsets the Defense +4 benefit. Bulk reduces your sprint speed and can reduce your base movement. 
Q) I’m confused about mounts, how to use them out of combat, and how to use them in combat.  
A) Whenever you would mount a horse and ride it, the steed must be  willing to bear you. As a general rule, a potential steed with a  Disposition greater than Dislike will tolerate a rider. Asserting your  control over the steed requires a Lesser Action, Automatic (0) Animal  Handling test. One test is sufficient unless circumstances change: bad  weather, combat, injuries, and so on. 
If the steed’s Disposition is Dislike or worse, however, you must  engage in a Conflict Test described on page 55. This test is made while  you are riding the beast, and allies may assist as normal provide they  are close enough to handle the animal. Each test is a Lesser Action and  each success grants you a number of rounds of automatic control, meaning  you do not need to test Animal Handling until the specified period  expires.  
Combat adds another wrinkle. If you are already riding a steed when  combat begins, you must spend a Lesser Action to maintain control  (otherwise the steed’s disposition goes to Dislike and you must spend  Lesser Actions to establish control). If you are already riding a  war-trained steed when combat begins, you need not spend the Lesser  Action to maintain control.  
If you are not mounted and you wish to become so in the midst of  combat, you may spend a Lesser Action to assume control over a  war-trained steed or a Greater Action to assume control over a non-war  trained steed.   
Once in control in combat, you can spend actions to command your steed as follows.  
Move: The steed moves (lesser, war-trained; greater when not war-trained)  
Sprint: The steed sprints (greater) 
Steed Attack: the steed attacks (less, war-trained; greater when not war-trained) 
Q) How do lances interact with movement and with the Charge action?  
A) The lance’s base characteristics apply before modifications from  the Charge action (page 160).  When charging, you apply the −1D and +2  damage from the charge. 
If you aren’t charging with a lance, your Narrator may grant circumstantial bonuses to your opponent’s defense.  
Q) How does Advanced Reach work?  
A) The advanced reach rules are included to capture the differences  in weapon length and a warrior’s reach. Using these rules, while adding a  dash of realism, adds equal complexity. Consider using miniatures if  you plan to use this system. 
Under this system, all weapons have a reach between 0 and 6, each  reflecting the optimal distance (in yards) from which you should make an  attack.   
Reach 0: A weapon with reach 0 can only be used to make attacks  against adjacent enemies. If you’re using miniatures on a gridded map,  you can attack enemies in adjacent squares or hexes, or without a  gridded map, enemies with base to base contact.  
Reach 1: A weapon with reach 1 allows you to make attacks against  enemies from 1 to 3 feet away. If you’re using miniatures on a gridded  map, you can attack enemies up to 1 square or hex away, or without a  gridded map, enemies up to one inch away.  
Reach 2+: Weapons with greater reach give the advantage of distance  from your foe, but also make you vulnerable to attacks when enemies move  inside your reach. A reach 2 would allow you to attack enemies 4 to 6  feet away from you. With miniatures, there can be two squares or hexes  between you and your target or without a grid there can be up to two  inches between opponents.  
Lunging Attacks  
You can always make an attack against an enemy up to 1 yard beyond  your reach by lunging. In exchange for taking a -1D on your test, you  increase your reach by 1. 
Inside Attacks  
Similarly, you can make attacks against enemies inside your reach. By taking a -1D on your test, you reduce your reach by 1. 
Q) When using Free Attacks and Advanced Reach, how do you avoid a  foe to get into reach? For example, a thug armed with a knife attacks a  guard armed with a spear. Once the thug attacks, the guard has to move  two or three yards backwards to attack, thus giving the guard a free  attack.  
A) Your best option is to use a Lesser Action to Maneuver the  opponent (see 168) away from you. Alternatively, you might test  Acrobatics against the opponent’s passive Fighting to negate the Free  Attack when moving away. Or, you could just drop your spear and draw a  Reach 0 weapon.  
Q) Maces suck  
A) A mace is designed to be a step up from a club. A club loses  damage to gain the off-hand +1 quality. The morningstar offsets the  shattering 1 quality with the vicious quality.  
In your games, you are welcome to grant the mace an extra quality,  but be aware that doing so may make the weapon too good. Rather than  grant the weapon a quality, the Narrator might give a bonus to tests  made to Smash Weapons (page 167).  
Q) Here is a situation:   
The Kingsguard is ordered by King Joffrey to guard the broken gate  to the Red Keep with their lives. No one is allowed to enter at any  circumstances. The gate to the Red Keep is 8 yards wide, so the 7  Kingsguards have to leave 1 yard open. Now, Sansa Stark wearing a purple  dress and armed with a poisonous flower wants to enter and attack the  King. She moves into a distance of 4 yards of the line of the  heavily-armoured Kingsguards. The Kingsguards all raise their  greatswords and take the 'Counterattack' action (p. 167). Then, Sansa  Stark yells 'For Prince Charming' (Free action) and 'sprints' (p. 160)  right through the open yard in the gateway, leaving the bulky knights  without a chance to catch her.   
Okay, let's look at the details:   
P. 167: Counterattack did not work because it says that the '... you  must make a standard attack against any opponent that engages you ...'  and on p. 158 'engaged' is defined as being adjacent to your opponent,  and according to the 'Advanced Reach' rules (p. 169) a greatsword cannot  attack at 0 yards. Also, a greatsword has the two-handed quality (p.  152) indicating that two-hands are used unless stated otherwise -  therefore, the two Kingsguards standing next to open yard could not  suddenly use their hands to attack.  
