DEATHWATCH FAQ and ERRATA

By tkis, in Deathwatch

ak-73 said:

As per the reply to my question (see above) they can be used repeatedly though in a single combat, including Holy Vengeance - if you're willing to pay the Cohesion cost all over again.

Why would you have to pay the cost again if used repeatedly in the same combat? Has the rule on page 219 been errated?

Dan.

CptCaine said:

ak-73 said:

As per the reply to my question (see above) they can be used repeatedly though in a single combat, including Holy Vengeance - if you're willing to pay the Cohesion cost all over again.

Why would you have to pay the cost again if used repeatedly in the same combat? Has the rule on page 219 been errated?

Dan.

Read my post at the bottom of page 7. A copy and paste of a reply by Mister Watson himself.

Alex

Veroldindir said:

This may seem like a stupid question, but one of my friends seem to think that powers like Blood Lance and Smite can't be dodged. Is this the case based on some of your readings in the book? He's saying that Vortex of Doom specifically said you can dodge via agility test, while the other powers do not. What does everyone think?

Sounds like anyone can dodge vortex of doom with an agility test, not Dodge test. So skilled or unskilled in dodge, +10, +20 or Talented (Dodge) would not affect the Agility test, just straight agility.

Huzzah! Another round of official FFG answers to several rule-related questions. Official answers are in bold, 'ere we go!

> When does a Tactical Marine roll the Command Test to share the > benefits of his Chapter's Squad Mode ability using Tactical > Expertise? Does he do it when he initially activates the Squad Mode > ability for the first time, or every time he wants to share an > already active Squad Mode ability with his team members?>

When he initially activates the Ability.

> This is a question about a weapon with a Power Field ability. Does > the 75% ability to destroy the opponent's weapon activate only when > the user successfully parries an attack, or does it also apply when > the opponent (without a Power weapon) successfully parries a Power > Weapon attack?> The chance to destroy an opponent's weapon happens on any successful parry from the user.

> Are Force Weapons considered Power Field weapons when used by a > Psyker for purposes of shattering opponent's weapon when used to > parry?> No.

> Question on Unrelenting Devastation + Heavy Bolter + Metal Storm > rounds. The Unrelenting Devastation states: "When firing a Heavy > weapon, the Devastator Marine inflicts 1 extra point of damage to a > Horde's Magnitude for every hit. If using a weapon with the Blast > Quality, he instead inflicts 1d5 extra points of damage to a Horde's > Magnitude (after all other hits have been applied)." A Heavy Bolter > with Metal Storm rounds is considered both a Heavy weapon and a > weapon with Blast (2) Quality, so which is applied in the case of > Unrelenting Devastation (since it says "instead")? If a Space Marine > scores 10 hits to the Horde using Unrelenting Devastation and Metal > Storm rounds and each hit does at least 1 point of regular damage to > the Horde, would the amount of Magnitude damage be one of the > following:> a) 30 damage (10 hits each having Blast (2) quality which turns each > hit into 2 hit, plus 1 point of damage per hit with a Heavy Weapon > as per Unrelenting Devastation),> b) as above but, 30 hits + 1d5 (the extra 1d5 damage granted by > Unrelenting Devastation for the weapon having Blast quality)?> c) or, 20+1d5 damage (10 hits, plus 1 point of damage per hit as per > Unrelenting Devastation, plus 1d5 extra damage granted by > Unrelenting Devastation for the weapon having Blast quality)?>

B.

> Under "Damaging a Horde" section on page 359, it says: "Weapons that > inflict Explosive Damage (X) gain a bonus against Hordes, and count > as having inflicted one additional hit." IMO, this is very ambiguous > wording when it comes to automatic fire. For example, if I hit a > horde 3 times with a bolter (explosive damage), and assuming I dealt > damage with every hit, do I deal 6 points of magnitude damage (2 > damage per hit * 3 hits), or do I deal 4 points of magnitude damage > (1 damage per hit + 1 extra hit because of Explosive Damage)? The > Explosive Damage subsection doesn't say that weapons with (X) > inflict one additional Hit per hit, or whether they inflict one > additional Hit in total, regardless of how many Explosive Damage > shots hit.>

In the quoted example, you would reduce the Horde's Magnitude by 4.

