Deathwatch livingERRATA v1 0


Version 1.0
Unrelenting Devastation (page 77): The following should be
added to the Devastator Unrelenting Devastation section:  When
Deathwatch
a weapon is both a Heavy weapon and has the Blast quality, it receives the
extra 1d5 points of damage to a Horde s Magnitude from Blast quality, and
does 1 extra point of Magnitude damage per hit, but does not generate the
additional hits that weapon with Blast quality usually does to Hordes (see
Living Errata
page 359). For example, Battle-Brother Fellig is firing a Heavy Bolter with
This is the living errata for the DEATHWATCH RPG line. The
Metal Storm rounds, scoring five hits on a Horde of approaching Orks.
Errata is dividing according to product. The most recent
Because each hit dealt at least 1 point of regular damage, Battle-Brother
updates to this errata are in red. This errata had its most
Fellig has dealt 10+1d5 points of Magnitude Damage (5 hits dealing 1
recent update: December 20, 2010.
point of Magnitude damage each, 1 extra Magnitude damage per hit due to
Special thanks to Owen Barnes, Nathan Dowdell, Arseni
Unrelenting Devastation, and additional 1d5 Magnitude damage because
Kritchever, and Ryan Powell (and the rest of the Bolter &
Metal Storm rounds have a Blast quality), in addition to any other sources
Chainsword group) for helping to compile this FAQ/Errata.
of Magnitude damage (such as Explosive Damage type or Talents) that
Battle-Brother Fellig might have.
Deathwatch
Librarian Advances (pages 81-83): Replace the Warp
Conduit Talent Advance at Rank 3 with the Strong Minded
Talent Advance for a cost of 800 xp. Replace the Strong
Core Rulebook
Minded Talent Advance at Rank 4 with Warp Conduit Talent
Advance for a cost of 1000 xp.
Tactical Expertise (page 85): The following should be
CHAPTER 1:
added to the Tactical Marine Tactical Expertise section:  This
Command Test is rolled once when the Tactical Marine initiates the
CHARACTER CREATION
Squad Mode ability for the first time during the mission (for Sustained
Starting Talents (page 36): Add the Unarmed Warrior
Squad Mode abilities) or during the combat encounter (for non-
Talent to the list of Space Marine Starting Talents.
sustained Squad Mode abilities). If the Command Test is successful
the Tactical Marine may then share the benefits of his Chapter s Squad
Improvements (page 33): The sentence  An Improvement
Mode ability freely for the full duration of the Squad Mode ability.
is a doubling of any applicable bonus (gaining a +20 bonus to a
Test instead of a +10, removing 2d5 Damage instead of 1d5, and so
forth) should instead read  An Improvement is a doubling of any
CHAPTER 3: SKILLS
applicable bonus (gaining a +20 bonus to a Test instead of a +10,
Medicae (page 102): The following should be added to
removing 2d10 Damage instead of 1d10, and so forth).
the First Aid use of the Medicae Skill:  The First Aid use of the
Medicae Skill can be used to treat any number of untreated injuries with
Space Wolves Characters (page 49):  Bonus Talent should
a single Medicae Test. If successful, the Medicae Test removes damage
instead read  Bonus Talents. Add the Counterattack Talent to
as detailed above. Once the Medicae Test is performed, the injuries are
the Bonus Talents section.
treated (for better or worse) and cannot be treated with another First Aid
Test. They may be treated with an Extended Care Test.
CHAPTER 2: SPECIALITIES
Psyniscience (page 103): Add the following sentence:  On
General Space Marine Advances (page 63): Add the Two-
Weapon Wielder Talent (Ballistic) Talent and the Two-Weapon a success, you extend your senses out to a number of metres equal to
Wielder (Melee) Talent at Rank 7 for a cost of 800 xp each.
your Perception Bonus plus 1d10. Each degree of success adds another
Add Pilot (Personal) at Rank 1 for a cost of 100 xp.
1d10+ your Perception Bonus to the roll.
Space Wolves Chapter Advances (page 67): Add the
CHAPTER 4:
following Advance to Space Wolves Chapter Advances: Flesh
Render (500 xp).
TALENTS AND TRAITS
Apothecary Advances (pages 69-70): The Hardy Talent Hot Shot Pilot (page 109): In Table 4-1: Talents, the Hot
advance in the Rank 1 Advances table should cost 100 xp. Shot Pilot Talent entry in the table should be removed.
