DEATHWATCH FAQ and ERRATA

By tkis, in Deathwatch

ak-73 said:

Razorboy said:

Exactly right. It's a fairly simple process and way of tracking healing and Damage, it's just that the rules and the Rogue Trader errata did not make it entirely clear. I think another thing that confused me and my players at least was that the character sheet provides no way of tracking damage this way, so I hope someone will make a custome character sheet that does it. :)

It's not that simple though: do psy powers and karma expenditure heal untreated and/or treated wounds? In which order? Players' choice?

Alex

Fate points will cause you to regain 1D10 wounds as a Free action, so I would say that this should regain wounds for you in both. For instance, your max is 20, but you have 10 treated wounds left. So you have 10 wounds and a cap of 10 wounds until extended rest. You are hit with a plasma pistol and are down to 5 wounds. You spend the Fate Point and roll a 10. You are now at 15 wounds, with 5 wounds that are treated (instead of 10). It shows the power of those Fate Points and why they should be spent wisely.

I would treat psyker healing like a normal Heal check and follow the above rules accordingly. They can heal wounds that have not been treated yet, but should not be relied upon to heal treated wounds. I would allow the healing of treated wounds if you Push the power, but we all know what THAT does. gui%C3%B1o.gif

It is that simple, since the actual section on damage, Wounds, and healing in the Combat chapter of Deathwatch says nothing about treated and untreated damage, it is First Aid that pertains to tracking treated and untreated damage. And as far as I can recall the DH FAQ/Errata did clarify that psychic healing treats all damage, including Critical and Heavy Damage. Fate points would most likely heal Critical and Heavy Damage as well, but that's a question for FFG.

Neisseria said:

RULES DISCREPANCY (p185)

When using a psychic power at the Push level, do you add +3 (as per the subsection on p185) or +WP Bonus (as per the example given on that page) to your PR? It just so happens that the example in this case is +3, but it does specifically state WP Bonus.

I think it would make sense that characters with Higher WP bonus would be able to Push there Psychic Powers more as they are stronger. For example a experience character of WP bonus of 6 would have more control and strengh than a character with a WP bonus of 4.

grsspirit said:

Neisseria said:

RULES DISCREPANCY (p185)

When using a psychic power at the Push level, do you add +3 (as per the subsection on p185) or +WP Bonus (as per the example given on that page) to your PR? It just so happens that the example in this case is +3, but it does specifically state WP Bonus.

I think it would make sense that characters with Higher WP bonus would be able to Push there Psychic Powers more as they are stronger. For example a experience character of WP bonus of 6 would have more control and strengh than a character with a WP bonus of 4.

I think librarians are powerful enough already. The official word btw is that +3 is correct.

Alex

I just got the Deathwatch core book a few days ago, and I have noticed one thing that hasn't been mentioned yet.

On Page 176 in Chapter 5: Armory in the right-hand column under Cybernetics, there is reference to "Table 5-23: Cybernetic Replacement Craftmanship", but there is no table 5-23. Table 5-21 on page 178 looks like it would be it, but other items have different quality ratings for "common" or "civilian" equipment as opposed to the quality of Deathwatch materials. Is this a simple typo, or is a table missing from the book? I'm inclined to think typo, but I will assume nothing at this stage in development.

Thanks.

The table number is likely wrong, good catch. If you want to know what the craftsmanship of each cybernetic implant does it's in the text of each implant. As for the Requisition cost, check the craftsmanship requisition cost section in the beginning of the Armoury chapter.

How does the power Wings of Sangunius works?

You activate it as fullround action? and then need to sustain it as half round action. This lefts your with one half action per round, which your should spent for move action to maintian flying. So averything you get manifesting Blood Angeks top power is flying move = PR and no other actions.

Explain please there is my mistake?

First off, we just played our first deathwatch game and are loving it so far. But a few questions have come up.

1) By itself, is there any use in the swift attack talent? In order to use it, you have to use a full attack action to gain a single extra attack. Thing is, a standard attack is a half action, so with a full action I can get 2 attacks anyway.

Right now it seems that only with combining it with TWF or with lightning attack does it have a benefit. Is that intentional?

2) Cybernetics cost requisition one time and then are permanent. Overall they seem to give a good amount of bonuses and no drawbacks. My group is wondering why (other than flavor) we shouldn't spend requistiion every mission and become more and more cyborgish)

3) If you take 3 points of crit damage in the left arm and then 3 crit damage to the head...do you check the chart for 3 crit damage to the head or 6?