> If a Space Marine has the Unarmed Warrior and Unarmed Master Talents > is he considered to have Improved Natural Attacks Trait or wielding > a weapon for the purposes of being unable to parry? If he is no > longer considered Unarmed when making attacks against armed > opponents as per Unarmed Warrior, would it be valid to treat the > Space Marine as wielding a weapon or an improvised weapon for > purposes of allowing the Space Marine to parry attacks made with > weapons?

You must be wielding a melee weapon in order to parry. (see page 242)

> Every Space Marine starts with Unarmed Master Talent, does this mean > that every Space Marine also starts with Unarmed Warrior Talent > which is a prerequisite for Unarmed Master?

Yes.

> Thank you very much for wonderful products! My group and I will > appreciate any and all clarifications and answers to these questions! Ross WatsonSenior RPG DeveloperFantasy Flight [email protected]

Not a fan of his answer to Heavy Bolter + Metal storm. Unrelenting devastation is already stupidly good, and adding its effects together (and ignoring the 'instead' directly in the rule) again illustrates that every other heavy weapon is pretty much a waste of time. The Frag missile was almost as good as the standard HB blast (at least 10 Mag, lower Max), but applying both benefits to it makes it pointless to carry anything but a heavy bolter.

My reading of Metal storm wasn't even listed in your examples. 10 hits x 2 for having Blast(2) + 1 for X + 1d5. Your last option was close, but you erroneously imply the 20 is from Unrelenting devastation instead of the Blast(2).

Radomo said:

Not a fan of his answer to Heavy Bolter + Metal storm. Unrelenting devastation is already stupidly good, and adding its effects together (and ignoring the 'instead' directly in the rule) again illustrates that every other heavy weapon is pretty much a waste of time. The Frag missile was almost as good as the standard HB blast (at least 10 Mag, lower Max), but applying both benefits to it makes it pointless to carry anything but a heavy bolter.

My reading of Metal storm wasn't even listed in your examples. 10 hits x 2 for having Blast(2) + 1 for X + 1d5. Your last option was close, but you erroneously imply the 20 is from Unrelenting devastation instead of the Blast(2).

Not erroneously. I simply supplied every interpretation of the situation that myself and my players were able to come up with. Now there's not ambiguity as to how Metal Storm stacks with Unrelenting Devastation and that's a good thing. I agree that Unrelenting Devastation is now stupidly good and heavy bolter is an even better option that it was already, but it's good to have an official clarification on this.

Razorboy said:

Radomo said:

Not a fan of his answer to Heavy Bolter + Metal storm. Unrelenting devastation is already stupidly good, and adding its effects together (and ignoring the 'instead' directly in the rule) again illustrates that every other heavy weapon is pretty much a waste of time. The Frag missile was almost as good as the standard HB blast (at least 10 Mag, lower Max), but applying both benefits to it makes it pointless to carry anything but a heavy bolter.

My reading of Metal storm wasn't even listed in your examples. 10 hits x 2 for having Blast(2) + 1 for X + 1d5. Your last option was close, but you erroneously imply the 20 is from Unrelenting devastation instead of the Blast(2).

Not erroneously. I simply supplied every interpretation of the situation that myself and my players were able to come up with. Now there's not ambiguity as to how Metal Storm stacks with Unrelenting Devastation and that's a good thing. I agree that Unrelenting Devastation is now stupidly good and heavy bolter is an even better option that it was already, but it's good to have an official clarification on this.

It just makes me even more want to nerf the ROF of the HB. A pleasant side-effect of it would be that the Assault Cannon would look better in comparison.

