Jump to content



Photo

Deathwatch Living Errata/FAQ


  • Please log in to reply
194 replies to this topic

#41 Ours1984

Ours1984

    Member

  • Members
  • 1 posts

Posted 30 January 2011 - 05:46 AM

On character sheet:

- Intimidate skill is also Trained for SM character

- add Deathwatch Training Talent in "SPACE MARINE TALENTS & TRAITS" (on verso)



#42 ak-73

ak-73

    Member

  • Members
  • 4,057 posts

Posted 30 January 2011 - 06:07 AM

Ours1984 said:

On character sheet:

- Intimidate skill is also Trained for SM character

- add Deathwatch Training Talent in "SPACE MARINE TALENTS & TRAITS" (on verso)

 

Also Dodge skill is Trained.

 

Alex


My 40K Blog (essentially a Best Of FFG Forums):

http://www.40kroleplay.weebly.com

House Rules, Rule Clarifications, Game Aids, New Creatures, consolidated official Deathwatch Squad Mode rules, 40K Tabletop to 40K Roleplay comversions, etc.


#43 HappyDaze

HappyDaze

    Member

  • Members
  • 5,636 posts

Posted 07 February 2011 - 11:27 AM

> Rule Question:
> "The robust construction of cybernetics add 2 to the user's Toughness Bonus (after Unnatural Toughness) in the relevant location." - Deathwatch, page 176.
>
> Applying this to the Bionic Arm (for the appropriate Arm location), Bionic Locomotion (for both Leg locations), and the Bionic Heart (at half effectiveness, adding 1 for Body location) are easy.
>
> Can a Space Marine character take two Bionic Hearts, and if so, would this add up to +2 TB for the Body?

He certainly can have two bionic hearts, but the effects do not stack.

> Bionic Respiratory System would seem to apply +2 TB for the Body. Would this stack if the character had both a Bionic Heart and Bionic Respiratory System?

No.

> Would an Auger Array, Cybernetic Senses, and/or a MIU apply extra TB for the Head location?

Yes, but they do not stack.

> Does the Servo-Arm or Servo-Harness apply extra TB to any location?


Yes, to the body, but it does not stack.


Ross Watson
Senior RPG Developer
Fantasy Flight Games
rwatson@fantasyflightgames.com
 

AND

> Rule Question:
> I have a few questions about Deeds. Many are about specific word choices that seem to go against what has been previously printed.
>
> 1) Initiate of Secrets (page 75) provides Forbidden Lore (Dark Angels). Is this an error - since no such Lore skill exists - or is it just a limited form of Forbidden Lore (Adeptus Astartes) and/or Forbidden Lore (Traitor Legions)? Regardless, it seems hard to advance (and possibly useless to do so) since both previously mentioned Forbidden Lore skills are on the Dark Angels Chapter Advances.

The correct skill should be Forbidden Lore (Adeptus Astartes), although Forbidden Lore (Traitor Legions) would also be appropriate at your GM's discretion.

> 2) Ritual Duel Fighter (page 77) grants Assault Marines a +1 on the roll, but the highest result grants them Swift Attack which Assault Marines gain for free at character creation. Should they be able to take Lightning Attack instead with the highest result on the table?

If the character already possesses Swift Attack, it should grant Lightning Attack instead.

> 3) Crusade Reinforceme nt (page 79) grants Talented (Forbidden Lore [Tau, Tyranids, or Daemons]). Aside from Daemons, wouldn't Tau and Tyranids both be covered under Forbidden Lore (Xenos)? The specific Lores again appear to be split-hairs that don't occur naturally in the game system.

The correct Talents should be Talented (Forbidden Lore: Xenos), or Forbidden Lore (Daemonology).

> 4) Archeros Salient: The Spectre of Vanity (page 79) grants Forbidden Lore (Witches) and Hatred (Renegade Marines). Is this supposed to be Forbidden Lore (Psykers) and Hatred (Chaos Space Marines)?

Yes.

