Like the title says, I thought having a thread for bringing up ideas and suggestions for the Only War Errata would be a good idea. I started working on this list before they made the first Errata, but they didn't fix everything I was going to bring up.
Only War: Core Rulebook
There's still no description for the Purity Seals available to Penitent Regiments in the Additional Standard Kit Items.
Warrior Weapons is still worthless, especially when compared to the cheaper Hardened Fighters doctrine. I think that Warrior Weapons should give the Weapon Skill Aptitude in addition to what it already does.
The Sergeant gets to start with a Laspistol as starting gear, but this isn't that useful if the Regiment is going with Solid Projectile weapons. Letting them pick between a Laspistol or a Stub Automatic would solve that.
Change the Flexible Weapon Quality (Weapon cannot be Parried) so that weapons with that quality also can't be used to Parry themselves.
Psykers have the Strength Aptitude for no discernible reason when Weapon Skill or Offense would make more sense. I'm also not sure why they have the Heightened Senses (Hearing), they're not Astropaths. I think Jaded would make for a better starting Talent.
Can those Specialists that start with weapons choose to apply the +2 clips received from Well-Provisioned to their Specialist Weapon instead of the Regiment Main Weapon? Those Charge Packs won’t be very useful for an Ogryn, and many Commissars would probably prefer to get those 2 reloads for their Bolt Pistol rather than some weapon with more abundant ammo.
Does the +1 grenade from Well-Provisioned apply to Grenades purchased as Additional Equipment?
Clarifying what the "High provender" in the Random Issue Gear table is for those that don’t have the Rogue Trader Core rulebook (it's high-quality food).
How does it work when a character receives a talent multiple times during character generation? Example: a Commissar attached to a regiment with a Melancholic Commander would receive Air of Authority twice. In Rogue Trader this would give a character Talented for a Skill of their choice, but that’s no longer a thing in Only War.
The ammo provided by the Backpack Ammo Pack/Power Pack is ridiculously low for its weight and any weapon that relies on it exclusively will quickly become dead weight. The same thing goes for the smaller ammo backpacks used with Hotshot weapons. Seriously, are Stormtroopers expected to carry around multiple 10-kg backpacks just so that they can reload every 30 shots?
Hammer of the Emperor
The Scarred by Loss drawback gives 2 points in the writeup and 4 points in the table.
The various types of ”Anointed Tool-kit” lack entries.
Does the penalty to Dodge tests from the Talent Las Weapon Expertise also apply to the Jink action (which is basically Dodge for Vehicles).
Fix Vanguard and Grenadiers. It’s fairly obvious that Grenadiers was intended to be a Special Equipment Doctrine and that Vanguard was meant to be a Regiment type, but it seems like they got switched around at some point in development. (For example, Grenadiers is the only Regiment type not to start with a Main Weapon or a Vehicle). My suggestion is changing them to the following:
Vanguard – Regiment Type
Characteristics: +3 Ballistic Skill, +3 Toughness, –3 Perception.
Starting Skills: Tech-Use
Starting Talents: Nerves of Steel
Standard Regimental Kit: 1 lascarbine (Main Weapon) with four charge packs or 1 combat shotgun (Main Weapon) with four clips per Player Character, 1 combi-tool per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 anointed toolkit per Player Character, 1 lascutter per Squad, 6 demolitions charges per Squad, 1 siege auspex (a Best Craftsmanship auspex with a range of 100m that can penetrate walls up to 100cm thick with its scans) per Squad, and a single Chimera armoured transport per Squad armed with a turretmounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting.
Grenadiers - Special Equipment Doctrine
Cost: 4 points
Starting Talents: Weapon Training (Launcher)
Starting Skill: Trade (Armourer) - (Grenadiers in the fluff are expected to maintain their own equipment.)
Standard Kit: 1 auxiliary grenade launcher weapon upgrade per Player Character, 1 additional krak and frag grenade per Player Character, 1 suit of light carapace armour per Player Character, 1 deadspace earpiece per Player Character, 2 grenade launchers per Squad.