Alex

The plot thickens, just received the following further clarification:

From: [email protected]
> To: *************
> Subject: Re: Fantasy Flight Games [Rules Questions] - Deathwatch
> Date: Fri, 29 Oct 2010 14:17:09 -0500
>
> Hi,
>
> My apologies!
>
> It looks like I misunderstood your question about the metal storm +
> heavy bolter.
>
> The correct answer is actually C (10 hits, 2 per hit due to Blast 2,
> plus 1d5 at the end for Unrelenting Devastation).

For a grand total of 20+1d5 damage, before we include the extra hit from Explosive Damage, and any other extra hits or damages. I hope this will make it into the FAQ/Errata.

P.S. I think giving Assault Cannon a Storm quality will fix the deficiency of that particular weapon handily.

Razorboy said:

The plot thickens, just received the following further clarification:

From: [email protected]
> To: *************
> Subject: Re: Fantasy Flight Games [Rules Questions] - Deathwatch
> Date: Fri, 29 Oct 2010 14:17:09 -0500
>
> Hi,
>
> My apologies!
>
> It looks like I misunderstood your question about the metal storm +
> heavy bolter.
>
> The correct answer is actually C (10 hits, 2 per hit due to Blast 2,
> plus 1d5 at the end for Unrelenting Devastation).

For a grand total of 20+1d5 damage, before we include the extra hit from Explosive Damage, and any other extra hits or damages. I hope this will make it into the FAQ/Errata.

P.S. I think giving Assault Cannon a Storm quality will fix the deficiency of that particular weapon handily.

I think it's a bit of a kludge solution though. Right now I am eye a HB ROF of 6 or 7 and a damage of 2D10+8. Still a very good weapon but other heavies might have their niche.

Alex

Razorboy said:

Not erroneously. I simply supplied every interpretation of the situation that myself and my players were able to come up with. Now there's not ambiguity as to how Metal Storm stacks with Unrelenting Devastation and that's a good thing. I agree that Unrelenting Devastation is now stupidly good and heavy bolter is an even better option that it was already, but it's good to have an official clarification on this.

Not to get into a debate, but none of your options took into account the word 'Instead' in the Unrelenting description, which is the key point. Regardless, the correction corresponds to my reading, making Metal Storm slightly better than standard HB rounds, but not overwhelmingly so, which is good, IMO.

Mithras said:

On page 224 of the Jerich Reach map there seems to be 2 planet "Hestus's" of identical types that exist both in the Canis Salient and around 20 squares southeast of the Hadex Anomaly. I thought I'd mention it, as, when I found a duplicate planet on the Calixis Sector map. FFG fixed the support page map. So hopefully they will do the same this time and maybe even fix it in the CE. I'm afraid to say that there is another glaring error in the map, but for the life of me I can't remember. Other than that and other minor errata issues, I can't speak highly enough about the book. I'm loving every page of it!

If I was FFG, I would build an official scenario around this. And 'Ravacene'. (Beyond that it's just further evidence under much pressure FFG was to deliver the book on time.)

Alex

On page 82 under rank 3 librarian advances is listed a talent called Warp Conduit costing 800xp with no prerequisites.

Warp Conduit in the talents chapter on page 129 has prerequisites of psy rating, strong minded and willpower 50.

Strong minded on page 127 has prerequisites of willpower 30 and resistance(psychic powers)

Strong minded appears on page 82 as a rank 4 librarian advance, resistance(psychic powers) does not appear at all.

I'm guessing that resistance(pyschic powers) should be rank 3 at 800xp and warp conduit should be rank 5+ somewhere.

Has anyone else come up with another solution to this error?

Dynodragon said:

On page 82 under rank 3 librarian advances is listed a talent called Warp Conduit costing 800xp with no prerequisites.

Warp Conduit in the talents chapter on page 129 has prerequisites of psy rating, strong minded and willpower 50.

Strong minded on page 127 has prerequisites of willpower 30 and resistance(psychic powers)

Strong minded appears on page 82 as a rank 4 librarian advance, resistance(psychic powers) does not appear at all.

I'm guessing that resistance(pyschic powers) should be rank 3 at 800xp and warp conduit should be rank 5+ somewhere.