P. 169: There is no 'Free Attacks' because Sansa did not start her movement within reach of the Kingsguards weapons.   
In sum, I guess there must be a rule or an action that allow guards  to actually 'Guard' gateways, doors, drawbridges, fortifications etc.   
- Should movement be automatically stopped, when you enter the reach of an opponents weapon?  
- How are you allowed to move when you are within reach of an opponent?  
- And how will this fit into the rules of 'Advanced Reach', where  you should be allowed to attempt to keep an opponent at a distance, but  the opponent should also be allowed to atttempt to move adjacent to you? 
A) The Narrator is free to bend or adjust the rules to meet the  situation in game play. For example, Sansa has to move past the guards,  so I’d rule the guards she passes could drop their greatswords and use a  Fist attack to grab Sansa. I’d also apply a penalty since they were  focused on protecting the Red Keep and not keeping Sansa pinned down.  
If the guards grab Sansa, then her movement stops.  
As for moving around using the Advanced Reach rules, these questions are covered above.   
Q) Could you explain how Maimed works?  
A) The last sentence reads: “Permanently reduce one ability of your  opponent’s choice by one rank.” You and the Narrator work out the  details on how this manifests in the character. For example, reducing a  character’s Animal Handling ability may be a psychological injury gained  from witnessing an enemy mutilating a cherished beast. Maimed Deception  could be branding Liar on your forehead. Be creative. 
Q) Could you explain Non-Conflict Damage?  
A) Damage that originates outside combat scenarios, such as falling  from a cliff, being tortured, and so on, can result in injuries. Minor  cuts and scrapes heal normally and don’t need to be tracked unless the  damage would result in an injury or wound.  
In the example covered in the first paragraph of the Non-Conflict  Damage sidebar, the situation could arise as a consequence of defeat or  might happen outside of combat. In the case of the former, it is correct  to say that losing one’s hand is the result of a Maimed outcome  (possibly gained from a burned Destiny Point). Alternatively, the  maiming might come after the combat concludes, being inflicted on the  character after yielding, being captured, or being knocked unconscious.  
Regardless, once your hand is lopped off, it doesn’t grow back, even  if at some point you use a Destiny Point to remove the penalty  associated with the loss. You simply overcome the difficult and learn  new ways to compensate.  
Q) Surprise buys you a +1D to your combat tests. Does surprise also allow you to go first?  
A) By the rules, no. Surprise gives you an advantage on your attacks  and nothing else. Depending on the quality of the surprise, the  Narrator may allow the attackers to go first, may apply Bonus Dice, or  may simply allow the combat to unfold.  
Q) Does the Weapon Mastery benefit improve the off-hand quality?  
A) No. The Weapon Mastery benefit applies a bonus to a weapon’s damage. It does not apply to its properties. 
Q) When does the extra damage from Powerful apply? Before or after multiplying by degrees?  
A) The property reads “For every bonus die invested in Strength, you  can increase a Powerful weapon’s damage by 1.” So, this extra damage  applies before multiplying by degrees. 
Q) How long do the benefits from “Assist” last? Do they last even if the character taking the assist action dies?  
A) Once a character invests the action to assist, the benefits from  the assist action apply even if that character is killed before their  benefits are realized. For example, a squire assists an evil knight on a  Fighting test, granting +1 to the knight’s Fighting test result. Before  the evil knight has a turn to act, the squire is brutally killed by an  archer. The knight still adds +1 to his Fighting test result. 
Q) Now that tourney lances have the fragile quality, it seems they  always break when used in a tournament. The jousting rules already  account for shattered lances, so what gives?  
A) We added the fragile quality to tourney lances for use in normal  combat encounters. In a joust, as you pointed out, there is a risk of  breakage. This risk supersedes the normal risk for using tourney lances. 
Q) Do the limits on attacks apply when you spend a destiny point? What about fatigue?  
A) Destiny Points are designed to give players a bit of narrative  control so clearly, a character who spends a destiny point gets to bend  or even break the rules. Spending a destiny point should allow you to  make an additional attack on your turn even if you already attacked. 
As for fatigue, I would rule yes here too. However, the action  gained from acquiring the fatigue can only be taken during the  character’s turn.  
Q) It says in the book that, in combat, you may only use one of your  actions per turn to "attack". It has also been stated here that  assisting another character's attack also counts as an attack.   
However, can you, on the same turn, Attack and:  
- command your horse to attack?  
- pull rider from mount?  
- disarm?  
- distract?  
- knockdown?  
- maneuver?  
- trample? 
A) Several actions you list require greater actions and thus can’t  be combined. So you can’t normally combine Pulling a Rider from a Mount,  Disarm, or Trample with attacks (however see above for fatigue and/or  destiny points). When mounted on a steed trained for war, the steed is  assumed to be attacking (hence the increased damage on a Fighting test  described on page 159). Do note that you have to spend the lesser action  to control a war-trained steed anyway. As for the rest, you can  Distract, Knockdown, and Maneuver in addition to making attacks. 
Q) When jousting, should both contestants receive the Fighting from Horseback Bonus Die?  
A) Typically no, since the +1B applies only on attacks against non-mounted opponents. 
Q) Table 9−4 doesn’t have a result for four degrees of success. If a  rider received 4 degrees, would a Very Hard (18) test be appropriate.  
A) Sure 
Q) Since Reckless Attack states the benefits last until the start of  your next turn, if I spend a destiny point to gain another lesser  action to attack, does the +1D carry forward to this attack?   
A) Yes, if you spend a Destiny Point to make another standard attack, the attack would benefit from the +1D. 
Q) A successful test to Break an object reduces the Difficulty by 5  per degree. In light of the change to 5-point increments described on  page 29, should this be 3 per degree?  
