9
Deathwatch Living Errata
Question: Can you hover in place with a jump pack?
Answer: Yes, a character can hover in place with a jump pack
with no action required for a period of time not exceeding one
minute. Changing direction or altitude would require a move
half-action and possibly a Pilot (Personal) test depending on
the conditions specified by the GM.
Question: Where the damage is listed as 1d10xPR, is that
3d10 for a Psy Rating 3 character, or 1d10x3?
Answer: 3d10.
Question: Does a Fire Selector hold 3 standard size clips
for the weapon it is used with? And, if so, can it be used
with a Storm Bolter? Do the Storm Bolter clips cost the same
amount of Requisition in that case?
Answer: The Fire Selector holds 3 standard size clips for the
weapon it is used with, including a Storm Bolter. The Storm
Bolter clips cost the same amount of requisition as standard
bolter clips.
Question: Does the Tactical Marine’s free clip of Special
Issue Ammunition apply only to the standard bolter, or
can it be used for another weapon that the Tactical Marine
requisitioned?
Answer: It can be used for any weapon that the Tactical
Marine has requisitioned for the mission, or has Signature
Weapon Talent for.
Question: If a player fails the Cohesion Challenge required to
activate the Squad Mode, can the next player make the Cohesion
Challenge or spend the Full Action to activate Squad Mode, or is
the whole squad stuck in Solo Mode for a full round?
Answer: Yes, another player can make the Cohesion
Challenge or spend the Full Action to activate Squad Mode,
there is no limit on the number of times the Kill-team can
attempt to form a Squad, although each character can only
make one attempt per round.
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.
Question: How does Medicae skill’s First Aid option work
when multiple injuries are received and some are treated
successfully and others are treated unsuccessfully?
Answer: First Aid is applied to all Damage that the character
has taken and that has not been treated yet. A single application
of First Aid treats all Damage taken, even if it came from
multiple sources. If the First Aid was unsuccessful, or if it did
not restore all Damage, the player should note the remaining
Damage as being ‘Treated’ – thereafter it can only be treated
with Extended Care Medicae Option or natural healing. For
example: A Battle-Brother has 20 Wounds and is completely
uninjured. He suffers 10 Damage leaving him with 10
Wounds. First Aid is applied and heals 8 Damage, the Space
Marine now has 18 Wounds, and 2 points of Treated Damage.
The Space Marine suffers another 10 Damage leaving him
with 8 Wounds, 10 points of Untreated Damage, and 2 points
of Treated Damage. First Aid is applied and heals 12 Damage,
which would normally put the Space Marine right back up
to 20 Wounds; however, because 2 points of Damage have
already been treated, the Space Marine only heals 10 points
of Damage (that were Untreated) and now has 18 Wounds.
The Battle-Brother still has 2 points of Treated Damage that
have not been healed and would need to rely on Extended
Care or natural healing to recover these 2 points of Damage.
Question: Do Fate Points remove Damage treated by Medicae
or only Damage untreated by Medicae?
Answer: Fate Points remove any type of Damage (other than
Critical Damage), regardless of whether or not the Damage
has been treated by Medicae or not.
Question: Can a Battle-Brother bear more than one Chapter
Trapping?
Answer: No. While the GM may allow the player to swap
Chapter Trappings between Missions, the character is limited to
one Chapter Trapping at any given time due to the restrictions
placed on the Battle-Brothers by the Deathwatch.
Question: How much ammunition does each Space Marine
receive for each mission?
Answer: Special Issue Ammunition must be purchased separately
and the Requisition cost in Table 5-11: Special Issue Ammunition
is for each individual clip. Character receive unlimited amount of
standard ammunition for their standard issue weapons and their
Signature Wargear weapons per Mission, and do not need to
keep track of the remaining standard ammunition or its weight.
At the GM’s discretion, the characters may run out of standard
ammunition in situations where resupply is not available. As a
general rule, the GM may opt to use the “rule of three,” meaning
that each Space Marine has three reloads for each ranged weapon
unless otherwise noted.
Question: Can a Battle-Brother take Terminator Armour
with Signature Wargear (Hero)?
Answer: No. Terminator Armour’s total cost includes the
integrated systems, totalling over one hundred Requisition,
making it out of the range of Signature Wargear (Hero)’s
seventy Requisition limit.
Question: Does the Kill-team recover one cohesion any time
a member spends a Fate Point for any reason?
Answer: No. The Battle Brother must spend the Fate Point
exculsively towards regaining the point of cohesion.