Version 1.1
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Deathwatch Living Errata
Deathwatch
Living Errata
This is the living errata for the De a t h w a t c h RPG line. The
Errata is divided according to product. The most recent
updates to this errata are in red. This errata had its most
recent update: May 9, 2011.
Special thanks to Owen Barnes, Nathan Dowdell, Matt
Eustace, Arseni Kritchever, Ryan Powell (and the rest of the
Bolter & Chainsword group), and Sam Stewart for helping to
compile this FAQ/Errata.
Deathwatch
Core Rulebook
CHAPTER 1:
CHARACTER CREATION
Starting Talents (page 36): Add the Unarmed Warrior
Talent to the list of Space Marine Starting Talents.
Improvements (page 33): The sentence An Improvement
is a doubling of any applicable bonus (gaining a +20 bonus to a
Test instead of a +10, removing 2d5 Damage instead of 1d5, and so
forth)” should instead read An Improvement is a doubling of any
applicable bonus (gaining a +20 bonus to a Test instead of a +10,
removing 2d10 Damage instead of 1d10, and so forth).
Space Wolves Characters (page 49): “Bonus Talent” should
instead read “Bonus Talents. Add the Counterattack Talent to
the Bonus Talents section.
CHAPTER 2: SPECIALITIES
General Space Marine Advances (page 63): Add the Two-
Weapon Wielder Talent (Ballistic) Talent and the Two-Weapon
Wielder (Melee) Talent at Rank 7 for a cost of 800 xp each.
Add Pilot (Personal) at Rank 1 for a cost of 100 xp.
Space Wolves Chapter Advances (page 67): Add the following
Advance to Space Wolves Chapter Advances: Flesh Render (500 xp).
Apothecary Advances (pages 69-70): The Hardy Talent
advance in the Rank 1 Advances table should cost 100 xp.
Create Toxins (page 69): Add the following to the end of the
section: Toxins created by the Apothecary using this special ability are
able to bypass immunities to the Toxic Quality possessed by some creatures
such as Tyranids. This exception only works when the toxin is used against
the particular enemy that the Apothecary had selected when creating toxins.
Creatures with the Undying Trait and the Machine Trait are immune to
toxins created by this ability.
Wrathful Descent (page 73): The entry should now read:
“When making a Charge against a Horde, the Assault Marine may
inflict an additional 1d10 damage to the Hordes Magnitude on his first
successful attack. This ability only functions when in Squad Mode.
Unrelenting Devastation (page 77): The Unrelenting
Devastation section should be replaced with the following text:
“When the Devastator Marine successfully attacks and damages a Horde
with a Heavy weapon, he deals an additional 1d5 damage to the Hordes
Magnitude. This additional damage stacks with any other additional damage
dealt to the Horde, such as damage from a Blast weapon or a Flame weapon.
This additional damage applies per attack, not per hit (so unless there are
exceptional circumstances afoot, it will only apply once per Turn). If the
attack deals damage to multiple Hordes, the Marine chooses which Horde
takes the extra damage.
Deathwatch Devastator Marine Advances (page 77-78):
The cost of Rapid Reload Talent at Rank 4 should be 200 xp.
The cost of Rapid Reaction Talent at Rank 6 should be 200 xp.
Librarian Advances (pages 81-83): Replace the Warp
Conduit Talent Advance at Rank 3 with the Strong Minded
Talent Advance for a cost of 800 xp. Replace the Strong
Minded Talent Advance at Rank 4 with Warp Conduit Talent
Advance for a cost of 1000 xp.
Tactical Expertise (page 85): The following should be
added to the Tactical Marine Tactical Expertise section: “This
Command Test is rolled once when the Tactical Marine initiates the
Squad Mode ability for the first time during the mission (for Sustained
Squad Mode abilities) or during the combat encounter (for non-
sustained Squad Mode abilities). If the Command Test is successful
the Tactical Marine may then share the benefits of his Chapter’s Squad
Mode ability freely for the full duration of the Squad Mode ability.”
CHAPTER 3: SKILLS
Medicae (page 102): The following should be added to
the First Aid use of the Medicae Skill: “The First Aid use of the
Medicae Skill can be used to treat any number of untreated injuries with
a single Medicae Test. If successful, the Medicae Test removes damage
as detailed above. Once the Medicae Test is performed, the injuries are
treated (for better or worse) and cannot be treated with another First Aid
Test. They may be treated with an Extended Care Test.