Create Toxins (page 69): Add the following to the end of the
Stalwart Defence (page 126): The sentence  He may make a
section:  Toxins created by the Apothecary using this special ability are
Parry reaction against all successful strikes against him, and all Damage
able to bypass immunities to the Toxic Quality possessed by some creatures
he suffers is reduced by -2 should change to  He may make a Parry
such as Tyranids. This exception only works when the toxin is used against
reaction against all successful strikes even if doing so exceeds his normal
the particular enemy that the Apothecary had selected when creating toxins.
number of reactions, but may not attempt more than one Parry per
Creatures with the Undying Trait and the Machine Trait are immune to
successful strike, and all Damage he suffers is reduced by -2.
toxins created by this ability.
2
Deathwatch Living Errata
The Flesh is Weak (page 128): Add the following sentence to Focus Power Test (page 185): The sentence saying  A Focus
the description of The Flesh is Weak Talent:  The Armour Points Power test is a Willpower Test that determines whether a functions
gained through this Talent stack with any Armour Points of the armour the successful should change to  A Focus Power test is a Challenging
character is wearing, and are considered to be Non-Primitive Armour. (+0) Willpower Test that determines whether a psychic power functions
successfully. The sentence saying  In these cases, the Opposed Test is
Disciplined (Horde) (page 131): The description of also the Focus Power Test, and even if the psyker scores better than his
Disciplined (Horde) Trait should be changed to read:  The opponent but does not roll under his Willpower, the power will still fail
horde is made up of hardened and well-disciplined troops who do should change to  If the Focus Power Test is an Opposed Test, the
not break and flee even after having sustained terrible casualties. The psyker must successfully pass the Test and gain more Degrees of Success
horde with this trait does not suffer the -10 penalty to Willpower tests than at least one of his opponents to activate the power. Note that even
to resist breaking if it is below 50% of its starting Magnitude. Also, if the psyker gathers less Degrees of Success than his opponent and does
it does not automatically break (see page 360) if it is below 25% of not activate the power, he still can generate a disturbance in the Warp if
its starting Magnitude, but instead makes the Willpower test to resist using the power at Unfettered or Push level.
breaking at -10%.
Psychic Powers and Righteous Fury (page 186): add the
following section to the Psychic Powers in Deathwatch section
CHAPTER 5: ARMOURY
preceding the Perils of the Warp (page 186):  Psychic Powers that
Cybernetics (page 176): Table 5 23 should be Table deal damage can benefit from Righteous Fury (see page 245). When a
5-21. chance for Righteous Fury occurs, the attacker re-rolls the Focus Power
Test using the same modifiers and power level as the original Focus Power
Force Weapons (page 155): The following sentence should Test to use a psychic ability. If the original test was an Opposed Willpower
be added to the description of Force Weapons section:  The Test, the defender re-rolls Willpower using the same modifiers as the
Focus Power Test to channel psychic force through a Force Weapon original Opposed Willpower Test. The roll to confirm Righteous Fury
can be made at any of the three psychic powers power levels (see page does not generate Psychic Phenomena or Perils of the Warp.
185), and has the same chance to generate Psychic Phenomena/Perils
of the Warp (see page 186-188). The additional damage dealt by Avenger (page 194): The sentence  The Avenger power works
channelling psychic force through a Force Weapon is Energy for the exactly like a shot from an Adeptus Astartes heavy flamer (see page 145),
purposes of determining Critical Damage. with all the usual chances to hit and set targets on fire. should read
 The Avenger power works exactly like a shot from an Adeptus Astartes
Special Issue Ammunition (page 159): The last sentence heavy flamer (see page 145), with all the usual chances to hit and set
of the description of Special Issue Ammunition should be targets on fire, and affecting Hordes as an Adeptus Astartes heavy flamer
changed to read:  Special issue ammunition for Heavy Bolters rather than as a psychic power normally would (see page 360).
adds +5 to the Requisition for a regular clip or +15 if an Astartes
Backpack Ammo supply is used. Wings of Sanguinius (page 196): The sentence  While this
power is in effect, the Librarian gains the Flyer Trait (see page 132) with
Special Issue Ammunition (page 159): The correct a Movement equal to his PR should read  While this power is in effect,
requisition cost for Kraken rounds is 15, not 5. the Librarian gains the Flyer Trait (see page 132) with a Movement
equal to his PR + 5. Add the following to the end of the power s
Astartes Power Armour (pages 160-161): Add the description:  This power may be Sustained with a Free Action.
following sentence to the Poor Manual Dexterity section:  The
power armour helmet can be donned or removed as a half-action. Force Barrier (page 197): The sentence  While this power is
in effect, and as long as the Librarian does not move, he gains 3 AP
x PR to all locations. should change to  While this power is in
CHAPTER 6:
effect, and as long as the Librarian does not move or Dodge, he gains
AP equal to 3 x PR to all locations.
