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#1 Emperor Castaigne

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Posted 27 June 2013 - 07:24 AM

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

Cost: 6

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.



#2 Emperor Castaigne

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Posted 27 June 2013 - 08:43 AM

Emperor Castaigne said:

Vanguard – Regiment Type

Cost: 6

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 suit of Imperial Guard flak armour per Player Character, set of  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.

Whoops, forgot to give them any armour.



#3 Santiago

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Posted 27 June 2013 - 11:21 AM

Well, some clarification for the Caddy Talent ehr Nodwick tal,,, oh darn I mean Armsman talent would be nice.
The Armsman allows the weapon specialist to carry any and all weapons for the weapon specialist, but there does not seem to be a limit to what he can carry.

So I'll have the Lascannon, Autocannon and Multilaser alongside the Missile Launcher and Multimelta and Plasma Cannon.



#4 RavenSG

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Posted 29 June 2013 - 08:56 AM

Emperor Castaigne said:

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.

 

Starting Talents: All characters from the regiment receive these Talents, regardless of Talent prerequisites. If a character would receive a specific Talent twice, from Regiment Creation or his Speciality, he instead receives a free extra 100 xp to spend at character creation. - Page 41, Core Rulebook.

 

I agree with the rest of your suggestions, just thought I'd volunteer what little information I have to bring to the table :)



#5 Emperor Castaigne

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Posted 29 June 2013 - 04:04 PM

RavenSG said:

Emperor Castaigne said:

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.

Starting Talents: All characters from the regiment receive these Talents, regardless of Talent prerequisites. If a character would receive a specific Talent twice, from Regiment Creation or his Speciality, he instead receives a free extra 100 xp to spend at character creation. - Page 41, Core Rulebook.

I agree with the rest of your suggestions, just thought I'd volunteer what little information I have to bring to the table :)

Ah, so that's where it was. I had been looking for it in the Character Generation chapter.

Some more stuff, mostly from thie Armoury this time.

The description for the Missile Launcher include "Most launchers, like the Locke-pattern, are shoulder mounted tube-like weapons that fire a single round with great accuracy, while the ancient Retobi design holds a huge vertical clip of 5 rounds but is much more awkward to fire and has less precision.", but the Table 6-9: Ranged Weapons only have one missile launcher listed.

Why does the Heavy Stubber have a clip size of 75 when it fires in 8-bullet bursts? It really should have 80 clip size instead. And again, the description mentions multiple patterns, but the Table only has one, which doesn't match either of the ones mentioned in the description, which can be found in the Rogue Trader: Core book. Maybe just resolve it by adding a paragraph about the different ammunition types available and giving each a variable reload time, such as: 2 Full Actions for the 75 (80) round box and the Ammo Backback, and a Full Action for the 40 round drum.

Which neatly brings me to my next question: how exactly is one expected to reload a weapon that uses the Ammo Backpack? Are they really expected to carry around multiple loads of 25 kg backpacks to switch out every time they have to reload? And what about Weapon Jams, does the Heavy Bolter lose the entire 200 shells when it Jams?

"Clearing a jam is a Full Action that requires a Ballistic Skill Test. If the Test is successful then the jam has been cleared, though the weapon needs to be reloaded and any ammo in it is lost." Something I just noticed when I looked up the exact details of how Jamming works, it doesn't specify how difficult the Ballistic Skill Test is supposed to be.

There are some inconsistencies between the Vehicle Weapon stats in the Weapon section of the Armoury and in the Vehicle section in the Armoury (the Blast Quality of the Earthshaker Battle Cannon and the Damage of the Vanquisher Battle Cannon), which ones should be used?

You may want to clarify how Called Shots work with Vehicles. I assume it's just the same as with bodies (1: spend a Full Action, 2: pick a location, 3: make the BS or WS test with all relevant modifiers, 4: resolve the attack, skipping the Determine Location step), but it could use a sidebar or paragraph explaining it.

Also, how would using Called Shots work when a weapon has the Blast Quality? I couldn't find anything about it, but it seems that such a thing would be much more plausible against Vehicles than against man-sized enemies.






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