Psyniscience (page 103): Add the following sentence: “On
a success, you extend your senses out to a number of metres equal to
your Perception Bonus plus 1d10. Each degree of success adds another
1d10+ your Perception Bonus to the roll.
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Deathwatch Living Errata
CHAPTER 4:
TALENTS AND TRAITS
Hot Shot Pilot (page 109): In Table 4-1: Talents, the Hot
Shot Pilot Talent entry in the table should be removed.
Machinator Array (page 122): The following sentence
should be added to the description of Machinator Array:
“Machinator Array counts as a cybernetic, meaning all stat bonuses
from this talent are applied after the calculation of Unnatural
Characteristics.
Stalwart Defence (page 126): The sentence “He may make a
Parry reaction against all successful strikes against him, and all Damage
he suffers is reduced by -2” should change to “He may make a Parry
reaction against all successful strikes even if doing so exceeds his normal
number of reactions, but may not attempt more than one Parry per
successful strike, and all Damage he suffers is reduced by -2.”
The Flesh is Weak (page 128): Add the following sentence to
the description of The Flesh is Weak Talent: “The Armour Points
gained through this Talent stack with any Armour Points of the armour the
character is wearing, and are considered to be Non-Primitive Armour.”
Disciplined (Horde) (page 131): The description of
Disciplined (Horde) Trait should be changed to read: The
horde is made up of hardened and well-disciplined troops who do
not break and flee even after having sustained terrible casualties. The
horde with this trait does not suffer the -10 penalty to Willpower tests
to resist breaking if it is below 50% of its starting Magnitude. Also,
it does not automatically break (see page 360) if it is below 25% of
its starting Magnitude, but instead makes the Willpower test to resist
breaking at -10%.
CHAPTER 5: ARMOURY
Cybernetics (page 176): Table 5–23 should be Table
5-21.
Melta Weapons (page 148): The sentence Astartes melta
weapons deal an extra 1d10 Damage to targets at Short Range or
closer” should change to Astartes melta weapons double their
Penetration when firing at Short Range or closer.
Astartes Conversion Beamer (page 152-153): Both
mentions of “Felling” should be changed to “Felling(1)”
Force Weapons (page 155): The following sentence should
be added to the description of Force Weapons section: “The
Focus Power Test to channel psychic force through a Force Weapon
can be made at any of the three psychic powers’ power levels (see page
185), and has the same chance to generate Psychic Phenomena/Perils
of the Warp (see page 186-188). The additional damage dealt by
channelling psychic force through a Force Weapon is Energy for the
purposes of determining Critical Damage.
Astartes Thunder Hammer (page 155): Add the following
to the end of the description: A Thunder Hammer adds a
multiplier to the wielder’s Strength Bonus. (Note: A Space Marine
already doubles his Strength Bonus from his Unnatural Strength Trait.
Therefore, the Thunder Hammer increases the multiplier by one,
tripling the Space Marine’s Strength Bonus.)”
Special Issue Ammunition (page 159): The last sentence
of the description of Special Issue Ammunition should be
changed to read: “Special issue ammunition for Heavy Bolters
adds +5 to the Requisition for a regular clip or +15 if an Astartes
Backpack Ammo supply is used.
Special Issue Ammunition (page 159): The correct
requisition cost for Kraken rounds is 15, not 5.
Astartes Power Armour (pages 160-161): Add the
following sentence to the Poor Manual Dexterity section: “The
power armour helmet can be donned or removed as a half-action.
Golden Icons (Blood Angels) (page 170: The Purity
Focus entry should be changed to: “Whenever the Battle-Brother
gains Corruption Points, reduce the total by 1 to a minimum of 1.