A) No. The text is correct. If breaking an object is important to  the adventure, 5/degree allows quick breakage without slowing the game  down. 
Q) What is the relationship between Shattering Weapons and Smash and Smashing Weapons  
A) The weapon quality reduces a target’s ability to protect itself,  but weapons with this quality use the normal rules for Smash and  Smashing Weapons. As an optional rule, the Narrator might grant a  character with a shattering weapon extra bonus dice or even extra test  dice depending on the materials. 
Q) What are the difficulty numbers mentioned for smashing weapons?  
A) Use the guidelines under Smash (p. 166). If you are uncomfortable  adjudicating these numbers on the fly, I recommend the following for  weapons: 
Valyrian Steel Heroic (21)  
Castle-Forge Steel Very Hard (18) 
Iron Formidable (12) 
Bronze Challenging (9) 
Bone, wood, etc Routine (6) 
Q) When mounted, does your armor’s bulk reduce your mount’s movement?
A) No, but barding’s bulk affects your mount’s movement.
Q) How does the training penalty for shields work?
A) It applies only when you make an attack using the shield. It does not affect your other attacks.
Warfare    
Q) How do I handle understrength units in warfare without reducing  their Health? For example, a cadre of 10 men would have 1 or 2 Health. 
A) One way to handle this is to adjust the scale. Instead of units  being groups of 100 men, reduce their size to 50 or even 10. Doing so,  you would also need to change the battlefield’s scale (1/2 for 1/2 size  units or 1/10 for 1/10 units). The units would have full Health since  the various units are now equal size. 
However, if you’re working with groups of 10, you may want to just  run the encounter using the normal combat rules. See “Attack Portions of  Units,” page 179.  
Q) What happens when a commander of sub-commander are engaged?  
A) Resolve the conflict normally. Attacking commanders or  subcommanders does not interfere with a commander’s ability to issue  orders unless the attack eliminates the commander. Should the attack  come during Step Eight: Second Player Actions, say between player  characters against NC commanders, the Narrator would resolve the  conflict using the normal combat rules. The defending commander would be  able to take actions in this case, but would not be able to initiate  combat.  
Q) How many times can a character perform the “Attack Unit” action during Step Six and Step Seven?  
A) Assuming the character is adjacent to the unit, a character can  attack five times. This said, the same character will spend an action or  two to close on the unit. Then the character will get to use Attack  Unit a couple of times at the most during the first instance of step  six. This should give an effective unit the means to deliver a dangerous  counterattack to the bold character. 
Even if a character of sufficient skill manages to wipe a unit, I  don’t think it stretches things too much. The Mountain that rides proved  disastrous for those who faced him in combat, and in my estimation he’s  the most min-maxed character from the books.  
Feel free to experiment with the number of actions during the player  actions. You might try limiting it to 3 rounds worth or even just 1.  
Q) What is a “unit’s shield rating” under the Defend order?  
A) As the Errata points out, this sentence is in error. It should  read: If the unit is armed with shields (see page 173), it adds +1D to  its Agility tests. 
Q) Some siege items are given Athletics for the purposes of damaging objects. How does this work?  
A) Where Athletics scores are given, they refer to tests made to  “break” or smash through walls. The Narrator sets a Difficulty and the  player controlling the siege engine makes an Athletics test to damage  the fortification as described on page 166. 
Q) If a Player Character is attached to a unit in combat, is damage  sustained by the character cumulative? Take a character attached to unit  that is disorganized and then routed: Does the character take 7 damage  (2 for disorganized + 5 for routed) or does the character take 9 (1 for  damage + 2 for disorganized + 1 for damage + and for routed).  
A) Damage is cumulative. The character would take 9 damage. 
Q) Do siege weapons have the same −1D for every 100 yards penalty?   
A) Yes. 
Q) On pg. 185, it says a unit can do a split attack. "Bonus dice  derived from specialties or other sources may be similarly divided..." I  haven't seen anywhere that units can have specialties. Should that part  be cut?  
A) No. While units described in this book do not have specialties, we might expand the rules to allow them later. 
Q) Do the Mounted Attacks benefits apply to units?
A) No. Those benefits apply only at the combat scale.
Q)  However, how should I handle individuals versus 20-25 men. One option  I've used is to let use the Attack Portions of Units on p 179 and have  the unit lose a health point for every 2 men defeated. But I also want  to use the Individual vs. Unit stuff. Should I leave the bonuses the  Unit gets (+2D Fighting & +20 Defense) or should I adjust them. I'm  reluctant to change the +2D Fighting. Being surrounded by 20-25 men is  just as deadly as being amongst 100, I think. The defense may need to be  adjusted (but not much if any). I was thinking of +15 defense for an  understrength unit. What do you think? Should these numbers be adjusted  any if an individual is taking on a unit of 20-25 men? And if so, what  would you put them at?
A) I would keep the +2D Fighting (for the reason you stated), but give the understrength unit a +10 defense.
Q)  Table 10-6 on p. 183 states that you should subtract -1 each time the  unit was disorganized. Wouldn’t this make it impossible to roll a 6 on  routed and destroyed, as a unit will always be disorganized before  routed/destroyed? If a unit is disorganized, and then reorganized back  to damaged, should you still subtract the penalty, or is it only when  the unit is disorganized at the end of the battle?
A) The penalty  only applies for units disorganized at the end of the sequence. A unit  that was routed would use the routed column. So if a unit was  disorganized during the battle, but is improved to damaged before the  end of the battle, you determine survivors as if the unit was damaged  and without the penalty.  
The Narrator  
Q) What’s the difference between a Complication and a Penalty? 
