Deathwatch Living Errata/FAQ

By FFG Ross Watson, in Deathwatch

HappyDaze said:

> 2) Almost all of the Deathwatch Black Shield Advances (page 101) appear on the General Space Marine Rank 1 (GSM1) list for equal cost. Is the Black Shield really intended to have so few choices, and if so, why not minimize his list to out all of the redundant skills and talents found on GSM1?

Not all Black Shields start out with access to the General Space Marine ranks... if you feel it is necessary, the GM may (at his discretion) of course add additional options.

I asked myself the same thing when making my character a Black Shield. However - and this may be because I'm totally new to the game - I am not sure I understand the answer.

If the Black Shield is an Advanced speciality meant for Deathwatch space marines, how can they start out without the General Space Marine ranks?

From what I understand, a starting character being Rank 1 can take anything from the Rank 1 General and Deathwatch lists as well as whats available to their Specialty and Chapter. If that is correct, a starting Deathwatch Black Shield loses access to his original Chapter Advances to gain the equivalent of a chapter list with 4 elements on it : Concealment +10 (usually higher rank), Silent Move +10 (usually higher rank), Trade (cheaper), Sound Constitution (x3 for 1000 xp, nice!). These choices are either better priced, not found on the General or Deathwatch Rank 1 lists or not something you automatically get as a Space Marine. Also, compared to the chapter lists that it replaces, it doesn't have a lot of talents available.

"Not all Black Shields start out with access to the General Space Marine ranks"

The only way I could make sense of that is that someone with no prior training as a Space Marine could show up in a blacked out power armor at the Deathwatch and be welcomed as a Brother with no questions asked? Like how someone who can't even hold a bolter quite right found himself a power armor?

Like I said, while I not new to tabletop gaming, this is my first experience with a W40k RPG. So, maybe an ascended character from Dark Heresy can meet the requirement but, then again, the requirement is "Rank 1"; I understand that for everyone but a Space Marine thats starting at 0xp but, Deathwatch starts at 13,000...

So for all us newbies out here, could someone elaborate?

Thanks in advance!

The free Psyhic attack with the force weapon is ignoring armour and toughness, What is happening when someone hit a machine (predator tank), do the psyker just blow up the tank with 2-3 hit (ignoring armour?)


How can or can not use psy power on someone who is inside (control) a machine. Can you target the driver with psy powers (if the psyker successfully detected him)?


Psybolt ammunitions, if the psyker use storm bolter and full auto, can he add his psy rating to all hit or only the first hit, or not at all?

How much is the requisite cost of the psybolt ammunition, and how much renown is required for it?

Epystolary special ability: add willpower bonus to psy attacks included force weapons. How to handle psybolt ammunition, should we add the bonus as well?

If someone use psy power or combat tactic what is cancelled if the use move or dodge, what will happen if someone successfully grapple him? (Probably protected from the damage but technically he is "moving".)

Apotherachy special skill: create toxins: is the toxin works against a single unique enemy or good against enemy types (orks, eldars...). Can you use the toxin with bolters? Why it is only once a day? For me this ability is a bit strange I think developers should consider changing it to be more realistic ability, what could be very useful for the party.

Chaplain speciality: Fate based talents are not included in the list. Is there any special reason? (overpowered?)

Deathwatch Captain: Any ultramarine will get better leadership skills & talents than the Captain. I would expect some talent what can improve cohesion, or regen, or protect it. A psyker can regen cohesion too with some power, I expect something similar from the captain. Is there a discussion to improve this class?

Bcsordas said:

Apotherachy special skill: create toxins: is the toxin works against a single unique enemy or good against enemy types (orks, eldars...). Can you use the toxin with bolters? Why it is only once a day? For me this ability is a bit strange I think developers should consider changing it to be more realistic ability, what could be very useful for the party.

I'm no developper but, I took the liberty of rewriting the ability (including the latest errata) to explain why it would only work once per day and in squad mode only or how long you can hold on to the poison. Game wise, the effect is the same; just fleshed out. I added only a little bit at the end for flavor. Here it is if you want to use it :

Create toxins
The Apothecary has learned a special narthecium function that can create a virulent poison to help destroy a particular enemy. Using a tissue sample of a particular enemy as the base ingredient, the Apothecary can set his narthecium to produce the toxin as a Full Action but the automated process takes an hour. At this point, the toxin is stored within the narthecium until discharged. No other toxin can be produced while another is stored and, once emptied, it takes one day for the narthecium to purge it's systems before it is ready to produce a new dose of toxin, regardless of it's type.
With a half action, the Apothecary can set his nerthecium to gradually release the toxin as a thin mist around the Kill-team and their opponents. While the mist itself is relatively harmless, it clings to weapons and seeps into wounds causing attacks made in this combat to have the Toxic quality against the enemy type (Tyranid, Tau, etc.) for a number of rounds equal to the Apothecary’s Intelligence Bonus. Battle-Brothers wishing to benefit from this ability must be in Squad Mode along with the Apothecary as they must time their attacks with the poison's release.
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 Daemonic Trait, Undying Trait and the Machine Trait are immune to toxins created by this ability.
The narthecium can also be emptied of a toxin with a full action, allowing it to start purging it's systems for the creation of another toxin. (Optional, additional part starts here) When doing so, a successful Hard (-20) Chem Use test allows the Apothecary to recover the concentrated substance; this residue can be use as the ingredients to manufacture a dose of Genophage toxin using the Trade (Chymist) Skill.