Cybernetics (page 176): add the following sentence: “If two
or more implants are installed in the same location (such as the Body
location), the +2 Toughness Bonus applies only once. after: “The
robust construction of cybernetics adds 2 to the owner’s Toughness
Bonus (after Unnatural Toughness) in the relevant location”
CHAPTER 6:
PSYCHIC POWERS
Example (page 185): This example should read: “Brother-
Librarian Varis is using his Smite power on a particularly unlucky
Ork. Because he wishes to make sure that the foul creature is destroyed,
he chooses to Push the power, adding +3 to his PR of 4. He makes
a Focus Power Test (a Challenging (+0) Willpower Test further
modified as per Smite power description by range, lighting, enemy
talents, etc.) to manifest the power, he works out the power’s effects
(such as the range and damage) using his adjusted PR of 7. Because he
is using the Push power level, he will also have to roll on Table 6-1:
Psychic Phenomena to determine what manner of warp disturbances
his brutal slaying of the Ork has conjured.
Focus Power Test (page 185): The sentence saying A Focus
Power test is a Willpower Test that determines whether a functions
successful” should change to A Focus Power test is a Challenging
(+0) Willpower Test that determines whether a psychic power functions
successfully. The sentence saying In these cases, the Opposed Test is
also the Focus Power Test, and even if the psyker scores better than his
opponent but does not roll under his Willpower, the power will still fail”
should change to “If the Focus Power Test is an Opposed Test, the
psyker must successfully pass the Test and gain more Degrees of Success
than at least one of his opponents to activate the power. Note that even
if the psyker gathers less Degrees of Success than his opponent and does
not activate the power, he still can generate a disturbance in the Warp if
using the power at Unfettered or Push level.
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Deathwatch Living Errata
Psychic Powers and Righteous Fury (page 186): add the
following section to the Psychic Powers in Deathwatch section
preceding the Perils of the Warp (page 186): “Psychic Powers that
deal damage can benefit from Righteous Fury (see page 245). When a
chance for Righteous Fury occurs, the attacker re-rolls the Focus Power
Test using the same modifiers and power level as the original Focus Power
Test to use a psychic ability. If the original test was an Opposed Willpower
Test, the defender re-rolls Willpower using the same modifiers as the
original Opposed Willpower Test. The roll to confirm Righteous Fury
does not generate Psychic Phenomena or Perils of the Warp.”
Power Format (page 189): Add the following sentence to
the Action entry: “If the power targets an opponent or does damage
to an opponent, the power gains the Attack Subtype (see page 237),
and thus cannot be combined with other Attack Subtype actions (such
as Full-Auto Burst or Semi-Auto Burst, and so on).
Avenger (page 194): The sentence The Avenger power works
exactly like a shot from an Adeptus Astartes heavy flamer (see page 145),
with all the usual chances to hit and set targets on fire. should read
“The Avenger power works exactly like a shot from an Adeptus Astartes
heavy flamer (see page 145), with all the usual chances to hit and set
targets on fire, and affecting Hordes as an Adeptus Astartes heavy flamer
rather than as a psychic power normally would (see page 360).
Wings of Sanguinius (page 196): The sentence “While this
power is in effect, the Librarian gains the Flyer Trait (see page 132) with
a Movement equal to his PR” should readWhile this power is in effect,
the Librarian gains the Flyer Trait (see page 132) with a Movement
equal to his PR + 5. Add the following to the end of the powers
description: “This power may be Sustained with a Free Action.
Force Barrier (page 197): The sentence “While this power is
in effect, and as long as the Librarian does not move, he gains 3 AP
x PR to all locations. should change to While this power is in
effect, and as long as the Librarian does not move or Dodge, he gains
AP equal to 3 x PR to all locations.
Storm Caller (page 198): Add the following sentence to the
description of the power: “The power’s effect moves with the Rune
Priest for the duration of the power.
Tempest’s Wrath (page 198): Add the following sentence to
the description of the power:The effect of this power does not move
with the Rune Priest and remains centred on the point where the Rune
Priest originally used the power; however, the Rune Priest does not need to
remain within the radius of Tempest’s Wrath in order to sustain it. Only
one Tempests Wrath power can be sustained by a Rune Priest.”
Hammer of the Emperor (page 199): The sentence “The
Librarian chooses a point within range and calls down the Hammer.
should change to “The Librarian chooses a point within range
of the power and one that he has a line of sight to and calls down
the Hammer.
CHAPTER 7:
PLAYING THE GAME
Opposed Tests (page 203): The sentence “If both participants
succeed, the one with the most Degrees of Success wins.should read
“If both participants succeed, the one with the most Degrees of Success
wins; the degrees of success from the defender cancel out the same
number of degrees of success from the attacker.”