4) Full Auto Fire allows you to choose to hit either one target or to spread the targets out. Do you have to choose where all the targets are before damage is rolled, or can you choose them as you go? Same with TWF and melee for example, do I make both attacks and choose damage, or can I make the first attack, and then based off the damage determine where the second attack goes?

5) If I dodge a full auto attack that does 4 hits (in many different body areas)...can I choose which bullet I am dodging, or is it always the first hit or last hit?

6) Regarding something with a Fear 1 ability. Normally space marines are immune to most fear effects, however, it mentions a -10 to willpower tests even for space marines. Does that mean I actually make a willpower roll against the fear effect...or is just a blanket -10 to willpower tests while I'm around the fear effect...but I'm not fully affected by the fear itself?

7) With a jump pack, can an assault marine always be consider to be on higher ground if he moves or makes a charge attack?

8) With a jump pack, could an asasult marine grenades instead of throwing them? Would any skill check be required in such a case?

Stalker0 said:

First off, we just played our first deathwatch game and are loving it so far. But a few questions have come up.

1) By itself, is there any use in the swift attack talent? In order to use it, you have to use a full attack action to gain a single extra attack. Thing is, a standard attack is a half action, so with a full action I can get 2 attacks anyway.

Right now it seems that only with combining it with TWF or with lightning attack does it have a benefit. Is that intentional?

No, you can't do the same action twice in your turn which means you can't do a standard attack twice.

Stalker0 said:

2) Cybernetics cost requisition one time and then are permanent. Overall they seem to give a good amount of bonuses and no drawbacks. My group is wondering why (other than flavor) we shouldn't spend requistiion every mission and become more and more cyborgish)

If that's what you want... however the GM should have the Watch Captain scratch his head and possibly intervene at some point.

Stalker0 said:

3) If you take 3 points of crit damage in the left arm and then 3 crit damage to the head...do you check the chart for 3 crit damage to the head or 6?

6. It's for ease of play.

Stalker0 said:

4) Full Auto Fire allows you to choose to hit either one target or to spread the targets out. Do you have to choose where all the targets are before damage is rolled, or can you choose them as you go? Same with TWF and melee for example, do I make both attacks and choose damage, or can I make the first attack, and then based off the damage determine where the second attack goes?

Not clear, I think. Personally I'd say that full-auto is a "single attack" and the PC has to announce who will get hit how often. In melee, I see things more sequentially so I'd let the PC decide attack for attack.

Stalker0 said:

5) If I dodge a full auto attack that does 4 hits (in many different body areas)...can I choose which bullet I am dodging, or is it always the first hit or last hit?

Always the last hits.

Stalker0 said:

6) Regarding something with a Fear 1 ability. Normally space marines are immune to most fear effects, however, it mentions a -10 to willpower tests even for space marines. Does that mean I actually make a willpower roll against the fear effect...or is just a blanket -10 to willpower tests while I'm around the fear effect...but I'm not fully affected by the fear itself?

Make a WP test to check whether your SM succumbs to fear, modified by Fear level (see rulebook for modifiers). If SM fails and he is in Solo Mode, he receives -10 per level of Fear. If in Squad Mode different rules apply. Yes, Librarians should consider Squad mode frequently.

Stalker0 said:

7) With a jump pack, can an assault marine always be consider to be on higher ground if he moves or makes a charge attack?

Don't remember. I think the answer was 'probably'. I'd say yes, if he chooses to hover.

Stalker0 said:

8) With a jump pack, could an asasult marine grenades instead of throwing them? Would any skill check be required in such a case?

You mean a grenade? Yes he could as a Free Action (if he has readied it before). And yes a skill check would be required, probably even a difficult one as he does so at high speed. But hordes can be hit easily.

Alex

Stalker0 said:

2) Cybernetics cost requisition one time and then are permanent. Overall they seem to give a good amount of bonuses and no drawbacks. My group is wondering why (other than flavor) we shouldn't spend requistiion every mission and become more and more cyborgish)

I don't have the rulebook with me, but I believe it is stated that cybernetics is not something you can requisition and the costs are presented as a reference only. If you were to allow requisitioning cybernetics ('in addtion to this jet pack, please cut my arm off and give me a metal replacement...'), I think it would be quite reasonable to permanently decrease that character's requisition pool in each mission by it's cost (making him effectively have to 'purchase' said cybernetic part each mission). Of course, losing a limb and having it replaced is something completely different and shouldn't be penalized further.

decPL said:

I don't have the rulebook with me, but I believe it is stated that cybernetics is not something you can requisition and the costs are presented as a reference only. If you were to allow requisitioning cybernetics ('in addtion to this jet pack, please cut my arm off and give me a metal replacement...'), I think it would be quite reasonable to permanently decrease that character's requisition pool in each mission by it's cost (making him effectively have to 'purchase' said cybernetic part each mission). Of course, losing a limb and having it replaced is something completely different and shouldn't be penalized further.