Has anyone else come up with another solution to this error?

It's been mentioned before on one of the previous pages (I just happened to re-read this entire topic so I know). My advice for now would be to switch the order in the advances list so that strong minded is rank 3 for 800 and warp conduit at rank 4 for 1000.

I would add resistance(psychic) at a lower rank. I suggest at rank 2 for 600 xp as the Astropath in RT gets it also at rank 2 for 300 xp.

You can also ask FFG the question directly by hitting the Rules Question link at the bottom of this page.

Alex

Resistance (Psychic Powers) is a starting talent for all Space Marines.

On page 360 of the Deathwatch rulebook

Breaking A Horde

  • When a Horde's Magnitude is reduced by 25% in a turn, it must make a Willpower test when it is its turn to act again.If it passes it may continue to act. If it fails. it breaks and flees at its highest move value.
  • If the Horde's Magnitude is less than 50% of its starting value, it suffers a -10 to the Willpower Test. If the Horde's Magnitude is less than 25% of its starting value, it will automatically break.

Is anyone else confused.

Whee! said:

On page 360 of the Deathwatch rulebook

Breaking A Horde

  • When a Horde's Magnitude is reduced by 25% in a turn, it must make a Willpower test when it is its turn to act again.If it passes it may continue to act. If it fails. it breaks and flees at its highest move value.
  • If the Horde's Magnitude is less than 50% of its starting value, it suffers a -10 to the Willpower Test. If the Horde's Magnitude is less than 25% of its starting value, it will automatically break.

Is anyone else confused.

You always consider the hordes magnitude at the star of the round, if it is reduced by 25% during this round, it has to test, if the current magnitude is below 50% of its original magnitude at the start of combat it suffers a -10 to this test, if it is below 25% of this value it either fails the test automatically, or perhaps even breaks without suffering enough casualties durng the current round to make a break test.

Horde combat example

Using Chaos Heretic Horde profile on page 360

round 1 : 3 players win initiative and shoot / HtH the horde for 25 magnitude damage. 34-25 = 9 Magnitude

Does the horde fight back with 34 magnitude at 3d10+4 R pen 2 melee and make 3 shooting attcks at 3d10+2 I pen 0

or

Does the horde fight back with 9 magnitude at 1d10+4 R pen 2 melee and make no shooting attacks

reason being that magnitude is abstract and this could be hundreds of Chaos Heretics rubbing and moaning ineffectually on the Players.

playing the annoying player or devils part

Where does it say. In the rules.

To consider the hordes magnitudes at the start of the round. ?

Whee! said:

playing the annoying player or devils part

Where does it say. In the rules.

To consider the hordes magnitudes at the start of the round. ?

Page 360, Breaking a horde. To be precise, you don't test at the start of a round but the start of the hordes turn. This is similar to pinning: before you can act, you must make a test.

And since damage is immediate, when a horde gets damaged, its magnitude gets reduced immediately. Just like wound points of a creature get reduced immediately.

Alex

To be even more specific allow me to show the relevant passage in the book:

"- When a Horde's Magnitude is reduced by 25% in a turn it must make a Willpower Test when it is its turn to act again. If it passes it may continue to act. If it fails, it breaks and flees at its highest move value.

- If the Horde's Magnitude is less than 50% of its starting value, it suffers a -10 to the Willpower Test. If the Horde's Magitude is less than 25% of its starting value, it will automatically break"

The first point refers to the Horde losing 25% of its current Magnitude in a single turn. The second point refers to the Horde falling to below 50% and below 25% of its starting value - that is the value it started the combat and not the turn with. So a Horde starts the combat with Magnitude 40. If it takes more than 10 points of Magnitude (25%) it has to make a Willpower Test. If it falls below Magnitude 20 (below 50% of its starting value) it suffers -10 to the Willpower Test. If it falls below Magnitude 10 (below 25% of its starting value) it automatically breaks.