A) When determining a base Difficulty, you can use guidelines as  presented in the Abilities chapter. For situations outside those  described, think about the factors that weigh down on the task. If the  task is important to a scene, you may modify the difficult as described  in the example on page 200 or if it’s a minor test (say in normal  combat), you might just apply bonuses or penalties as described under  modifiers. 
As a rule of thumb, use complications to set the base difficulty and  modifiers to adjust a base difficulty that’s already defined.  
Q) Isn’t 600 gold dragons a bit much for an average story reward?  
A) As pointed out on the message boards, as Narrator you should feel  free to grant rewards based on the needs for your games and as  appropriate for the scene. If you’re not using the house model as the  framework for how the PCs are linked and instead go with a more  traditional fantasy roleplaying game structure then yes, 600 gold  dragons is a bit much and you should swap in silver stags. 
Q) Is falling damage cumulative? Say you  fall 30 yards, would you take 30 damage, 15 injuries, and 15 wounds or  would you just take 15 wounds?
A) The damage is not cumulative. In this example, you would just take 15 wounds.  
ERRATAS
Difficulty (Replacement); SIFRP, Page 29 
Replace the third sentences with: 
Difficulties are ranked in three-point increments, starting at 0 for  automatic actions and going all the way up to 21 or higher for truly  heroic actions.  
Anointed Knight (Correction); SIFRP, Page 31  
Under Movement, revise as follows. 
Movement 3 * Sprint 9  
(with war lance, movement 2, sprint 3) 
Explanation  
Movement: 4 (base) − 1 (1/2 of 3 Bulk) = 3 yards 
Sprint: [3 (movement) x 4 (action)] − 3 (bulk) = 9 yards. 
With a war lance: 
Movement: 4 (base) − 2 (1/2 of 5 Bulk) = 2 yards 
Sprint: [2 (movement) x 4 (action)] − 5 (bulk) = 3 yards. 
Under Attack Bastard Sword, replace “5+2B” with “5+1B”  
Under Attack War Lance, replace “5+1B” with “5.”  
Godsworn (Correction); SIFRP, Page 32  
Large Shield should be 2D−1D 
Under Movement, revise as follows.  
Movement 4 * Sprint 15  
Explanation   
Movement: 4 (base) − 0 (1/2 of 1 Bulk) = 4 yards 
Sprint: [4 (movement) x 4 (action)] − 1 (bulk) = 15 yards. 
Heir (Correction); SIFRP, Page 33  
Under Movement, revise as follows. 
Movement 3 * Sprint 10  
Explanation   
Movement: 4 (base) − 1 (1/2 of 2 Bulk) = 3 yards 
Sprint: [3 (movement) x 4 (action)] − 2 (bulk) = 10 yards. 
Hedge Knight (Correction/Deletion); SIFRP, Page 34  
Change Awareness to 3; Change Health to 14  
Under Movement, revise as follows.  
Movement 3 * Sprint 9  
(with war lance, movement 2, sprint 3) 
Explanation   
Movement: 4 (base) − 1 (1/2 of 3 Bulk) = 3 yards 
Sprint: [3 (movement) x 4 (action)] − 3 (bulk) = 9 yards. 
With a war lance:  
Movement: 4 (base) − 2 (1/2 of 5 Bulk) = 2 yards 
Sprint: [2 (movement) x 4 (action)] − 5 (bulk) = 3 yards. 
Delete “medium” from “medium shield.”  
Maester (Correction); SIFRP, Page 35  
Under qualities, replace “Poits” with “Points.” 
Under Movement, revise as follows.  
Movement 4 * Sprint 15  
Explanation   
Movement: 4 (base) − 0 = 4 yards 
Sprint: [4 (movement) x 4 (action)] = 16 yards. 
Noble (Correction); SIFRP, Page 36  
Under Movement, revise as follows. 
Movement 3 * Sprint 10  
Explanation   
Movement: 4 (base) − 1 (1/2 of 2 Bulk) = 3 yards 
Sprint: [3 (movement) x 4 (action)] − 2 (bulk) = 10 yards. 
Retainer (Revision); SIFRP, Page 37  
Change AR to 5 
Scout (Correction); SIFRP, Page 38  
Change Combat Defense to 9 (10 with dagger) 
Under Movement, revise as follows.  
Movement 4 * Sprint 16  
Explanation   
Movement: 4 (base) − 0 = 4 yards 
Sprint: [4 (movement) x 4 (action)] − 0 (bulk) = 16 yards. 
Squire (Correction); SIFRP, Page 39   
Replace Adult with Adolescent so that it reads “Adolescent Rogue/Warrior.” 
Under Combat Defense, replace shield with buckler  
Rank 8 or Higher (Replacement); SIFRP, Page 52  
Replace the last sentence with the following: 
Dragons can exceed rank 8 in Athletics, Endurance, and Fighting.  
Table 4−1 (Addition/Deletion/Replacement); SIFRP, Page 53  
Apply the following corrections to the table entries 
Fighting: Add Shields to specialties  
Will: Delete “Concentrate” and Add “Courage” 
Move “Language” so it follows “Knowledge” so it is in the proper alphabetical order.  
Agility, Other Uses (Deletion); SIFRP, Page 55  
Under bullet 5, strike “or sprint” from the list. 
Animal Handling (Addition); SIFRP, Page 55   
Under the Specialties summary, add “Train.” 
Animal Handling (Replacement); SIFRP, Page 56  
Change the first two sentences in the second paragraph on this page to read: 
When riding an animal in combat, you must spend a Lesser Action to  maintain control over the animal if the animal is trained for war or a  Greater Action if it is not trained for war.  