Recovering Lost Cohesion (page 212): Add the following
sentence to the description of this section: “Points of Cohesion
recovered by the Kill-Team during a Mission can exceed the number of
Cohesion Points generated at the start of the Mission (this may represent
the Kill-team learning to work together to accomplish goals).
Changing Modes (page 214): Add the following sentence at
the end of this section: “Entering Squad Mode is an action that effects
the group, not just an individual. If a Battle-Brother successfully enters
Squad Mode all other Kill-team members within Support Range may (if
they choose) immediately enter Squad Mode without using Full Action or
passing a Cohesion Challenge. Add the following sentence to the
end of the description: “If the Kill-team becomes separated during the
Mission its members may form multiple Squads for the purpose of Squad
Mode abilities so long as all the requirements of entering Squad Mode are
met and the Support Ranges of the multiple squads do not overlap.
Maintaining Squad Mode (page 214): Add the following
sentence after “Squad Mode can be maintained as long as the Battle-
Brother’s Kill-team has at least 1 point of Cohesion”: A squad may
continue to be in Squad Mode and sustain abilities between combat
encounters as long as its members remain in Support Range and the
Kill-team has at least 1 point of Cohesion.”
Burst of Speed (page 216): Burst of Speed ability is a Free
Action that can be activated at the start of a turn.
Emperor’s Grace (page 216): Emperor’s Grace ability can
be activated as a Free Action or a Reaction.
Extreme Endurance (page 216): Extreme Endurance can
be activated as a Free Action or a Reaction.
Feat of Strength (page 216): Feat of Strength is a Free
Action that can be activated at the start of a turn.
Blood Frenzy (page 217): Blood Frenzy is a Free Action
that can be activated at the start of a turn.
Stoic Defence (page 217): Stoic Defence is a Free Action
that can be activated at the start of a turn.
Gaining Squad Mode Abilities (page 219): The sentence
“Depending on the squad leader’s Speciality and Chapter, he will have
access to a different selection of abilities which his Kill-team may then
use during the course of the Mission” should change to “Depending
on the squad leader’s Speciality, he will have access to a different
selection of Codex abilities which his Kill-team may then use during
the course of the mission.
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Deathwatch Living Errata
Using Squad Mode Abilities (page 219): The first paragraph
should change to “Squad Mode abilities function just like other
Actions and can be activated by any Battle-Brother—not just the squad
leader—in his turn or as specified by the abilitys description. There is
no test to activate these abilities. However, the Battle-Brother must spend
the required amount of Cohesion (as indicated by the ability) and be in
Squad Mode. He only needs to spend this cost once, however, and once
an ability has been activated, it remains so for the remainder of the
Mission (for Sustained abilities, until the Kill-team no longer chooses to
sustain it) or for the duration of a single combat, (if the ability is not
Sustained) and may be used by either him or any other members of his
Kill-team in Squad Mode.” Add the following at the end of the
first paragraph of this section: Some non-sustained Squad Mode
abilities have a duration different than single combat and are indicated as
such. These abilities can be activated multiple times in the same combat,
provided the full Cohesion cost is paid for each activation.
Using Chapter Specific Abilities (page 219): Add the
following sentence to this section: “Battle-Brothers may activate the
Chapter abilities of their own Chapter even if the squad leader is not of the
same Chapter, but these abilities will still only affect the Battle-Brother and
any members of his Kill-Team that belong to the same Chapter.
Sustaining Squad Mode Abilities (page 220): The sentence
“The Battle-Brother may choose to stop sustaining an ability (possibly
to active a new Squad Mode ability) as a Free Action at the start of
any of his Turns” should change to “The Battle-Brother may choose
to stop sustaining an ability (possibly to activate a new Squad Mode
ability or benefit from another active Squad Mode ability) as a Free
Action at the start of any of his Turns, but does not need to pay the
Cohesion cost of the sustained ability if he wants to reactivate it later
on in the Mission. The following sentence should be added to
the end of the description: A Battle-Brother may only sustain or
benefit from one Squad Mode ability at a time.
Bolter Assault (page 221): This ability only lasts for
the duration of the Battle-Brother’s turn instead of the
full combat.
Furious Charge (page 221): This ability only lasts for
the duration of the Battle-Brother’s turn instead of the
full combat.