PSYCHIC POWERS
Example (page 185): This example should read:  Brother-
Storm Caller (page 198): Add the following sentence to the
Librarian Varis is using his Smite power on a particularly unlucky
description of the power:  The power s effect moves with the Rune
Ork. Because he wishes to make sure that the foul creature is destroyed,
Priest for the duration of the power.
he chooses to Push the power, adding +3 to his PR of 4. He makes
a Focus Power Test (a Challenging (+0) Willpower Test further
Tempest s Wrath (page 198): Add the following sentence to
modified as per Smite power description by range, lighting, enemy
the description of the power:  The effect of this power does not move
talents, etc.) to manifest the power, he works out the power s effects
with the Rune Priest and remains centred on the point where the Rune
(such as the range and damage) using his adjusted PR of 7. Because he
Priest originally used the power; however, the Rune Priest does not need to
is using the Push power level, he will also have to roll on Table 6-1:
remain within the radius of Tempest s Wrath in order to sustain it. Only
Psychic Phenomena to determine what manner of warp disturbances
one Tempest s Wrath power can be sustained by a Rune Priest.
his brutal slaying of the Ork has conjured.
3
Deathwatch Living Errata
Hammer of the Emperor (page 199): The sentence  The Gaining Squad Mode Abilities (page 219): The sentence
Librarian chooses a point within range and calls down the Hammer.  Depending on the squad leader s Speciality and Chapter, he will have
should change to  The Librarian chooses a point within range access to a different selection of abilities which his Kill-team may then
of the power and one that he has a line of sight to and calls down use during the course of the Mission should change to  Depending
the Hammer. on the squad leader s Speciality, he will have access to a different
selection of Codex abilities which his Kill-team may then use during
the course of the mission.
CHAPTER 7:
Using Squad Mode Abilities (page 219): The first paragraph
should change to  Squad Mode abilities function just like other
PLAYING THE GAME
Actions and can be activated by any Battle-Brother not just the squad
Opposed Tests (page 203): The sentence  If both participants
leader in his turn or as specified by the ability s description. There is
succeed, the one with the most Degrees of Success wins. should read
no test to activate these abilities. However, the Battle-Brother must spend
 If both participants succeed, the one with the most Degrees of Success
the required amount of Cohesion (as indicated by the ability) and be in
wins; the degrees of success from the defender cancel out the same
Squad Mode. He only needs to spend this cost once, however, and once
number of degrees of success from the attacker.
an ability has been activated, it remains so for the remainder of the
Mission (for Sustained abilities, until the Kill-team no longer chooses to
Recovering Lost Cohesion (page 212): Add the following
sustain it) or for the duration of a single combat, (if the ability is not
sentence to the description of this section:  Points of Cohesion
Sustained) and may be used by either him or any other members of his
recovered by the Kill-Team during a Mission can exceed the number of
Kill-team in Squad Mode. Add the following at the end of the
Cohesion Points generated at the start of the Mission (this may represent
first paragraph of this section:  Some non-sustained Squad Mode
the Kill-team learning to work together to accomplish goals).
abilities have a duration different than single combat and are indicated as
such. These abilities can be activated multiple times in the same combat,
Changing Modes (page 214): Add the following sentence at
provided the full Cohesion cost is paid for each activation.
the end of this section:  Entering Squad Mode is an action that effects
the group, not just an individual. If a Battle-Brother successfully enters
Using Chapter Specific Abilities (page 219): Add the
Squad Mode all other Kill-team members within Support Range may (if
following sentence to this section:  Battle-Brothers may activate the
they choose) immediately enter Squad Mode without using Full Action or
Chapter abilities of their own Chapter even if the squad leader is not of the
passing a Cohesion Challenge. Add the following sentence to the
same Chapter, but these abilities will still only affect the Battle-Brother and
end of the description:  If the Kill-team becomes separated during the
any members of his Kill-Team that belong to the same Chapter.