Athletics (Addition); SIFRP, Page 56  
Under the Specialties summary, add “Run.” 
Athletics, Other Uses (Revision/Deletion); SIFRP, Page 58  
The “Whenever you successfully grab an opponent in combat, that  opponent must succeed on an opposed Athletics test to break free” is  error. Replace it with: 
In order for an enemy to grab you with a Grab weapon, the enemy must  hit you and the Fighting test result must also beat your passive  Athletics result.  
Delete the following bullet:  
“You may pin a grabbed foe by succeeding on an opposed Athletics test.”  
Reason: Pinning should be a consequence of defeat. 
Empathy (Revision); SIFRP, Page 58[/b]  
Replace the Empathy entry with the following: 
You may use Awareness to look into the hearts of others and perceive  the truthfulness of what they say and whether or not they seem genuine.    
Make an Awareness test against your target’s passive Deception  result, with a success revealing the target’s general disposition toward  you or the topic of your conversation. Attaining additional degrees  reveal a greater sense about the target’s motivations, attitudes and so  on. This use of Awareness doesn’t provide mind-reading; it merely lets  you get an instinctual hunch about a target’s motives based on his  manner, expressions, and the tone of his voice. 
You can also use Awareness (Empathy) in an intrigue as described on page 145. 
Treat Injury (Revision); SIFRP, Page 61  
Replace the second sentence with the following: 
“You must attend to the patient, spending at least four hours every  day the patient must rest (or no rest) cleaning the injury and changing  the bandages.”  
Language (Deletion); SIFRP, Page 63  
Delete “Specialties: Eloquence, Literacy” 
Status (Replacement);SIFRP, Page 64  
Under the Specialties summary, replace “Heraldry” with “Breeding.” 
Stealth (Replacement); SIFRP, Page 64  
Under the Specialties summary, replace “Hide” with “Blend-In.” 
Tournaments (Replacement); SIFRP, Page 65  
Replace the first paragraph with the following text: 
Use the Tournament specialty for any Status check related to  recalling useful information about such contests, to assess opponents  you face, to attract notable knights to your tournament (testing against  the desired knight’s passive Status), and other uses at the Narrator’s  discretion.  
Coordinate (Replacement); SIFRP, Page 68  
Replace the second sentence under Coordinate with the following: 
Usually, when an ally assists, the ally grants a bonus equal to half his rank in the tested ability.  
Courage (Replacement); SIFRP, Page 68  
Replace the entire paragraph with the following text: 
Generally, you are free to portray your character in ways  appropriate to your character’s personality and the situation as you  decide, but there will be instances during game play when your character  confronts the horrific, the impossible, and the downright terrifying.  Whenever you are exposed to magic, the death of a friends, overwhelming  odds, a supernatural creature, or some other unnerving experience, the  Narrator may test your Will.   
The difficulty depends on the situation: an Other emerging from the  ice and snow may require a Challenging test, while squaring off against a  famous knight may require an easy test. If you succeed, you master your  fear. If you fail, you take a −1D to all tests related to the fear. At  the start of each of your turns, you can try to overcome your fear by  attempting another Will (Courage) test. A second failed test results in  another penalty die, usually indicating it’s a good idea to run away  until you get your nerve back.  
Narrators:  It’s best to let  players dictate how they respond to threats and scary situations based  on their character’s personality. Use Will (Courage) tests as tool to  promote roleplaying or to modify circumstances as you see fit. 
+xD, Table 5−1; SIFRP, Page 71  
Where you see +1D, the quality effectively increases your ability by  one, letting you roll another die and add it to the test result. 
Acrobatic Defense (Addition); SIFRP, Page 74  
Add the following sentence to the end of the paragraph: 
The bonus to you Combat Defense last until the beginning of your next turn.  
Brawler (Revision); SIFRP, Page77  
Brawler III under “Requires” should be Brawler II 
Replace the entire entry with the following:  
Whenever you succeed on a Fighting test to hit an opponent using  your fist, you may choose to sacrifice three degrees of success to stun  your opponent. You must have attained at least three degrees of success  on the test result. Compare your test result to your opponent’s passive  Endurance result. If it equals or beats the passive result, your  opponent is stunned and can only take a special Recover action on its  next turn.   
A Recover action is a Greater Action. The opponent must succeed on a  Challenging (9) Endurance test or be forced to attempt another Recover  action on its next turn. The opponent gains a cumulative +1B for each  previous failed test. If the target succeeds on its Endurance test, it  immediately gains and can use a Lesser Action.  
An opponent stunned by this benefit cannot be stunned again while suffering its effects.  
Cadre (Clarification); SIFRP, Page 78  
A squad is a group of 10 men (see page 170). You may treat these  characters as guards (see page 211). Alternatively, with the Narrator’s  permission, you may grant your cadre statistics for any unit in which  you have invested. 
Expertise (Clarification); SIFRP, Page 79  
Further analysis of the benefit revealed the previous “Addition” to  be in error. When testing an ability using a specialty associated with  this benefit, you get to roll an extra die and add it to your test  result. The benefit does not apply to passive results. 
Heirloom (Revision); SIFRP, Page 81  
Replace with the following text and be sure to notate the changes on Table 5−1. 
Requires Head of House or Heir  
You inherited the Valyrian steel weapon that has been in your family  for countless generations. Valyrian steel weapons are typically swords  or daggers, but with your Narrator’s permission, you may apply this  benefit to a different weapon. See page 124 for details on these  weapons.  
Drawbacks (Addition); SIFRP, Page 88  
Add “adult or older” between “All” and “characters” so it reads:  
All adult or older characters begin with one drawback.  