Holy Vengeance (page 222): This ability only lasts for
the duration of the Battle-Brother’s turn instead of the
full combat.
Fury of Sanguinius (page 222): This ability only lasts
for the duration of the Battle-Brother’s turn instead of the
full combat.
Lightning Strike (page 222): This ability only lasts for
the duration of the Battle-Brother’s turn instead of the
full combat.
Sustained Supression (page 222): Add the following
sentence to the end of the Effects section: “The attacks made
while using this ability may include single shot and semi-auto fire, but
not full-auto bursts.
Regroup (page 223): This ability only lasts for the duration
of the Battle-Brother’s turn instead of the full combat.
Feel No Pain (page 224): This ability only lasts for the duration
of the Battle-Brother’s turn instead of the full combat.
Table 7-16: Oaths (page 229): The Tactical Advance
Squad Mode Ability listed under Oath of the Astartes and
Oath of Glory should be replaced with Squad Advance Squad
Mode Ability instead. Oath of Knowledge should include
Techmarine in the Prerequisite column.
Oath of Knowledge (page 229): Prerequisite section should
include Techmarine as one of the Prerequisite Specialities.
CHAPTER 8: COMBAT
Feint (page 237 and 239): In Table 8-1: Combat Actions
and in its entry, Feint should not have the “Attack” subtype.
Dodge (page 237): In Table 8-1: Combat Actions, Dodge
should have Movement subtype.
Manoeuvre (page 237): In Table 8-1: Combat Actions and
in its entry on page 241, Manoeuvre should not have the
Attack subtype.
Righteous Fury (page 245): The sentence “If that second
attack hits, the attacker may make an additional Damage roll and add
it to the Damage total” should change to “If that second attack hits,
the attacker may roll one additional Damage dice (1d10) and add it
to the Damage total. The Example should read: “Helgath has hit a
heretic with his combat knife and proceeds to make his Damage roll. A
combat knife deals 1d10+2 points of Damage, plus 10 for Helgath’s
Strength Bonus (modified by his power armour) of 10. Helgath rolls
1d10 and gets a 10 and then adds 12 for a total of 22. In addition, as
his dice result was a 10, his attack is also a possible Righteous Fury!
Helgath then makes a second attack roll identical to his first, which is
a Weapon Skill Test using his Weapon Skill of 45. Helgath rolls a 22,
which is a hit! He now rolls one additional Damage dice and gets a
5. Helgath’s Damage total for this attack is 27 (22+5). The Emperor
has truly smiled upon Helgath this day.
Damage (page 250): The sentence “He is also wearing Adeptus
Astartes power armour that provides 10 Armour Points of protection to
his arms, body, and legs” should change to “He is also wearing Adeptus
Astartes power armour that provides 10 Armour Points of protection to
his body and 8 Armour Points of protection to his arms and legs.
Falling (page 261): The sentence To work out Damage from
falling, simply roll 1d10+1 for every meter the character fell.should be
changed to “To work out Damage from falling, simply roll 1d10 and add
+1 for every meter the character fell.Add the following sentence at
the end of the section: “The character ends prone at the end of falling,
but can roll Challenging (+0) Agility Test to avoid landing prone.
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Deathwatch Living Errata
CHAPTER 9:
THE GAME MASTER
Setting Requisition (page 273): The sentence “Table 9-4: Setting
Requisition details the amount of Requisition a Mission should have based
on its Objectives and their difficulties” should change to Table 9-4:
Setting Requisition details the amount of Requisition each Battle-Brother
should have for the Mission based on its Objectives and their difficulties.”
Table 9-4 should be replaced with the following:
And They Shall Know No Fear (page 277): Add the
following to the first bullet point: “The penalty to Willpower Tests
does not affect Focus Power Tests. The sentence “If the battle-Brother
is in Squad Mode, the Kill-team suffers a point of Cohesion Damage for
every Degree of Fear the creature possesses unless the Kill-team Leader
passes a Willpower Test (with the appropriate modifiers, see below)”
should change to “If the battle-Brother is in Squad Mode, the Kill-
team suffers a point of Cohesion Damage for every Degree of Fear the
creature possesses unless the Kill-team Leader passes a Willpower Test
(with the modifiers listed in Table 9-6: Fear Test Difficulties).”