Mission its members may form multiple Squads for the purpose of Squad
Mode abilities so long as all the requirements of entering Squad Mode are
Sustaining Squad Mode Abilities (page 220): The sentence
met and the Support Ranges of the multiple squads do not overlap.
 The Battle-Brother may choose to stop sustaining an ability (possibly
to active a new Squad Mode ability) as a Free Action at the start of
Maintaining Squad Mode (page 214): Add the following
any of his Turns should change to  The Battle-Brother may choose
sentence after  Squad Mode can be maintained as long as the Battle-
to stop sustaining an ability (possibly to activate a new Squad Mode
Brother s Kill-team has at least 1 point of Cohesion :  A squad may
ability or benefit from another active Squad Mode ability) as a Free
continue to be in Squad Mode and sustain abilities between combat
Action at the start of any of his Turns, but does not need to pay the
encounters as long as its members remain in Support Range and the
Cohesion cost of the sustained ability if he wants to reactivate it later
Kill-team has at least 1 point of Cohesion.
on in the Mission. The following sentence should be added to
the end of the description:  A Battle-Brother may only sustain or
Burst of Speed (page 216): Burst of Speed ability is a Free
benefit from one Squad Mode ability at a time.
Action that can be activated at the start of a turn.
Bolter Assault (page 221): This ability only lasts for
Emperor s Grace (page 216): Emperor s Grace ability can
the duration of the Battle-Brother s turn instead of the
be activated as a Free Action or a Reaction.
full combat.
Extreme Endurance (page 216): Extreme Endurance can
Furious Charge (page 221): This ability only lasts for
be activated as a Free Action or a Reaction.
the duration of the Battle-Brother s turn instead of the
full combat.
Feat of Strength (page 216): Feat of Strength is a Free
Action that can be activated at the start of a turn.
Holy Vengeance (page 222): This ability only lasts for
the duration of the Battle-Brother s turn instead of the
Blood Frenzy (page 217): Blood Frenzy is a Free Action
full combat.
that can be activated at the start of a turn.
Fury of Sanguinius (page 222): This ability only lasts
Stoic Defence (page 217): Stoic Defence is a Free Action
for the duration of the Battle-Brother s turn instead of the
that can be activated at the start of a turn.
full combat.
4
Deathwatch Living Errata
Lightning Strike (page 222): This ability only lasts for Falling (page 261): The sentence  To work out Damage from
the duration of the Battle-Brother s turn instead of the falling, simply roll 1d10+1 for every meter the character fell. should be
full combat. changed to  To work out Damage from falling, simply roll 1d10 and add
+1 for every meter the character fell. Add the following sentence at
Sustained Supression (page 222): Add the following the end of the section:  The character ends prone at the end of falling,
sentence to the end of the Effects section:  The attacks made but can roll Challenging (+0) Agility Test to avoid landing prone.
while using this ability may include single shot and semi-auto fire, but
not full-auto bursts.
CHAPTER 9:
Regroup (page 223): This ability only lasts for the duration
of the Battle-Brother s turn instead of the full combat.
THE GAME MASTER
Setting Requisition (page 273): The sentence  Table 9-4: Setting
Feel No Pain (page 224): This ability only lasts for the duration
Requisition details the amount of Requisition a Mission should have based
of the Battle-Brother s turn instead of the full combat.
on its Objectives and their difficulties should change to  Table 9-4:
Setting Requisition details the amount of Requisition each Battle-Brother
Table 7-16: Oaths (page 229): The Tactical Advance
should have for the Mission based on its Objectives and their difficulties.
Squad Mode Ability listed under Oath of the Astartes and
Oath of Glory should be replaced with Squad Advance Squad
Table 9-4 should be replaced with the following:
Mode Ability instead. Oath of Knowledge should include
Techmarine in the Prerequisite column.
Objective/Difficulty Requisition
Oath of Knowledge (page 229): Prerequisite section should
Each Primary Objective +15
include Techmarine as one of the Prerequisite Specialities.
Each Secondary Objective +10
Each Tertiary Objective +5
Each Veteran Objective +3
CHAPTER 8: COMBAT
Each Skilled Objective +2
Feint (page 237 and 239): In Table 8-1: Combat Actions
Each Novice Objective +1
and in its entry, Feint should not have the  Attack subtype.