KommissarK said:

Razorboy said:

scottpilgrrim said:

And no clarification to Psychic Powers... Can I psyker cast Smite and attack in the same round?

Because imagine a psyker armed with a Heavy Bolter + Suspensor, who can therefore Smite and Full Auto on the same round. Pretty powerful...

No clarification is required because the core book is already clear on the issue: a psyker can attack and use psychic power in the same round (as these are two different actions), but he's still limited to two half actions or one full action per turn. He could not do what you describe because Full Auto is a full-round action whereas Smite is a half-action.

However, suspensors turn full auto into a half round action, so, by strict RAW, it is valid.

to be 100% clear you can use a non attack power and attack. smite + any attack is not vaild as thats two attack actions. also any power that deals damage is an attack action (core book in the psyker section i do not recall page number atm)

Question: If a Solo Mode or Squad Mode Ability allows a

character to take a half-action or full action out of turn or as
a free action, can the character still take his normal actions
in turn?
Answer: Yes. For example, a Battle-Brother uses Bolter Assault
to charge and shoot as a free action, he can then spend his
regular full action to charge and attack with a melee weapon,
or do any other full action or two half-actions
Contradiction? Clearly, this example found in the Errata FAQ shows us that a character can use the standard attack action twice in the same round. Which makes the issue "using two half-actions to attack" evident. What I believe the problem is? You can't, for example, fire twice or swing your weapon twice in the same round if there's no (or you don't have the) proper talent for that.

Salsa said:

Question: If a Solo Mode or Squad Mode Ability allows a

character to take a half-action or full action out of turn or as
a free action, can the character still take his normal actions
in turn?
Answer: Yes. For example, a Battle-Brother uses Bolter Assault
to charge and shoot as a free action, he can then spend his
regular full action to charge and attack with a melee weapon,
or do any other full action or two half-actions
Contradiction? Clearly, this example found in the Errata FAQ shows us that a character can use the standard attack action twice in the same round. Which makes the issue "using two half-actions to attack" evident. What I believe the problem is? You can't, for example, fire twice or swing your weapon twice in the same round if there's no (or you don't have the) proper talent for that.

I'm not sure what you're asking or objecting to, but Solo and Squad Mode Abilities are designed specifically to allow this sort of thing. They represent special training which allows Marines to work together to accomplish greater feats- or in the case of Solo Mode, emphasize the individuality and ability of the given Astartes. The rules as written accommodate for the issue of firing or attacking twice or more in a round with the (semi)autofire rules and the swift/lightning attack talent tree. These in turn represent the cyclic rate of a weapon (some weapons physically cannot fire more than one round accurately in a five-six second period) and the ability of the individual warrior. Think of it this way: the Mode Abilities represent actions which have been drilled into the Marine to be almost instinctual, so they take less thought and effort on their part to commit. Making their own attacks, however, requires more careful targeting and the like, as they are not moving with their Battle Brothers or showing off one or two premiere aspects of being a Space Marine. Also, correct me if I'm wrong, but I don't believe that there are any Solo/Squad Abilities which allow the use of Swift/Lightning attack outside of your own turn, and the use of autofire for most requires the Marines to be a higher rank.

Furious Charge lets you do a charge + a full multiple attack thingy at rank... 5 I believe, as a reaction.

Its freakin' beautiful. Enemies are about to unload lascannons or meltas or whatever at the party... suddenly, the enemy's turns are being interrupted by a ton of lightning attack charges. Even if not all the heavy weapon users are dead, then having a ton of astartes in melee with you pretty much ruined your options.

Okay, so multiple attacks with squad mode abilities are something you earn as you rank up.

RESISTANCE(psychic powers);rank and xp?,because it not in the core, rob, and errata

thx for the inpot

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

Gaire said:

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

And, like all Resistance talents, provides a +10 bonus to the relevant roll.

-=Brother Praetus=-

I am curious, what page states that you can only make one action with the attack sub-type per round? Or any other limitations on subtype actions for that matter?

xandarian said:

I am curious, what page states that you can only make one action with the attack sub-type per round? Or any other limitations on subtype actions for that matter?

AFAIK It's RAI (intended or implied), not strictly RAW, as the descriptions of actions and subtypes don't call this out anywhere that I know of. However things like pg 4 of the Errata, which says "If the power targets an opponent or does damage to an opponent, the power gains the Attack Subtype (see page 237), and thus cannot be combined with other Attack Subtype actions (such as Full-Auto Burst or Semi-Auto Burst, and so on)." says that was the intent.