Whee! said:

Horde combat example

Using Chaos Heretic Horde profile on page 360

round 1 : 3 players win initiative and shoot / HtH the horde for 25 magnitude damage. 34-25 = 9 Magnitude

Does the horde fight back with 34 magnitude at 3d10+4 R pen 2 melee and make 3 shooting attcks at 3d10+2 I pen 0

or

Does the horde fight back with 9 magnitude at 1d10+4 R pen 2 melee and make no shooting attacks

reason being that magnitude is abstract and this could be hundreds of Chaos Heretics rubbing and moaning ineffectually on the Players.

To put the First Aid debate to rest once and for all (hopefully) I sent FFG examples of possible interpretations of how First Aid would work, here's Ross's response (in bold):

> Hello again! This question is regarding the confusion around the use> of Medicae skill for First Aid. Could you comment on the following > example as a correct or incorrect application of the First Aid > rules? This example takes into account the extra paragraph of Errata > from Rogue Trader Errata.>> A Space Marine has 20 Wounds and is completely uninjured. He suffers > 10 Damage leaving him with 10 Wounds. First Aid is applied and heals > 8 Damage, the Space Marine now has 18 Wounds, and 2 points of > Treated Damage. The Space Marine suffers another 10 Damage leaving > him with 8 Wounds, 10 points of Untreated Damage, and 2 points of > Treated Damage. First Aid is applied and heals 12 Damage, which > would normally put the Space Marine right back up to 20 Wounds, > however, because 2 points of Damage have already been treated, the > Space Marine only heals 10 points of Damage (that were Untreated) > and now has 18 Wounds. The Space Marine still has 2 points of > Treated Damage that have not been healed and would need to rely on > Extended Care or natural healing to recover these 2 points.>> If this example is correct, then the players will need to track > their current Wounds and Treated Damage (that is Damage that has had > First Aid applied to it, but was not healed).>> Thanks in advance! I greatly appreciate any clarification on this > issue!

Yes, the character would need to track his treated damage.

Razorboy said:

To put the First Aid debate to rest once and for all (hopefully) I sent FFG examples of possible interpretations of how First Aid would work, here's Ross's response (in bold):

> Hello again! This question is regarding the confusion around the use> of Medicae skill for First Aid. Could you comment on the following > example as a correct or incorrect application of the First Aid > rules? This example takes into account the extra paragraph of Errata > from Rogue Trader Errata.>> A Space Marine has 20 Wounds and is completely uninjured. He suffers > 10 Damage leaving him with 10 Wounds. First Aid is applied and heals > 8 Damage, the Space Marine now has 18 Wounds, and 2 points of > Treated Damage. The Space Marine suffers another 10 Damage leaving > him with 8 Wounds, 10 points of Untreated Damage, and 2 points of > Treated Damage. First Aid is applied and heals 12 Damage, which > would normally put the Space Marine right back up to 20 Wounds, > however, because 2 points of Damage have already been treated, the > Space Marine only heals 10 points of Damage (that were Untreated) > and now has 18 Wounds. The Space Marine still has 2 points of > Treated Damage that have not been healed and would need to rely on > Extended Care or natural healing to recover these 2 points.>> If this example is correct, then the players will need to track > their current Wounds and Treated Damage (that is Damage that has had > First Aid applied to it, but was not healed).>> Thanks in advance! I greatly appreciate any clarification on this > issue!

Yes, the character would need to track his treated damage.

After reading this again, it seems simple enough.

So to continue your above example:

They have 18 wounds remaining, 2 of which have been treated but not healed. They receive another 10 damage, of which 7 is healed. They are now at 15 wounds with 5 treated but not healed.

They receive another 10 damage, reducing them to 5, of which 13 is healed. Except it can't go above their 15 wound cap. They are now down to 15 wounds with still 5 treated, but not healed.

In this way it represent the party getting patched together to continue fighting, but not enough to be invincible as long as the apothecary stays alive.

They started with 20 wounds total. They have 5 wounds that are treated, but not healed. The maximum number of wounds they are allowed to have until Extended rest/care is 15.

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. :)

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