Dodge (page 237): In Table 8-1: Combat Actions, Dodge
And They Shall Know No Fear (page 277): Add the
should have Movement subtype.
following to the first bullet point:  The penalty to Willpower Tests
does not affect Focus Power Tests. The sentence  If the battle-Brother
Manoeuvre (page 237): In Table 8-1: Combat Actions and
is in Squad Mode, the Kill-team suffers a point of Cohesion Damage for
in its entry on page 241, Manoeuvre should not have the
every Degree of Fear the creature possesses unless the Kill-team Leader
Attack subtype.
passes a Willpower Test (with the appropriate modifiers, see below)
should change to  If the battle-Brother is in Squad Mode, the Kill-
Righteous Fury (page 245): The sentence  If that second
team suffers a point of Cohesion Damage for every Degree of Fear the
attack hits, the attacker may make an additional Damage roll and add
creature possesses unless the Kill-team Leader passes a Willpower Test
it to the Damage total should change to  If that second attack hits,
(with the modifiers listed in Table 9-6: Fear Test Difficulties).
the attacker may roll one additional Damage dice (1d10) and add it
to the Damage total. The Example should read:  Helgath has hit a
heretic with his combat knife and proceeds to make his Damage roll. A
CHAPTER 13: ADVERSARIES
combat knife deals 1d10+2 points of Damage, plus 10 for Helgath s
Attacking A Horde (page 359): Add the following to the
Strength Bonus (modified by his power armour) of 10. Helgath rolls
description of the section:  Hordes do not normally Dodge or Parry
1d10 and gets a 10 and then adds 12 for a total of 22. In addition, as
Attacks. At the GM s discretion, a Horde can Dodge or Parry attacks just
his dice result was a 10, his attack is also a possible Righteous Fury!
as a single creature does, representing the attacker still killing or wounding
Helgath then makes a second attack roll identical to his first, which is
individual members of the Horde but not enough to affect overall
a Weapon Skill Test using his Weapon Skill of 45. Helgath rolls a 22,
Magnitude. A Horde s melee weapons are immune to being shattered by a
which is a hit! He now rolls one additional Damage dice and gets a
weapon with Power Field quality (see page 143) when Parried (this is an
5. Helgath s Damage total for this attack is 27 (22+5). The Emperor
abstraction in fact, the Horde s weapons are being destroyed, but there
has truly smiled upon Helgath this day.
are plenty more where those came from). Multiple enemies attacking the
same Horde do not gain the benefits of Ganging Up (see page 248).
Damage (page 250): The sentence  He is also wearing Adeptus
Astartes power armour that provides 10 Armour Points of protection to
Damaging a Horde (page 359): The sentence  Weapons
his arms, body, and legs should change to  He is also wearing Adeptus
that inflict Explosive Damage (X) gain a bonus against Hordes, and
Astartes power armour that provides 10 Armour Points of protection to
count as having inflicted one additional Hit should be changed
his body and 8 Armour Points of protection to his arms and legs.
to  Weapons that inflict Explosive Damage (X) gain a bonus against
Hordes, and count as having inflicted one additional Hit per Attack
after all other Hits have been applied.
5
Deathwatch Living Errata
Damaging a Horde (page 359): Add the following sub- Tyranid Warrior (page 370-371): Change Devourer
section at the end of the description:  Hordes do not suffer from weapon entry to (30m;  / /6; 1d10+6 R; Pen 0; Clip  ;
Fear in the same way a single person would. Instead a Horde gains a Reload  ; Living Ammunition, Storm, Tearing).
bonus to its Willpower Tests to resist effects of Fear equal to its current
Magnitude, and suffers appropriate penalties listed in Table 9-6: Fear Table 13-3: Tyranid Weapons (page 373): Replace Pen 3
Test Difficulties (see page 277). If the Horde fails its Willpower Test in the Fleshborer entry with 3.
to resist effects of Fear it breaks and flees at its highest move value.
Hordes composed of enemies with the Fearless Talent, Blood Soaked Table 13-3: Tyranid Weapons (page 373): Replace the
Tide Trait, Fear Trait, or Tyranid Trait are immune to Fear. statistics for the Stranglethorn Cannon with the following:
(80m; S/ / ; 2d10+10 I; Pen 3; Blast (10), Deadly Snare,
Flame Weapons (page 360): Add the following sentence Devastating (2), Living Ammunition, Tearing)
at the end of the description:  A Horde cannot be set on fire and
does not suffer the lingering effects of fire (see page 260); instead
CHAPTER 14: EXTRACTION
any damage and effects of fire are assumed to be included in the
Magnitude damage.