> 5) Battle Damage (page 81) grants an additional armour history selection of choice. Can you a second history from the same table as one you've randomly rolled?

Yes.

> 6) Return to Duty (page 81) grants Forbidden Lore (Deathwatch). Since all characters have this skill at character creation, should it instead be raised to +10?

Yes.

> 7) Price of Victory (page 81) grants two best-craftsmanship cybernetic implants. Best is not a craftsmanship level in Deathwatch. Should these be Common, Exceptional, or Master? This Deed doesn't cost any xp (but does cost a FP) so two Exceptional or Master cybernetic implants seems a bit much for a starting PC.

It should be Master.

> 10) Right Gear for the Job (page 85) grants a limited version of Signature Wargear. One of the choices is best-craftsmanship Astartes Scout Armour. Best is not a craftsmanship level in Deathwatch. Should this be Common, Exceptional, or Master level of craftsmanship?


It should be Master.


Ross Watson
Senior RPG Developer
Fantasy Flight Games
rwatson@fantasyflightgames.com
 


Ignore, Ignore, you must learn Ignore!

 

Now Ignoring: Nobody.


#44 HappyDaze

HappyDaze

    Member

  • Members
  • 5,636 posts

Posted 07 February 2011 - 12:00 PM

Here's another set:

> Rule Question:
> A few more questions from Rites of Battle:
>
> 1) Omnissiah's Calling (page 85) grants Electro-Graft Use but it is only available to Techmarines. Techmarines start with Electro-Graft Use as a free Talent, so what should they get instead? Forbidden Lore (Adeptus Mechanicus) seems particularly appropriate based upon the text, but if that's the case, the cost of this Deed needs to be reduced.

The correct Talent should be Talented (Tech-Use).

> 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.

> 3) The Deathwatch Epistolary (page 116) gains a force weapon as standard issue gear. However, all Epistolaries are Librarians, so th ey already have a force weapon. Is it intentional that they have a second force weapon, or should this instead increase the craftsmanship of their force weapon to either Exceptional or Master-Crafted?


The Epistolary does not gain an additional force weapon. At the GM's discretion (if you feel it is necessary), the Epistolary's force weapon can be Exceptional or Master-Crafted.


Ross Watson
Senior RPG Developer
Fantasy Flight Games
rwatson@fantasyflightgames.com


Ignore, Ignore, you must learn Ignore!

 

Now Ignoring: Nobody.


#45 Shaun

Shaun

    Member

  • Members
  • 25 posts

Posted 18 February 2011 - 04:45 AM

In Rites of Battle a variety of deeds and the like allow you to add +10 to a skill, I presume this is on top of whatever you have the skill at, allowing you to get a skill at +30?



#46 HappyDaze

HappyDaze

    Member

  • Members
  • 5,636 posts

Posted 18 February 2011 - 06:09 AM

Shaun said:

In Rites of Battle a variety of deeds and the like allow you to add +10 to a skill, I presume this is on top of whatever you have the skill at, allowing you to get a skill at +30?

I have treated it as advancing the skill, for example from Forbidden Lore (Xenos) to Forbidden Lore (Xenos) +10.


Ignore, Ignore, you must learn Ignore!

 

Now Ignoring: Nobody.


#47 cis013

cis013

    Member

  • Members
  • 21 posts

Posted 19 February 2011 - 03:24 AM

This is how I've been handling it as well.



#48 MILLANDSON

MILLANDSON

    Playtester

  • Members
  • 3,356 posts

Posted 20 February 2011 - 03:06 AM

Where as I treat them just like every other modifier.


~Yea, Tho I Walk Through The Valley Of The Shadow Of Death, I Shall Fear No Evil~

 

Posts/views/opinions are in no way representative of FFG, and are entirely my own.


#49 Edsel62

Edsel62

    Member

  • Members
  • 122 posts

Posted 20 February 2011 - 05:16 AM

Shaun said:

 

In Rites of Battle a variety of deeds and the like allow you to add +10 to a skill, I presume this is on top of whatever you have the skill at, allowing you to get a skill at +30?