Flaw (Addition); SIFRP, Page 90  
Add the following sentences to the end of the paragraph. 
When calculating your passive test result with this ability, you  treat your ability as being 1 point lower. For example, if you have  Perception 4 and the Flaw (Perception) drawback, your passive Perception  result would by 12 ([4 − 1] x 4). You also reduce any derived  characteristics (such as Intrigue Defense) by 1.  
Add the following to the Flaw table.  
Deception Transparent  
Power (Deletion); SIFRP, Page 97  
Make the following changes to the description column by the following rows. 
21-30 A modest force of soldiers, including some trained troops. 
31-40 A trained force of soldiers, including cavalry and possibly ships. You may have the service of a banner house. 
Defense Holdings Example (Revision); SIFRP, Page 102  
The benefits to Defense listed under each entry are incorrect. They should apply the following bonuses to Defense: 
Superior Castle +12  
Castle +8 
Small Castle +6 
Hall +4 
Tower +3 
Land Holdings Example (Revision); SIFRP, Page 104  
Replace all text starting with “The plains cost…” with the following: 
The plains cost 5, light woods +3, and coastline +3, for a total of  11. Nicole suggests the group establish a community, but she agrees it  would be unwise to invest all the house’s resources in their first  domain. Settling on a hamlet increases the domain cost to 21.  
For the other 25 points left to lands, the group decides to add two  more inland wooded domains, each costing 8, for 16 points, and an  inland plain for 5 points. To make things interesting, they place a ruin  (+3 points) in one forest domain and decide it is an old holding once  held by the First Men, complete with a weirwood tree in the heart of its  crumbling hall. 
Banner Houses (Revision); SIFRP, Page 104  
Revise the second sentence of the second paragraph under Banner Houses so it reads: 
The benefit of the banner house is that it can be called to lend  military assistance when in need, grant you 1 Test Die on your Status  Tests for House Fortunes (for each banner house) and can even receive  House Fortune results if desired (see facing page).  
Type (Replacement); SIFRP, Page 106  
Replace second paragraph with the following text. 
Most units have just one type, but it’s possible to build units with  two or more types provided you invest the total Power to meet the cost  for each unit type. So, to build Trained Archer/Infantry, you must  invest 12 Power (5 for trained + 3 archer + 4 infantry). When investing  experience for a unit with two or more types, you may invest the  experience into any Key Ability listed for all unit types the unit  possesses. Discipline modifiers are cumulative. So, in the above  example, our archer/infantry would have a Challenge (9) discipline (6  base + 3 archer + 0 infantry). While any combination between types in  any quantity is possible, too much diversification in a single unit eats  up so much Power, you are unlikely to field any other units.  
Table 6−8 (Replacement); SIFRP, Page 107  
For engineers, replace Knowledge with Fighting. 
For scouts, replace Survival with Awareness. 
Special (Deletion); SIFRP, Page 108  
Delete the last sentence under the Special entry. 
Warship (Replacement); SIFRP, Page 108  
Replace the last sentence under warship with: 
To invest in a warship, you must have at least one domain with a coast, island, pond, lake, or river.  
Add the following as boxed text  
Special: A commander or sub-commander can attach himself to a warship unit and retain the ability to issue orders. 
Example (Correction/Addition); SIFRP, Page 108  
Where the example states “invest in a green warship for 11 points,”  it should state “for 8 points.” Later, where it says “with the remaining  6,” it should read “with the remaining 8.”  
Add the following at the end of the paragraph:  
They have 2 unspent points, which they can use during play.  
Artisan (Deletion); SIFRP, Page 108  
Strike the “once per month” after the third bullet. 
Fleet (Correction); SIFRP, Page 108  
Change 11 Power to 8 Power.[/color] 
Table 7−4 (Omission); SIFRP, Page 125  
Add the following lines under “Bows” and  “Crossbows.” 
Ammunition (12) 1 lb. 10 ss  
For slings, the ammunition price is negligible.  
Strangler (Correction); SIFRP, Page 133  
Remove “Delivery” and replace it with “Ingested.” 
Intimidate (Revision); SIFRP, Page 143  
Revise the second sentence so it reads: 
Intimidating a target temporarily improves his or her disposition  for a short period, thus forcing the target to back down, divulge  information, cooperate with you, or generally become pliable.  
Effects of Bulk Example (Replacement); SIFRP, Page 151  
Replace the example text with the following: 
While quick out of armor (movement 5 yds), Hal’s character slows  down when he wears plate armor since the armor has 3 Bulk points. In  armor, Hal reduces his movement by 1 yard for every 2 Bulk points he  possesses, dropping his movement to 4 yards. When sprinting in full  plate (see Bulk, below), he moves 13 yards ([4 yard base x 4] − 3 Bulk).  
Armor Penalty (Clarification); SIFRP, Page 151  
The armor penalty also applies to passive Agility tests. 
Bulk (Replacement); SIFRP, Page 151  
Replace the example text with the following: 
Wearing heavy armor confers bulk just as does carrying unwieldy  equipment. To determining the effects of bulky armor, sum the armor’s  Bulk and any Bulk from other sources. For every 2 full points of Bulk,  reduce your movement (after modifications from the Run specialty, see  Table 9−1) by 1 yard.  
When you take the Sprint action (see page 160), you move a number  of yards equal to your modified movement x 4, minus a number of yards  equal to the Bulk points you possess. 
Table 9-2; SIFRP, Page 151 (Revision)  
Hide armor should have AP −3 and Bulk 3. 
Table 9-3; SIFRP, Page 152-153 (Revision)  
Strike the “two-handed” quality from the spear. 