Table 14-1: Tyranid Encounters (page 385): Total
Hordes Attacking, Ranged (page 360): Add the following Score 31-50 s description should read  A Horde of Termagants
sentence at the end of the description:  Generally, the ranged (Magnitude 20) set up an ambush ahead of the Kill-Team. Total
attacks of a Horde may not be Dodged this represents the Horde s Score 71-110 s description should instead read  1d5 Shrikes
sheer volume of firepower. At the GM s discretion, he may choose to sweep down from the sky (exterior) or 1d5 Hormagaunt Hordes
allow certain ranged attacks from a Horde to be Dodged as normal. (Magnitude 20) close in for the kill (interior).
For example, a Horde of Chaos Heretics may possess a single missile
launcher amongst their number. Since the entire horde is not firing 6: Overturned Land Hauler (page 387-388): The
missiles (they are instead firing autopistols), the missile launcher does sentence  The Guardsmen s firing line is bout to be attacked by a
not benefit from the Horde s abilities regarding ranged attacks, and Horde of twenty-three hormagaunts and two Tyranid Warriors 
therefore receives no bonus damage and may be Dodged normally. a mere probing claw of the swarm to come. should instead read
 The Guardsmen s firing line is bout to be attacked by a Horde of
Daemon Prince (page 362): Change the Trait Daemonic hormagaunts (the GM should determine the appropriate Magnitude,
to Daemonic (TB 8) as per Trait description (see page 130). but it should be at least 20) and two Tyranid Warriors a mere
Add the following sentence at the end of Aura of Despair and probing claw of the swarm to come.
Death section:  Cohesion Damage caused by Aura of Despair and
Death does not replace the Willpower Test caused by the Daemon Sander s Imperial Guardsmen (page 392): Change the
Prince s Fear rating, but is in addition to it. first sentence to read  See page 376 for the game statistics for
Imperial Guardsmen and their officers. The Guardsmen should
Tau Commander (Master) (page 365-366): Add the Two- comprise a Horde of a Magnitude determined by the GM, but no less
Weapon Wielder (ranged) Talent and the Touched by the Fates than 15.
(2) Trait to the Tau Commander Talents and Traits on page
365-366. Remove the Dual Shot Talent from this section.
Tau Battlesuit Weapon Systems: Add the following sub-
section to Integrated Systems section:  Tau weapons mounted on
a Battlesuit have the Arm Weapon Mounting upgrade (page 156), but
do not suffer the penalty to their range. Tau Battlesuit weapons systems
are usually mounted along the forearm or in/on the shoulders, and can
be fired one-handed without the  20 penalty, in the same manner as
the Astartes Power Armour (page 140).
Table 13-2: Tau Weapons (page 366): Change  Mounted
Special ability of Plasma Rifle and Missile Pod to  Arm
Weapon Mounting (see page 156) .
Hive Tyrant (Master) (page 369-370): Add the Touched
by the Fates (2) Trait to Hive Tyrant Traits on page 370.
Psychic Scream (Psychic Power) (page 370): Add the
following sentence to the description of the power:  This
damage ignores Armour, but not Toughness Bonus.
6
Deathwatch Living Errata
Question: If a player fails the Cohesion Challenge required to
activate the Squad Mode, can the next player make the Cohesion
Frequently
Challenge or spend the Full Action to activate Squad Mode, or is
the whole squad stuck in Solo Mode for a full round?
Answer: Yes, another player can make the Cohesion
Asked
Challenge or spend the Full Action to activate Squad Mode,
there is no limit on the number of times the Kill-team can
attempt to form a Squad, although each character can only
Questions
make one attempt per round.
Question: Does a weapon with Storm generate a maximum
Question: If a Solo Mode or Squad Mode Ability allows a
number of hits equal to the ROF of the weapon, or double
character to take a half-action or full action out of turn or as
the ROF?
a free action, can the character still take his normal actions
Answer: Double the ROF.
in turn?
Answer: Yes. For example, a Battle-Brother uses Bolter Assault
Question: When dodging shots from weapons with Storm,
to charge and shoot as a free action, he can then spend his
how many shots does each degree of success on a Dodge
regular full action to charge and attack with a melee weapon,
Test avoid?
or do any other full action or two half-actions.
