Chapter III: Character Creation

By ffgMark, in Proofreading Changes

Brother Praetus said:

Santiago said:

Double talents yield you 100xp
Double skills give you an extra rank in said skill
Double aptitudes give you a free attribute based aptitude of your choice

For those who are looking for this in the books, reference the bottom of the second column of page 64 for the rule on duplicate Aptitudes , second column center page (roughly) on page 66 for Skills . I did not see the rule about duplicate starting talents, though… Could you give a reference point Santiago? Thanks.

-=Brother Praetus=-



On page 41 in Table 3-1: Heavy Gunner Recommandet Advances it lists Iron Jaw even though this is a talent every Heavy Gunner gets.

And that is indicated… just added for completion

Yes, but normally only Talents with an or Option are listed, if this would be the norm and not an oversight or error, specialities like the commissar would list also things like Air of Authority or the operator Technical Knock. Both things they get regulary with no or options like Iron Jaw. but they are not listed contrary to Iron Jaw.

On page 49 in the grey box Comrade Advances under the Talent Hail of Fire it reads “…If his
Comrade is in Cohesion, all of the Weapon Specialist’s attacks this turn gain the Pinning Quality.”
But there is no direct Pinning Quality in the weapon section and the only reference is Pinning on page 186. But do not mention the Pinning Qualität exactly. So maybe it is an oversight, I overlooked something or it is not mentioned clearly. I think I means just that every enemy the Weapon Specialist attack, must test against Pinning or not?

under ogryn:

talent should be Weapon Specialisation (Heavy, SP) not (Heavy, Ripper)

Luther Engelsnot said:

On page 49 in the grey box Comrade Advances under the Talent Hail of Fire it reads “…If his
Comrade is in Cohesion, all of the Weapon Specialist’s attacks this turn gain the Pinning Quality.”
But there is no direct Pinning Quality in the weapon section and the only reference is Pinning on page 186. But do not mention the Pinning Qualität exactly. So maybe it is an oversight, I overlooked something or it is not mentioned clearly. I think I means just that every enemy the Weapon Specialist attack, must test against Pinning or not?

I think you've got it right that every enemy he/she shoots at must then test pinning reguardless of how or with what weapon the Weapon Specialist attacked, but it does need to be stated better.

Here's a good one: Orgyn can pay 300 xp for the privilege of passing out whenever their friends are in danger.

Ogryn have a -15 to Intelligence. Average Ogryn Int is therefore about 15.

Fierce Loyalty is a passive that make you frenzy when your comrade is in danger. (pg 55.)

Frenzy gives you -20 to intelligence. (pg 99)

Having an Intelligence of 0 or below makes you take a nap. (page 186)

So while not every Ogryn is auto-hit by this, most will need to take an (expensive) Intelligence advance before this Talent is anything but an amusing form of suicide. Sort of a nasty system mastery trap, no?

"Lil Bob is in Danger! You no hurt my friend!" *scream of rage - foams at mouth - falls over*

That also applies to the regular Frenzy talent of course. Your worst case scenario would be a minimum Int Ogryn (7!) who needs to take 3 Int advances for a total of 3,750 xp before he could Frenzy without suffering a debillitating aneurysm.

Maybe Frenzy should have a note about not reducing a stat below 1?

it's just a penalty not characteristic damage. but they should put that in the frenzy talent description.

on page 41 SABILISE

says there the gunner does not suffer from penalties of semi-auto and full auto for that round. does that mean he gets +10 like a standard attack? becaise semi-auto doesn't have a penaltiy per se.

Andor said:

Here's a good one: Orgyn can pay 300 xp for the privilege of passing out whenever their friends are in danger.

Ogryn have a -15 to Intelligence. Average Ogryn Int is therefore about 15.

Fierce Loyalty is a passive that make you frenzy when your comrade is in danger. (pg 55.)

Frenzy gives you -20 to intelligence. (pg 99)

Having an Intelligence of 0 or below makes you take a nap. (page 186)

So while not every Ogryn is auto-hit by this, most will need to take an (expensive) Intelligence advance before this Talent is anything but an amusing form of suicide. Sort of a nasty system mastery trap, no?

"Lil Bob is in Danger! You no hurt my friend!" *scream of rage - foams at mouth - falls over*

1. Frenzy gives you a temporary penalty to Int. Penalty != characteristic damage. Only characteristic damage causes effects listed on p. 186. There is a clarification about that somewhere in the Black Crusade forum.

2. How is this relevant to proofreading?

Seriously, people, we have a whole forum for discussing rules, yet all the threads in Proofreading get clogged up with rules discussions. Don't be surprised if legit errors people point out here get omitted in the final print because someone at FFG misses them between all the stuff that shouldn't be here. Do everyone a favor and post your concerns in appropriate subforums, that's what they are here for.

p. 54, under aptitudes, "offense" should be "offence"

Despite the lack of hard and fast Departmento Munitorum definitions of the different roles a Guardsmen can play within a Squad, there is still a great diversity.

Should be

Despite the lack of hard and fast Departmento Munitorum definitions of the different roles a Guardsman can play within a Squad, there is still a great diversity.

Bold added to point the difference.

It is just a grammar error.

Under support Specialists Ministorum Priest "Evicerator" should be "Eviscerator"

Table 3-1

Prerequisite for Perception - Intermediate should be Perception - Simple

Weapon Speciailists

The men and women who make up these ranks of Guardsmen aren not distracted by the burdens of leadership, …

should be

The men and women who make up these ranks of Guardsmen are not distracted by the burdens of leadership, …

a Vostoyan Firstborn

should be

a Vostroyan Firstborn

Ministorum Priest

Parry +10 prerequisite is Parry +10

the prerequisite should be Parry

In Characteristic Advancement

In the paragraph

As shown in Table 3–14: Characteristic Advances, if…

It doesn't match the new table results in the update. It now matches Zero Matching Aptitudes not One Matching Aptitude.

It now needs to either change the quoted xp or change to referring to zero matching characteristics.

Page 67

In the Character Details section

Munistorum should be Munitorum

Vostoyans should be Vostroyans

In the Demeanours Table

under Jaded

"Depatmento" should be "Departmento"

In Stage 5: Generating Characteristics

"Each comarade has his own name and persona, but they are all still strictly suppporting characters."

should be

"Each comrade has his own name and persona, but they are all still strictly supporting characters"

According to week six update Sanctioned Psyker gets Best Craftsmanship Staff. It should be Best Craftsmanship Force Staff.

Shadow Walker said:

According to week six update Sanctioned Psyker gets Best Craftsmanship Staff. It should be Best Craftsmanship Force Staff.

No its just a staff. Those exist too.

Note this section is for proof-reading, not rules clarifications. Conjecture about how things are supposed to work is indeed best left to the mechanics section.