 

 

This is how our group has been using it. The +10 is a modifier (or improvement) beyond the scope of the normal +10 & +20 Advances.



#50 sgtgrarm

sgtgrarm

    Member

  • Members
  • 66 posts

Posted 21 February 2011 - 04:59 AM

HappyDaze said:

> 7) Price of Victory (page 81) grants two best-craftsmanship cybernetic implants. Best is not a craftsmanship level in Deathwatch. Should these be Common, Exceptional, or Master? This Deed doesn't cost any xp (but does cost a FP) so two Exceptional or Master cybernetic implants seems a bit much for a starting PC.

It should be Master.

However although there is table 5-21(p178) in the handbook that mentions "master crafted" cybernetics, none of the cybernetics have "master crafted" descriptions as they only explain what additional functions "exceptional" adds.

Is Master Crafted just another way of saying "looks extra nice n blingy"?



#51 cis013

cis013

    Member

  • Members
  • 21 posts

Posted 21 February 2011 - 09:48 AM

You are correct.  Master Cyber is just extra sweet looking.



#52 ak-73

ak-73

    Member

  • Members
  • 4,057 posts

Posted 21 February 2011 - 10:16 AM

cis013 said:

You are correct.  Master Cyber is just extra sweet looking.

 

One idea for hot-fixing that was to give the piece of cybernetics one of the bonuses for Signature Wargear(Master) items.

 

Alex


My 40K Blog (essentially a Best Of FFG Forums):

http://www.40kroleplay.weebly.com

House Rules, Rule Clarifications, Game Aids, New Creatures, consolidated official Deathwatch Squad Mode rules, 40K Tabletop to 40K Roleplay comversions, etc.


#53 HappyDaze

HappyDaze

    Member

  • Members
  • 5,636 posts

Posted 21 February 2011 - 05:44 PM

Edsel62 said:

Shaun said:

 

In Rites of Battle a variety of deeds and the like allow you to add +10 to a skill, I presume this is on top of whatever you have the skill at, allowing you to get a skill at +30?

 

 

This is how our group has been using it. The +10 is a modifier (or improvement) beyond the scope of the normal +10 & +20 Advances.

Some are clearly modifiers - look at the way the extra bonus to Forbidden Lore (Xenos) is written - while others (like the adjustments found in Defensive Genius and Strike Team Specialist) are clearly advancements to the skill.


Ignore, Ignore, you must learn Ignore!

 

Now Ignoring: Nobody.


#54 BrotharTearer

BrotharTearer

    Member

  • Members
  • 489 posts

Posted 28 February 2011 - 09:15 AM

On untyped items and such different Deeds and Specialities grant:

"Salutations Acolyte!

I'm filling in for Ross today answering some rules questions.

If an item does not have a craftsmanship associated with it, then it is automatically considered common quality. The Deathwatch Champion gains a Power Sword or Combat Shield as part of their standard gear, if they want a Best Quality they will need to spend requisition just as any other marine would to upgrade their Bolter. If the GM wishes, however, he could certainly over-ride that.

I hope this helps!

 

Mack Martin

Associate RPG Producer

mmartin@fantasyflightgames.com"

So that means the Champion gets common quality stuff, which I doubt anyone would put to use. At that point most will probably req higher quality items, or even have Sig Wargear Maste (or spend 1000 xp when able to get a relic, even better).



#55 tkis

tkis

    Member

  • Members
  • 292 posts

Posted 28 February 2011 - 04:26 PM

Do we have a definite answer on upgrading starting gear ? I would say it is a no during normal requisition procedure. However in regards to things which one keeps forever, it might be a bit different. Does one pay only the point difference if one takes a signature wargear talent to upgrade it ? What about weapon modification, if somebody wants to add a fire selector (not detachable) to their pistol, do they have to requisition the pistol as well ? Does it work the same for scopes (detachable) ? If somebody got an answer to some or all of those, please post it here, if not, time to send the question in i guess.