CHAPTER 13: ADVERSARIES
Attacking A Horde (page 359): Add the following to the
description of the section: “Hordes do not normally Dodge or Parry
Attacks. At the GMs discretion, a Horde can Dodge or Parry attacks just
as a single creature does, representing the attacker still killing or wounding
individual members of the Horde but not enough to affect overall
Magnitude. A Horde’s melee weapons are immune to being shattered by a
weapon with Power Field quality (see page 143) when Parried (this is an
abstraction—in fact, the Horde’s weapons are being destroyed, but there
are plenty more where those came from). Multiple enemies attacking the
same Horde do not gain the benefits of Ganging Up (see page 248).
Damaging a Horde (page 359): The sentence “Weapons
that inflict Explosive Damage (X) gain a bonus against Hordes, and
count as having inflicted one additional Hit” should be changed
to “Weapons that inflict Explosive Damage (X) gain a bonus against
Hordes, and count as having inflicted one additional Hit per Attack
after all other Hits have been applied.
Damaging a Horde (page 359): Add the following sub-
section at the end of the description: “Hordes do not suffer from
Fear in the same way a single person would. Instead a Horde gains a
bonus to its Willpower Tests to resist effects of Fear equal to its current
Magnitude, and suffers appropriate penalties listed in Table 9-6: Fear
Test Difficulties (see page 277). If the Horde fails its Willpower Test
to resist effects of Fear it breaks and flees at its highest move value.
Hordes composed of enemies with the Fearless Talent, Blood Soaked
Tide Trait, Fear Trait, or Tyranid Trait are immune to Fear.
Flame Weapons (page 360): Add the following sentence
at the end of the description: A Horde cannot be set on fire and
does not suffer the lingering effects of fire (see page 260); instead
any damage and effects of fire are assumed to be included in the
Magnitude damage.
Hordes Attacking, Ranged (page 360): Add the following
sentence at the end of the description: “Generally, the ranged
attacks of a Horde may not be Dodged—this represents the Horde’s
sheer volume of firepower. At the GM’s discretion, he may choose to
allow certain ranged attacks from a Horde to be Dodged as normal.
For example, a Horde of Chaos Heretics may possess a single missile
launcher amongst their number. Since the entire horde is not firing
missiles (they are instead firing autopistols), the missile launcher does
not benefit from the Hordes abilities regarding ranged attacks, and
therefore receives no bonus damage and may be Dodged normally.
Daemon Prince (page 362): Change the Trait Daemonic
to Daemonic (TB 8) as per Trait description (see page 130).
Add the following sentence at the end of Aura of Despair and
Death section: “Cohesion Damage caused by Aura of Despair and
Death does not replace the Willpower Test caused by the Daemon
Prince’s Fear rating, but is in addition to it.
Tau Commander (Master) (page 365-366): Add the Two-
Weapon Wielder (ranged) Talent and the Touched by the Fates
(2) Trait to the Tau Commander Talents and Traits on page
365-366. Remove the Dual Shot Talent from this section.
Objective/Difficulty Requisition
Each Primary Objective +15
Each Secondary Objective +10
Each Tertiary Objective +5
Each Veteran Objective +3
Each Skilled Objective +2
Each Novice Objective +1
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Deathwatch Living Errata
Tau Battlesuit Weapon Systems: Add the following sub-
section to Integrated Systems section: “Tau weapons mounted on
a Battlesuit have the Arm Weapon Mounting upgrade (page 156), but
do not suffer the penalty to their range. Tau Battlesuit weapons systems
are usually mounted along the forearm or in/on the shoulders, and can
be fired one-handed without the –20 penalty, in the same manner as
the Astartes Power Armour (page 140).
Table 13-2: Tau Weapons (page 366): Change “Mounted”
Special ability of Plasma Rifle and Missile Pod to “Arm
Weapon Mounting (see page 156)”.
Hive Tyrant (Master) (page 369-370): Add the Touched
by the Fates (2) Trait to Hive Tyrant Traits on page 370.
Psychic Scream (Psychic Power) (page 370): Add the
following sentence to the description of the power: “This
damage ignores Armour, but not Toughness Bonus.