Add Fast and Reload (Lesser) to the Myrish crossbow row.  
Add Fragile to Peasant's Tool and Tourney Lance.  
Entangling (Revision);SIFRP, Page 153  
Replace the text with the following. 
An Entangling weapon contains your opponent. A foe struck by an  Entangling weapon reduces its movement to 1 yard and takes a −5 penalty  to all tests. The target can free itself by spending a Greater Action  and succeeding on a Challenging (9) Athletics test (bonus dice from  Strength apply) or Agility test (bonus dice from Contortionist apply).  You cannot make further attacks with an Entangling weapon so long as the  target is contained by its effects.  
Fast (Deletion); SIFRP, Page 154  
Delete the last sentence. 
Bonus Dice gained from the Fast quality can exceed the normal limits.  
Unwieldy (Revision); SIFRP, page 155  
Replace the text under the Unwieldy header with the following. 
When using an Unwieldy weapon while mounted on a steed, you take a  −2D penalty on any test related to the weapon. For melee weapons, the  penalty applies apply to Fighting tests. For ranged weapons, the penalty  applies to Marksmanship tests.  
Dodge (Addition); SIFRP, Page 160
Add the following at the end of the third sentence.
(Bonus dice from Shield apply if you are armed with a shield).  
Sprint (Addition); SIFRP, Page 160  
Add the following sentence to the Sprint description.  
If you have Bulk, subtract a number of yards from your sprint movement equal to the number of Bulk points you possess.  
Assist (Revision); SIFRP, Page 160  
Replace the text with the following. 
As described on page 29, you can assist when another ally would test  an ability. To do so, you must be adjacent to the ally (and the ally’s  opponent if you are aiding a Fighting test) and the ally must usually be  able to see and hear you (Narrator’s discretion). You grant the ally a  bonus to his next test result with a particular ability equal to  one-half your rank in the ability you’re testing. In the case of  multiple assistants, the bonuses to the test results are cumulative.  
For the purposes of limits on attacks, assisting on a Fighting,  Marksmanship, or some other attack counts as your attack for your turn.  
Resolving the Joust (Replacement); SIFRP, Page 164  
Replace the second and third paragraphs with the following text. 
A joust contest involves a series of passes, with each rider  charging the other. This continues until a rider is defeated or the  rider forfeits. Resolving a joust follows the normal combat rules with a  few exceptions.  
One: Both attacks happen simultaneously and are thus resolved at the same time.  
Two: Attackers test Fighting against their opponent’s passive Animal Handling result (bonus dice from Ride apply). 
Three: Resolve damage normally for a successful test. 
Four: Consult Table 9−4 for further consequences. If your attack  results in unhorsing your opponent, the enemy rider takes extra damage  from your lance as if you had gained an additional degree of success. 
Example (Replacement); SIFRP, Page 164  
Replace the example with the following text. 
Ser Jon Malloway rides against Ser Brutus of Ninemen in a jousting  tournament. Each knight’s relevant abilities and specialties follow.  Both knights use tourney lances (Dmg: Animal Handling + 3).  
Ser Jon Malloway: Animal Handling 3 (Ride 2B) [passive 14]; Fighting 4 (Spears 2B)  
Ser Brutus of Ninemen: Animal Handling 3 [passive 12]; Fighting 3 (Spears 3B)  
The joust begins and both knights test Fighting.   
Jon’s player rolls a 21, beating Brutus’s passive Animal Handling  by 9, which is two degrees of success. His attack deals 12 damage.  Brutus wears full plate, so he reduces the damage to 2. Consulting Table  9−4, Brutus’s player must succeed on a Formidable (12) Animal Handling  test or be unhorsed. Brutus’s player rolls and 11, so he hits the  ground, taking another 6 damage from the extra degree of success granted  by the quality of the attack. This brings his damage up to 8 (2 + 6  from the extra degree), so poor Brutus may have to take an injury or two  to avoid certain defeat. 
However, since the attack occurs simultaneously, Brutus still gets a  chance to unhorse Jon. Brutus’s player tests Fighting and gets an 11,  which fails. Consulting Table 9−4, we see that a Failed test see the  lance shatter on Jon’s shield.[/color]  
Dishonor (Replacement); SIFRP, Page 164  
Replace the text with the following. 
A lancer may choose to fight dishonorably in a joust and try to kill  his opponent rather than just unseat his opponent. The jouster must  make this declaration before rolling the dice. The jouster may choose to  strike an unprotected area or may choose to strike the steed. If the  jouster strikes an unprotected area, the target receives only half his  armor rating. If the jouster targets the steed, resolve the damage  normally, dealing an extra +2 damage per degree of success. Should a  jouster choose to fight dishonorably and kills a horse, the consequences  are determined by the host, and typically result in a −1d6 penalty to  the House’s Influence, Power, Wealth, or any combination of the three.  An Intrigue may negate or intensify these penalties as well.  
Example (Revision); SIFRP, Page 168
Replace the last sentence with the following:
In  beating the Difficulty with no degrees, Ansel reduces the door’s  difficulty by his damage (5), dropping the Difficulty for his next  attempt to 7.  
Knockdown (Revision); SIFRP, Page 168  
When you are knocked down, you must spend a Lesser Action to Stand  Up. Opponents gain a +1 Test Die on Fighting tests against you while you  are knocked down. 