#56 HappyDaze

HappyDaze

    Member

  • Members
  • 5,636 posts

Posted 19 March 2011 - 01:59 AM

Hi [HappyDaze],

Thanks for sending in your question regarding Deathwatch.

Yes, the Rank 4 cost of Rapid Reload for the Deathwatch Devastator Marine should actually be 200xp. The 500xp cost was a misprint and will be corrected in the next edition of the errata.

I hope that helps!


Andrew Fischer
Associate RPG Producer
Fantasy Flight Games
afischer@fantasyfightgames.com


Ignore, Ignore, you must learn Ignore!

 

Now Ignoring: Nobody.


#57 bloody malth

bloody malth

    Member

  • Members
  • 27 posts

Posted 09 April 2011 - 04:18 PM

I asked a question about Overwatch because in Deathwatch you can choose from Suppressing Fire, Full-Auto Burst, and Semi-Auto Burst when your Overwatch triggers (pg 241 Core Rulebook), but you still gain the benefits of Suppressing fire regardless (next page). Why would anyone ever choose the redundant Suppressing Fire? This is the answer I got:

Your observation regarding Overwatch is fairly accurate, however there are currently no plans to change the implementation of the action. If a GM is unhappy with the way it currently works he could change the difficulty of the Hard (-20) Pinning Test on Overwatch to be easier, this would give the players incentive to use Suppressive Fire for it’s increased chance to pin. Again, it is completely up to you and your group, there is no intention to change Overwatch at this time.

I hope that helps!

--
Andrew Fischer
Associate RPG Producer
Fantasy Flight Games
afischer@fantasyfightgames.com
 



#58 Tyrrell

Tyrrell

    Member

  • Members
  • 54 posts

Posted 13 April 2011 - 08:28 AM

HappyDaze said:

Yes, the Rank 4 cost of Rapid Reload for the Deathwatch Devastator Marine should actually be 200xp. The 500xp cost was a misprint and will be corrected in the next edition of the errata.

I hope that helps!

is there a similar typo concerning  rapid reaction (rank 3 general marine advance for 500 xp or devistator rank 6 for 500 xp)?



#59 Nifelfang

Nifelfang

    Member

  • Members
  • 6 posts

Posted 19 April 2011 - 11:16 PM

Hey all, new to the forum.

I got a few questions that got raised during our gaming. First off:

 

> why dosnt tech marines get comon lore tech? its a comon skill that are usually kinda used in rogue trader and dark herasy for when explaining tech. A tech marine dont have anything like it, feels kinda odd.

>Plasma weapons are very underpowered in deathwatch after the damage for bolters got increased compaired to the other games. Considering how extremly awesome bolters are against hordes and the auto fire function it have,  plasma have no chance. definitly not when it cost so much in req to get it also. It feels kinda sad to see a weapon that are a bit of an icon for high ranking brothers beeing so bad compaired to the regular weapons.

>the dmg for assulting a horde can be kinda broken when it comes to some monsters. In an adventure the kill-team faces an genestealer infestation and my group almost died vs solo genestealers, attacking with 4 attacks each, shreding their armor to **** and doing enough dmg to drop a brother in one round. then they got to many and formed a horde, and the kill team managed to slaughter the horde in one round. Bolterdmg, frag grenades and assultmarine charge. Nothing of thoose attacks would have hit or done enough dmg on one genestealer, but on the horde it was a massacre. 

 

English isnt my native tongue, so spelling errors you just have to live with. ;)



#60 telagos

telagos

    Member

  • Members
  • 28 posts

Posted 20 April 2011 - 02:49 AM

The way I read that encounter, when they form a horde they will be in melee with everyone and given the size of even a magnitude 10 horde disengaging to get some range and hose them down won't be an option. 

 

That said I like the way that someone else here described it: 1 ninja is deadly, 100 ninjas are cannon fodder.






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS