Deathwatch - livingERRATA v1.0.pdf
(
716 KB
)
Pobierz
445623555 UNPDF
Version 1.0
Deathwatch
Living Errata
This is the living errata for the
D
e a t h w a t c h
RPG line. The
Errata is dividing according to product. The most recent
updates to this errata are in red. This errata had its most
recent update: December 20, 2010.
Special thanks to Owen Barnes, Nathan Dowdell, Arseni
Kritchever, and Ryan Powell (and the rest of the Bolter &
Chainsword group) for helping to compile this FAQ/Errata.
Unrelenting Devastation (page 77):
The following should be
added to the Devastator Unrelenting Devastation section:
“When
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
page 359). For example, Battle-Brother Fellig is iring a Heavy Bolter with
Metal Storm rounds, scoring ive hits on a Horde of approaching Orks.
Because each hit dealt at least 1 point of regular damage, Battle-Brother
Fellig has dealt 10+1d5 points of Magnitude Damage (5 hits dealing 1
point of Magnitude damage each, 1 extra Magnitude damage per hit due to
Unrelenting Devastation, and additional 1d5 Magnitude damage because
Metal Storm rounds have a Blast quality), in addition to any other sources
of Magnitude damage (such as Explosive Damage type or Talents) that
Battle-Brother Fellig might have.”
Deathwatch
Core Rulebook
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
Minded Talent Advance at Rank 4 with Warp Conduit Talent
Advance for a cost of 1000 xp.
CHAPTER 1:
CHARACTER CREATION
Starting Talents (page 36):
Add the Unarmed Warrior
Talent to the list of Space Marine Starting Talents.
Tactical Expertise (page 85):
The following should be
added to the Tactical Marine Tactical Expertise section:
“This
Command Test is rolled once when the Tactical Marine initiates the
Squad Mode ability for the irst time during the mission (for Sustained
Squad Mode abilities) or during the combat encounter (for non-
sustained Squad Mode abilities). If the Command Test is successful
the Tactical Marine may then share the beneits of his Chapter’s Squad
Mode ability freely for the full duration of the Squad Mode ability.”
Improvements (page 33):
The sentence
“An Improvement
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
applicable bonus (gaining a +20 bonus to a Test instead of a +10,
removing 2d10 Damage instead of 1d10, and so forth).”
CHAPTER 3: SKIllS
Medicae (page 102):
The following should be added to
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
a single Medicae Test. If successful, the Medicae Test removes damage
as detailed above. Once the Medicae Test is performed, the injuries are
treated (for better or worse) and cannot be treated with another First Aid
Test. They may be treated with an Extended Care Test.”
Space Wolves Characters (page 49):
“Bonus Talent”
should
instead read
“Bonus Talents.”
Add the Counterattack Talent to
the Bonus Talents section.
CHAPTER 2: SPECIAlITIES
General Space Marine Advances (page 63):
Add the Two-
Weapon Wielder Talent (Ballistic) Talent and the Two-Weapon
Wielder (Melee) Talent at Rank 7 for a cost of 800 xp each.
Add Pilot (Personal) at Rank 1 for a cost of 100 xp.
Psyniscience (page 103):
Add the following sentence:
“On
a success, you extend your senses out to a number of metres equal to
your Perception Bonus plus 1d10. Each degree of success adds another
1d10+ your Perception Bonus to the roll.”
Space Wolves Chapter Advances (page 67):
Add the
following Advance to Space Wolves Chapter Advances: Flesh
Render (500 xp).
CHAPTER 4:
TAlENTS AND TRAITS
Hot Shot Pilot (page 109):
In Table 4-1: Talents, the Hot
Shot Pilot Talent entry in the table should be removed.
Apothecary Advances (pages 69-70):
The Hardy Talent
advance in the Rank 1 Advances table should cost 100 xp.
Create Toxins (page 69):
Add the following to the end of the
section:
“Toxins created by the Apothecary using this special ability are
able to bypass immunities to the Toxic Quality possessed by some creatures
such as Tyranids. This exception only works when the toxin is used against
the particular enemy that the Apothecary had selected when creating toxins.
Creatures with the Undying Trait and the Machine Trait are immune to
toxins created by this ability.”
Stalwart Defence (page 126):
The sentence
“He may make a
Parry reaction against all successful strikes against him, and all Damage
he suffers is reduced by -2”
should change to
“He may make a Parry
reaction against all successful strikes even if doing so exceeds his normal
number of reactions, but may not attempt more than one Parry per
successful strike, and all Damage he suffers is reduced by -2.”
2
The Flesh is Weak (page 128):
Add the following sentence to
the description of The Flesh is Weak Talent:
“The Armour Points
gained through this Talent stack with any Armour Points of the armour the
character is wearing, and are considered to be Non-Primitive Armour.”