Free Attacks; SIFRP, Page 169
Replace the paragraphs as follows:
Free  attacks are best used with the optional reach rules. A free attack is a  special attack that triggers when one combatant incautiously moves away  from another combatant. Any time a character starts inside another  enemy’s optimal weapon reach and uses an action to move more than 1  yard, the character is at risk of being hit by a free attack. The enemy  compares his or her passive Fighting result to the character’s Combat  Defense. Should the passive result equal or beat the character’s Combat  Defense, the enemy hits and deals damage as normal. Once the character  is no longer inside another combatant’s optimal reach, he or she may  spend actions to move normally.  
Table 9−7 (Revision); SIFRP, Page 169   
A tourney lance should have reach 4 and a war lance should have reach 3. 
Mace is missing. Insert “Mace; Bludgeon; Reach 0” between Flail and Maul.  
Replace “Unarmed” with “Fist.”  
The small sword specialty should be fencing and not short blade.  
Replace the shield entries with the following: shield, Large Shield, and Tower Shield.  
Table 10−1, 10−2 (Addition); SIFRP, Page 172  
Add “/Crusader” after Infantry on both tables. 
Equipping Units (Addition); SIFRP, Page 173  
At the end of the third sentence, add the following: 
(Cavalry, Infantry, Mercenaries, and Personal Guards all carry shields.)  
Equipment Upgrades (Addition); SIFRP, Page 173  
Disregard the previous update. Under Equipping Units, it reads, “On  the battlefield, the specific types of weaponry and armor are  unnecessary as a unit carries a variety of weaponry.” 
Units are necessarily abstractions. However, you can repurpose units  to let them fulfill different functions on the battlefield. You can  change a unit from one type to any other type as part of the Manage  Resources House Action (page 118), provided you have the Power available  to pay for a unit’s increased price. If the unit’s Power Investment  would be reduced, you do not gain a refund on the difference (excess  Power investment is lost). Changing unit types allows you to convert  archers (who don’t use shields) to infantry (who do use shields) and  thus take advantage of certain battlefield orders.  
Table 10−1: Unit Starting Equipment; SIFRP, Page 175
For Cavalry, change Fighting damage to be Animal Handling + 3  
Table 10−3: Terrain (Addition); SIFRP, Page 176  
Add the following between Small Town and Small City 
Large Town Cover (+2 Defense), slow movement  
Cover (Revision); SIFRP, Page 176  
Replace the text with the following: 
Units given the Defend order gain the listed bonus to their Defense against Fighting and Marksmanship attacks.  
Concealed Units (Replacement); SIFRP, Page 177  
Replace “Perception” in the fourth sentence with “Awareness.” 
Defend Maneuver (Revision); SIFRP, Page 180  
Revise the last sentence so that it reads: 
If the unit is armed with shields (see page 173), it adds +1D to its Agility test.  
Organize (Revision); SIFRP, Page 181  
Replace the last sentence with the following. 
Issuing this order allows you to organize a disorganized unit so  that it is damaged. The increase to Discipline Difficulty remains even  after a unit is reorganized, though this increase is not cumulative.  
Routed (Revision); SIFRP, Page 182  
Replace the third sentence with the following: 
The unit’s formation changes to mob (if you are using formation  rules, see page 186), and at the end of the attacking player’s turn, the  mob sprints away from the attacking unit.  
Table 10−6: Survivors; SIFRP, Page 183
The  text next to the dagger should read, “Subtract 1 for each time the unit  was disorganized after the first time it was disorganized.”  
Sap (Replacement); SIFRP, Page 185  
Replace “Lore (Engineering)” with a Warfare test. 
Coin (Revision); SIFRP, Page 191  
The last sentences should read: For every 200 gold dragons invested,  the house’s Wealth resource increases by 1 up to a maximum of 40.  Thereafter, every 1,000 gold dragons invested increases the Wealth  resource by 1. 
Chance of Success (Revision); SIFRP, Page 199  
The chance to succeed against a Very Hard (18) difficulty with 6  ranks is 79% and not 93%. The chance to succeed against a Very Hard (18)  difficulty with 7 ranks is 93%. 
Travel (Omission); SIFRP, 202  
Table 11−8 is missing information on waterborne travel. These values  are baseline and should be modified as needed. Add the following: 
Boat (River, Lake) 1.5 leagues  
Ship (Ocean) 4 leagues* 
*Wind strength can adjust the speed for sailing vessels. The listed  value assumes typical winds. Strong winds may increase by x1.5, while  light winds may reduce by x0.75.  
Assassin (Revision; SIFRP, 210
Combat Defense 6; stiletto 4D  
Bandit (Revision); SIFRP, 210  
Combat Defense 3 * Armor Rating 5 * Armor Penalty −3 
Health 6 * Movement 3 
Boar (Addition); SIFRP, Page 211  
Gore should be 3D + 1B 
Guard (Revision; SIFRP, 211  
Combat Defense 6; halberd attack should be 4D 
Hedge Knight (Revision); SIFRP, 211  
War Lance should be 4D 
Change Lance 1B to Spear 1B 
Change heavy shield to large shield
ERRATAS DE Peril at King's Landing
A Grim Discovery; Peril, 14
The Animal Handling test difficulty should be Routine (6) instead of (3).
Adham; Peril, 77
Alter  the following statistics to read: Intrigue 9, Tourney Lance 3D + 1B (3D  + 1B – 1D while jousting); damage 8 (10 while jousting)
Naton; Peril, 80
Alter the following statistics to read: Tourney Lance 4D + 1B (4D + 1B – 1D while jousting); damage 8 (10 while jousting)
Glarus; Peril, 84
Alter the following statistics to read: Braavosi blade 4D + 1B, Left-Hand Dagger 4D + 1B
Kingsguard; Peril, 93
Alter the following statistics to read: Status 5; Attack 5B + 3B