However, page 236 says "A character cannot take the same Half Action twice in the same Turn." (under Half Action descriptions). Meaning you cannot throw a grenade and shoot in the same turn, as they're both standard attacks.

In addition, the Multiple Attacks action type specifically talks to the point of allowing a character to attack more than once in a given turn, an mentions that it requires the talents to do such a thing, which implies heavily that things such as suspensors wouldn't allow you to full auto with one half action and then shoot with your other half action (trying to say the full auto and the

The only things that would allow you to work around these would be Squad/Solo Mode abilities.

With regards to shields, what order do you resolve damage mitigation in? As in, dodge, parry, shield. Which one gets resolved first or is it all players choice?

I do: dodge or parry (can only use one per attack) first, then force fields.

Alex

Just wanted to say that the Deathwatch Living Errata File, in addition with the other games errata are a great boon to inter-game coherency and cross-game value. Kudos to the fantasy flight staff for their hard and insightful work

greetings all, no time to search the forum atm so apologies if it's somewhere already but:

in first founding the furioso dreadnought gets a talent called "Ferocious Assault". In which book did this talent get introduced (and what page)? Or is it possible they ment Furious Assault instead?

Probably Furious Assault. Can't think of anything else.

Alex

reply from FFG:

"You are correct, the reference to "Ferocious Assault" in the advancement table for the Furioso Librarian in First Founding was, indeed, intended to be "Furious Assault." We appreciate you bringing that to our attention. "

Under the Sanguinary Priest Advanced Specialty on page 44 of The First Founding, it mentions under the Scion of Sanguinius Special Ability that "A Sanguinary Priest possesses this ability in addition to the three Apothecary Special Abilities listed on page 69 of the Deathwatch rulebook." Does that mean that an Apothecary is supposed to get all three abilities or is this a typo?

A couple of other things I noticed is that under the Rank 5 Apothecary Advance, the Disarm Talent is shown have a prerequisite of Agility 40 (p. 70 of Deathwatch) yet under the Talent description, it shows that the prerequisite is Agility 30 (p. 116). The Assault Marine Rank 5 Advance has the same talent with a prerequisite of 30 (p. 74).

Also, the prerequisite for Pilot (Personal) +20 for the Assault Marine is listed as Pilot (Personal) instead of Pilot (Personal) +10.

Tactical Marines get the Command Skill Trained yet they don't get advances for +10 and +20 like the other specialties at Rank 2 and Rank 3, respectively?

I apologize if this was mentioned before.

I apologize if this seems like I'm spamming but I I wish there was an edit button. Anyways, a couple more things I noted and again, I apologize if this was already mentioned.

The prerequisites for Death From Above under the Rank 5 Assault Marine Talent list it as Fly (Jump Pack) (p. 74) instead of Pilot (Personal) under the Talent description (p. 115).

Apothecaries have Medicae listed as a Rank 1 Advance on p. 69 despite the fact that it's a starting skill.

Librarians have Psyniscience listed as a Rank 1 Advance on p. 81 despite the fact that it's a starting skill.

Tactical Marine has the Foresight Talent as a Rank 7 Advance with a prerequisite of Intelligence 40 (p. 86) instead of Intelligence 30 under its description (p. 118).

Techmarine has Speak Language (Techna-Lingua), Tech-Use, and Electro-Graft Use as Rank 1 Advances despite the fact they are starting skills and talent (p. 89).

Techmarine has Master Enginseer with a prerequisite of Tech-Use +10 as a Rank 5 Advance (p. 90) but the description says that it requires Tech-Use +20 (p. 123) which incidentally is also a Rank 5 Advance.

Starting skills do intentionally get listed, otherwise good job.

Alex

Just reporting some more of my findings.

Under the Space Wolves Chapter Advance, it lists Hardy without the prerequisite of Toughness 40 (p. 67).

Under the Ultramarines Chapter Advance, it doesn't list a Performer (Any) +20 even though it lists a Performer (Any) +10. I don't know if this was intentional or not.

Under the Masters of the Craft Oath for the Imperial Fists (p. 56 of First Founding), it lists four squad mode abilities (Furious Charge, Squad Advance, Dig In, and Strongpoint) with the benefit of +20 to Tactics (Assault Doctrine) and Tactics (Defense Doctrine). Under the Oath of Duty for the Ultramarines (p. 74 of First Founding), it lists four squad mode abilities (Fire for Effect, Squad Advance, Regroup, and Tactical Spacing) but the benefit is that it gets four squad mode abilities instead of three. I don't know if this was intentional or not.

Discovered while updating the cards:

Techxorcism Gun has no weight.
Digital Weapons have no errata'd stats.

Probably more but those 2 stuck in memory.

Alex