Focus Power Test (page 185):
The sentence saying
“A Focus
Power test is a Willpower Test that determines whether a functions
successful”
should change to
“A Focus Power test is a Challenging
(+0) Willpower Test that determines whether a psychic power functions
successfully.”
The sentence saying
“In these cases, the Opposed Test is
also the Focus Power Test, and even if the psyker scores better than his
opponent but does not roll under his Willpower, the power will still fail”
should change to
“If the Focus Power Test is an Opposed Test, the
psyker must successfully pass the Test and gain more Degrees of Success
than at least one of his opponents to activate the power. Note that even
if the psyker gathers less Degrees of Success than his opponent and does
not activate the power, he still can generate a disturbance in the Warp if
using the power at Unfettered or Push level.”
Disciplined (Horde) (page 131):
The description of
Disciplined (Horde) Trait should be changed to read: “
The
horde is made up of hardened and well-disciplined troops who do
not break and lee even after having sustained terrible casualties. The
horde with this trait does not suffer the -10 penalty to Willpower tests
to resist breaking if it is below 50% of its starting Magnitude. Also,
it does not automatically break (see page 360) if it is below 25% of
its starting Magnitude, but instead makes the Willpower test to resist
breaking at -10%.”
CHAPTER 5: ARMOURY
Cybernetics (page 176):
Table 5–23 should be Table
5-21.
Psychic Powers and Righteous Fury (page 186):
add the
following section to the Psychic Powers in Deathwatch section
preceding the Perils of the Warp (page 186): “
Psychic Powers that
deal damage can beneit from Righteous Fury (see page 245). When a
chance for Righteous Fury occurs, the attacker re-rolls the Focus Power
Test using the same modiiers and power level as the original Focus Power
Test to use a psychic ability. If the original test was an Opposed Willpower
Test, the defender re-rolls Willpower using the same modiiers as the
original Opposed Willpower Test. The roll to conirm Righteous Fury
does not generate Psychic Phenomena or Perils of the Warp.”
Force Weapons (page 155):
The following sentence should
be added to the description of Force Weapons section:
“The
Focus Power Test to channel psychic force through a Force Weapon
can be made at any of the three psychic powers’ power levels (see page
185), and has the same chance to generate Psychic Phenomena/Perils
of the Warp (see page 186-188). The additional damage dealt by
channelling psychic force through a Force Weapon is Energy for the
purposes of determining Critical Damage.”
Avenger (page 194):
The sentence “
The Avenger power works
exactly like a shot from an Adeptus Astartes heavy lamer (see page 145),
with all the usual chances to hit and set targets on ire.”
should read
“The Avenger power works exactly like a shot from an Adeptus Astartes
heavy lamer (see page 145), with all the usual chances to hit and set
targets on ire, and affecting Hordes as an Adeptus Astartes heavy lamer
rather than as a psychic power normally would (see page 360).”
Special Issue Ammunition (page 159):
The last sentence
of the description of Special Issue Ammunition should be
changed to read:
“Special issue ammunition for Heavy Bolters
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
a Movement equal to his PR”
should read
“While this power is in effect,
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
description:
“This power may be Sustained with a Free Action.”
Special Issue Ammunition (page 159):
The correct
requisition cost for Kraken rounds is 15, not 5.
Astartes Power Armour (pages 160-161):
Add the
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
effect, and as long as the Librarian does not move or Dodge, he gains
AP equal to 3 x PR to all locations.”
CHAPTER 6:
PSYCHIC POWERS
Example (page 185):
This example should read:
“Brother-
Librarian Varis is using his Smite power on a particularly unlucky
Ork. Because he wishes to make sure that the foul creature is destroyed,
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
modiied as per Smite power description by range, lighting, enemy
talents, etc.) to manifest the power, he works out the power’s effects
(such as the range and damage) using his adjusted PR of 7. Because he
is using the Push power level, he will also have to roll on Table 6-1:
Psychic Phenomena to determine what manner of warp disturbances
his brutal slaying of the Ork has conjured.”
Storm Caller (page 198):
Add the following sentence to the
description of the power:
“The power’s effect moves with the Rune
Priest for the duration of the power.”
Tempest’s Wrath (page 198):
Add the following sentence to
the description of the power:
“The effect of this power does not move
with the Rune Priest and remains centred on the point where the Rune
Priest originally used the power; however, the Rune Priest does not need to
remain within the radius of Tempest’s Wrath in order to sustain it. Only
one Tempest’s Wrath power can be sustained by a Rune Priest.”
3
Hammer of the Emperor (page 199):
The sentence
“The
Librarian chooses a point within range and calls down the Hammer.”
should change to
“The Librarian chooses a point within range
of the power and one that he has a line of sight to and calls down
the Hammer.”