Techmarines get them automatically as they cross from Renown to Respected, and they start with Servo-Arm and one other Common craftsmanship cybernetic. There is a table 5-20 on page 178 that lists the requisiton and renown costs for the "normal" acquisition of cybernetics. On page 177 it states that the Requisition cost for a Cybernetic is a on-time payment, once the cybernetic is installed, the character possesses it until he dies, the Requisition score does not decrease. As broken as it sounds marines are already cyborgs and letting them become even more cyborgish (especially for Chapters such as Iron Hands) is not that big a problem (heck, there's only so many ability advances you can purchase). As a GM you can however restrict which cybernetics are currently available, or limit the amount of cybernetics the players can install for fluff reasons.

While true that players could lop off all their limbs and have them replaced with cybernetics, in the true "spirit" of the game, many chapters could also feel that an unnecessary mutilation of their bodies could be seen as disrespectful to the image of the Emperor, in which they were created. Different beliefs for different folks.

E

Could we have explained how Overwatch operates (ex. how many times can it trigger?) and how the Dark Angels attack pattern Sustained Suppression interacts with it?

Chimaera2000 said:

Could we have explained how Overwatch operates (ex. how many times can it trigger?) and how the Dark Angels attack pattern Sustained Suppression interacts with it?

Overwatch works like a delayed action - it means you specify a condition and a bursting action for the PC to spring into action and then the PC will not do anything unless the condition is met before the PCs next turn in the next round. If the condition is met, the PC must do the Action/Mode of Firing that he has specified.

For more on overwtach and sustained suppression the search function is your friend: happy.gif

www.fantasyflightgames.com/edge_foros_discusion.asp

Alex

Thank you for the help! I sought help here because I've searched already and feel that the interpretations in the linked thread are too disputed to be conclusive. It's important from a game balance perspective to have an official word on it, since Sustained Suppression can be viewed as either the best squad attack pattern available (two full-auto bursts per round!) or mostly useless. Such a polarization of interpretations are best addressed with an official word.

I think it's rather obvious. Most Chapter squad modes are fairly situational, and giving two full auto bursts per round is way overpowered. So, giving a strong, but situational benefit seems much more reasonable.

How else could you read it? I don't see a real in between option, as far as power level goes.

Yes, I think that is why the debate stopped at this point. 2 bursts seems to be way overpowered to everyone. But if you need certainty, there is the Rules Questions link at the bottom of the page.

Alex

page 178 table 5-23: Cybernetic Replacement Craftsmanship

referenced on page 176

is in fact table 5-21

Question about the jump pack. It says you can make a series of short burst jumps that double your base speed.

The way my group has ruled that is that we double the person's AP bonus, and then calculate their movement rates based on that. Is that correct?

Also, the Touched by Fate attribute mentions that the character can benefit from righteous fury. I didn't see anywhere else that states righteous fury only works with pcs....is is supposed to only work with Pcs?

Stalker0 said:

Question about the jump pack. It says you can make a series of short burst jumps that double your base speed.

The way my group has ruled that is that we double the person's AP bonus, and then calculate their movement rates based on that. Is that correct?

Also, the Touched by Fate attribute mentions that the character can benefit from righteous fury. I didn't see anywhere else that states righteous fury only works with pcs....is is supposed to only work with Pcs?

You just double the already calculated movement rate, you don't alter the Agility bonus and than recalculate.

And yep, RF only applies to PCs, unless the NPC has Touched by Fate.

Warp Conduit talent allows greater "pushing".

Hi guys,

Just as an FYI, I will be closing and unsticky-ing this thread at the end of the day today. I will create a new thread and sticky it here for the Living Errata at that time.

FFG Ross Watson said:

Hi guys,

Just as an FYI, I will be closing and unsticky-ing this thread at the end of the day today. I will create a new thread and sticky it here for the Living Errata at that time.

Then allow me to give you a double-thumbs up for the job done on the errata while I am still leafing through it. The most important point was revising the RF rules; but I noticed it also contained a number of other surprises. All-in-all I am very pleased with what I have been reading so far.

Please allow me though to point out that mentioning this forum as a whole in the credits wouldn't have been a nice gesture. After all I am seeing quite a few fixes of issues that I remember being raised in these humble halls. Just sayin'...

Alex

This thread is now closed... a new thread is now open!