Answer: In the specific case of Storm weapons, a successful
Dodge Test dodges two shots, plus two additional shots for
Question: How does Medicae skill s First Aid option work
every degree of success.
when multiple injuries are received and some are treated
successfully and others are treated unsuccessfully?
Question: Can psychic powers be dodged?
Answer: First Aid is applied to all Damage that the character
Answer: Unless otherwise noted, psychic powers can be
has taken and that has not been treated yet. A single application
dodged like any other attack. At the GM s discretion, certain
of First Aid treats all Damage taken, even if it came from
psychic powers that have invisible effects or are otherwise too
multiple sources. If the First Aid was unsuccessful, or if it did
large to evade cannot be dodged.
not restore all Damage, the player should note the remaining
Damage as being  Treated  thereafter it can only be treated
Question: Can you hover in place with a jump pack?
with Extended Care Medicae Option or natural healing. For
Answer: Yes, a character can hover in place with a jump pack
example: A Battle-Brother has 20 Wounds and is completely
with no action required for a period of time not exceeding one
uninjured. He suffers 10 Damage leaving him with 10
minute. Changing direction or altitude would require a move
Wounds. First Aid is applied and heals 8 Damage, the Space
half-action and possibly a Pilot (Personal) test depending on
Marine now has 18 Wounds, and 2 points of Treated Damage.
the conditions specified by the GM.
The Space Marine suffers another 10 Damage leaving him
with 8 Wounds, 10 points of Untreated Damage, and 2 points
Question: Where the damage is listed as 1d10xPR, is that
of Treated Damage. First Aid is applied and heals 12 Damage,
3d10 for a Psy Rating 3 character, or 1d10x3?
which would normally put the Space Marine right back up
Answer: 3d10.
to 20 Wounds; however, because 2 points of Damage have
already been treated, the Space Marine only heals 10 points
Question: Does a Fire Selector hold 3 standard size clips
of Damage (that were Untreated) and now has 18 Wounds.
for the weapon it is used with? And, if so, can it be used
The Battle-Brother still has 2 points of Treated Damage that
with a Storm Bolter? Do the Storm Bolter clips cost the same
have not been healed and would need to rely on Extended
amount of Requisition in that case?
Care or natural healing to recover these 2 points of Damage.
Answer: The Fire Selector holds 3 standard size clips for the
weapon it is used with, including a Storm Bolter. The Storm
Question: Do Fate Points remove Damage treated by Medicae
Bolter clips cost the same amount of requisition as standard
or only Damage untreated by Medicae?
bolter clips.
Answer: Fate Points remove any type of Damage (other than
Critical Damage), regardless of whether or not the Damage
Question: Does the Tactical Marine s free clip of Special
has been treated by Medicae or not.
Issue Ammunition apply only to the standard bolter, or
can it be used for another weapon that the Tactical Marine
Question: Can a Battle-Brother bear more than one Chapter
requisitioned?
Trapping?
Answer: It can be used for any weapon that the Tactical
Answer: No. While the GM may allow the player to swap
Marine has requisitioned for the mission, or has Signature
Chapter Trappings between Missions, the character is limited to
Weapon Talent for.
one Chapter Trapping at any given time due to the restrictions
placed on the Battle-Brothers by the Deathwatch.
7
Deathwatch Living Errata
Question: How much ammunition does each Space Marine
receive for each mission?
Answer: Special Issue Ammunition must be purchased separately
and the Requisition cost in Table 5-11: Special Issue Ammunition
is for each individual clip. Character receive unlimited amount of
standard ammunition for their standard issue weapons and their
Signature Wargear weapons per Mission, and do not need to
keep track of the remaining standard ammunition or its weight.
At the GM s discretion, the characters may run out of standard
ammunition in situations where resupply is not available. As a
general rule, the GM may opt to use the  rule of three, meaning
that each Space Marine has three reloads for each ranged weapon
unless otherwise noted.
Fantasy Flight Games
FANTASY
1975 West County Road B2
FLIGHT
Roseville, MN 55113
GAMES
USA
Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, the foregoing
marks respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/
symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000
universe and the Deathwatch game setting are either ®, "!, and/or © Games Workshop Ltd 2000-2010, variably registered in the
UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved
to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form
by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
Product Code: DWP5
For more information about the Deathwatch line, free downloads, answers to
rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
8
Deathwatch Living Errata


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