Gaining Squad Mode Abilities (page 219):
The sentence
“Depending on the squad leader’s Speciality and Chapter, he will have
access to a different selection of abilities which his Kill-team may then
use during the course of the Mission”
should change to
“Depending
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.”
Using Squad Mode Abilities (page 219):
The irst paragraph
should change to
“Squad Mode abilities function just like other
Actions and can be activated by any Battle-Brother—not just the squad
leader—in his turn or as speciied by the ability’s description. There is
no test to activate these abilities. However, the Battle-Brother must spend
the required amount of Cohesion (as indicated by the ability) and be in
Squad Mode. He only needs to spend this cost once, however, and once
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
sustain it) or for the duration of a single combat, (if the ability is not
Sustained) and may be used by either him or any other members of his
Kill-team in Squad Mode.”
Add the following at the end of the
irst paragraph of this section: “
Some non-sustained Squad Mode
abilities have a duration different than single combat and are indicated as
such. These abilities can be activated multiple times in the same combat,
provided the full Cohesion cost is paid for each activation.”
CHAPTER 7:
PlAYING THE GAME
Opposed Tests (page 203):
The sentence
“If both participants
succeed, the one with the most Degrees of Success wins.”
should read
“If both participants succeed, the one with the most Degrees of Success
wins; the degrees of success from the defender cancel out the same
number of degrees of success from the attacker.”
Recovering Lost Cohesion (page 212):
Add the following
sentence to the description of this section:
“Points of Cohesion
recovered by the Kill-Team during a Mission can exceed the number of
Cohesion Points generated at the start of the Mission (this may represent
the Kill-team learning to work together to accomplish goals).”
Changing Modes (page 214):
Add the following sentence at
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
Squad Mode all other Kill-team members within Support Range may (if
they choose) immediately enter Squad Mode without using Full Action or
passing a Cohesion Challenge.”
Add the following sentence to the
end of the description:
“If the Kill-team becomes separated during the
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
met and the Support Ranges of the multiple squads do not overlap.”
Using Chapter Speciic Abilities (page 219):
Add the
following sentence to this section:
“Battle-Brothers may activate the
Chapter abilities of their own Chapter even if the squad leader is not of the
same Chapter, but these abilities will still only affect the Battle-Brother and
any members of his Kill-Team that belong to the same Chapter.”
Sustaining Squad Mode Abilities (page 220):
The sentence
“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
any of his Turns”
should change to
“The Battle-Brother may choose
to stop sustaining an ability (possibly to activate a new Squad Mode
ability or beneit from another active Squad Mode ability) as a Free
Action at the start of any of his Turns, but does not need to pay the
Cohesion cost of the sustained ability if he wants to reactivate it later
on in the Mission.”
The following sentence should be added to
the end of the description:
“A Battle-Brother may only sustain or
beneit from one Squad Mode ability at a time.”
Maintaining Squad Mode (page 214):
Add the following
sentence after
“Squad Mode can be maintained as long as the Battle-
Brother’s Kill-team has at least 1 point of Cohesion”
:
“A squad may
continue to be in Squad Mode and sustain abilities between combat
encounters as long as its members remain in Support Range and the
Kill-team has at least 1 point of Cohesion.”
Burst of Speed (page 216):
Burst of Speed ability is a Free
Action that can be activated at the start of a turn.
Emperor’s Grace (page 216):
Emperor’s Grace ability can
be activated as a Free Action or a Reaction.
Bolter Assault (page 221):
This ability only lasts for
the duration of the Battle-Brother’s turn instead of the
full combat.
Extreme Endurance (page 216):
Extreme Endurance can
be activated as a Free Action or a Reaction.
Furious Charge (page 221):
This ability only lasts for
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
full combat.
Blood Frenzy (page 217):
Blood Frenzy is a Free Action
that can be activated at the start of a turn.
Stoic Defence (page 217):
Stoic Defence is a Free Action
that can be activated at the start of a turn.
Fury of Sanguinius (page 222):
This ability only lasts
for the duration of the Battle-Brother’s turn instead of the
full combat.
4
Lightning Strike (page 222):
This ability only lasts for
the duration of the Battle-Brother’s turn instead of the
full combat.
Falling (page 261):
The sentence “
To work out Damage from
falling, simply roll 1d10+1 for every meter the character fell.”
should be
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
the end of the section:
“The character ends prone at the end of falling,
but can roll Challenging (+0) Agility Test to avoid landing prone.”
Sustained Supression (page 222):
Add the following
sentence to the end of the Effects section:
“The attacks made
while using this ability may include single shot and semi-auto ire, but
not full-auto bursts.”
Regroup (page 223):
This ability only lasts for the duration
of the Battle-Brother’s turn instead of the full combat.
CHAPTER 9:
THE GAME MASTER
Setting Requisition (page 273):
The sentence
“Table 9-4: Setting
Requisition details the amount of Requisition a Mission should have based
on its Objectives and their dificulties”
should change to
“Table 9-4:
Setting Requisition details the amount of Requisition each Battle-Brother
should have for the Mission based on its Objectives and their dificulties.”
Feel No Pain (page 224):
This ability only lasts for the duration
of the Battle-Brother’s turn instead of the full combat.
Table 7-16: Oaths (page 229):
The Tactical Advance
Squad Mode Ability listed under Oath of the Astartes and
Oath of Glory should be replaced with Squad Advance Squad
Mode Ability instead. Oath of Knowledge should include
Techmarine in the Prerequisite column.
Table 9-4 should be replaced with the following:
Oath of Knowledge (page 229):
Prerequisite section should
include Techmarine as one of the Prerequisite Specialities.
Objective/Dificulty Requisition
Each Primary Objective
+15
Each Secondary Objective
+10
Each Tertiary Objective
+5
CHAPTER 8: COMBAT
Feint (page 237 and 239):
In Table 8-1: Combat Actions
and in its entry, Feint should not have the “Attack” subtype.
Each Veteran Objective
+3
Each Skilled Objective
+2
Each Novice Objective
+1
Dodge (page 237):
In Table 8-1: Combat Actions, Dodge
should have Movement subtype.
And They Shall Know No Fear (page 277):
Add the
following to the irst bullet point:
“The penalty to Willpower Tests
does not affect Focus Power Tests.”
The sentence
“If the battle-Brother
is in Squad Mode, the Kill-team suffers a point of Cohesion Damage for
every Degree of Fear the creature possesses unless the Kill-team Leader
passes a Willpower Test (with the appropriate modiiers, see below)”
should change to
“If the battle-Brother is in Squad Mode, the Kill-
team suffers a point of Cohesion Damage for every Degree of Fear the
creature possesses unless the Kill-team Leader passes a Willpower Test
(with the modiiers listed in Table 9-6: Fear Test Dificulties).”
Manoeuvre (page 237):
In Table 8-1: Combat Actions and
in its entry on page 241, Manoeuvre should not have the
Attack subtype.
Righteous Fury (page 245):
The sentence
“If that second
attack hits, the attacker may make an additional Damage roll and add
it to the Damage total”
should change to
“If that second attack hits,
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
combat knife deals 1d10+2 points of Damage, plus 10 for Helgath’s
Strength Bonus (modiied by his power armour) of 10. Helgath rolls
1d10 and gets a 10 and then adds 12 for a total of 22. In addition, as
his dice result was a 10, his attack is also a possible Righteous Fury!
Helgath then makes a second attack roll identical to his irst, which is
a Weapon Skill Test using his Weapon Skill of 45. Helgath rolls a 22,
which is a hit! He now rolls one additional Damage dice and gets a
5. Helgath’s Damage total for this attack is 27 (22+5). The Emperor
has truly smiled upon Helgath this day.”
CHAPTER 13: ADVERSARIES
Attacking A Horde (page 359):
Add the following to the
description of the section:
“Hordes do not normally Dodge or Parry
Attacks. At the GM’s discretion, a Horde can Dodge or Parry attacks just
as a single creature does, representing the attacker still killing or wounding
individual members of the Horde but not enough to affect overall
Magnitude. A Horde’s melee weapons are immune to being shattered by a
weapon with Power Field quality (see page 143) when Parried (this is an
abstraction—in fact, the Horde’s weapons are being destroyed, but there
are plenty more where those came from). Multiple enemies attacking the
same Horde do not gain the beneits 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
his arms, body, and legs”
should change to
“He is also wearing Adeptus
Astartes power armour that provides 10 Armour Points of protection to
his body and 8 Armour Points of protection to his arms and legs.”
Damaging a Horde (page 359):
The sentence
“Weapons
that inlict Explosive Damage (X) gain a bonus against Hordes, and
count as having inlicted one additional Hit”
should be changed
to
“Weapons that inlict Explosive Damage (X) gain a bonus against
Hordes, and count as having inlicted one additional Hit per Attack
after all other Hits have been applied.”
5
Plik z chomika:
WiatremCzesana
Inne pliki z tego folderu:
Deathwatch DW01 - Core Rulebook OEF.pdf
(77899 KB)
Deathwatch DW02 - The Game Master's Kit OEF.pdf
(23646 KB)
Deathwatch DW03 - The Emperor Protects OEF.pdf
(100518 KB)
Deathwatch DW04 - Rites of Battle SCAN.pdf
(92337 KB)
Deathwatch - livingERRATA v1.0.pdf
(716 KB)
Inne foldery tego chomika:
DnD 3.0
Dzikie pola
Karty postaci
Kryształy czasu
Neuroshima 1.5
Zgłoś jeśli
naruszono regulamin