Tyranid Warrior (page 370-371): Change Devourer
weapon entry to (30m; –/–/6; 1d10+6 R; Pen 0; Clip –;
Reload –; Living Ammunition, Storm, Tearing).
Table 13-3: Tyranid Weapons (page 373): Replace Pen 3
in the Fleshborer entry with 3.
Table 13-3: Tyranid Weapons (page 373): Replace the
statistics for the Stranglethorn Cannon with the following:
(80m; S/–/–; 2d10+10 I; Pen 3; Blast (10), Deadly Snare,
Devastating (2), Living Ammunition, Tearing)
CHAPTER 14: EXTRACTION
Table 14-1: Tyranid Encounters (page 385): Total
Score 31-50’s description should read A Horde of Termagants
(Magnitude 20) set up an ambush ahead of the Kill-Team.Total
Score 71-110’s description should instead read “1d5 Shrikes
sweep down from the sky (exterior) or 1d5 Hormagaunt Hordes
(Magnitude 20) close in for the kill (interior).
6: Overturned Land Hauler (page 387-388): The
sentence “The Guardsmen’s firing line is bout to be attacked by a
Horde of twenty-three hormagaunts and two Tyranid Warriors
a mere probing claw of the swarm to come.should instead read
“The Guardsmen’s firing line is bout to be attacked by a Horde of
hormagaunts (the GM should determine the appropriate Magnitude,
but it should be at least 20) and two Tyranid Warriors—a mere
probing claw of the swarm to come.
Sander’s Imperial Guardsmen (page 392): Change the
first sentence to read “See page 376 for the game statistics for
Imperial Guardsmen and their officers. The Guardsmen should
comprise a Horde of a Magnitude determined by the GM, but no less
than 15.
Rites of Battle
CHAPTER 1:
DEATHWATCH ORIGINS
Table 1-19: Solo Mode Abilities (page 32): Entry 31-45
should read: “This chapter is highly skilled in certain areas of expertise.
Choose any two skills. At Rank 1, your Chapter may re-roll failed Tests
with these skills (once per attempt). At Rank 4, your Chapter gains a
+10 to all Skill Tests using those skills. At Rank 8, your Chapter gains a
bonus degree of success on any successful Skill Test using those skills.
Table 1-20: Squad Mode Attack Patterns (page 33):
Entry 46-60 should read: “Tactical Finesse. Action: Full Action,
Cost 3. Sustained: Yes. While this ability is in effect, the Battle-Brother
and those within Support Range of him may make one Melee or Ranged
attack as a Half Action (the Ranged Attack may only be made using
the single shot rate of fire), and may then make a Half Move as a Free
Action. A character benefiting from this ability may disengage from an
opponent in melee without penalty.
Table 1-20: Squad Mode Attack Patterns (page 33): Entry
86-00 should read: “Oath of Vengeance. Action: Reaction, cost 1,
Sustained: No. When any member of the Kill-Team within Support Range
suffers Damage, this character receives a +4 bonus to the next Damage
roll against the attacker. At Rank 5, this ability may be Sustained (the
Damage bonus is received for as long as the ability is sustained).”
Table: 1-21: Squad Mode Defensive Stances (page 33):
Entry 31-45 should change to: “Courage Under Fire. Action: Free
Action, Cost 1, Sustained: No.
Siege Master (page 49): Add the following to the end of Effects:
“(stationary means the Battle-Brother cannot move or use Dodge.)”
The Golden Son (page 50): The last sentence of the
description should read: “If the quad currently has its full normal
amount of Cohesion, the squad gains 1 bonus point of Cohesion
beyond the regular maximum instead.
CHAPTER 2:
THE CALL OF WAR
Initiate of Secrets (page 75-76): Forbidden Lore (Dark Angels)
should be changed to Forbidden Lore (Adeptus Astartes).
Table 2-1: Ritual Duel Results (page 77): Entry 5 should
be changed to: “When the duel began, you charged your opponent and
overwhelmed him in a matter of moments. You gain Rival (Dark Angels
or Space Wolves) and Swift Attack Talents. If you already possess the
Swift Attack Talent, you gain Lightning Attack Talent instead.”
Crusade Reinforcement (page 79): Change the Effects of
the Deed to: “Talents: You gain the Talented (Forbidden Lore) for
Xenos or Daemons (player’s choice).
8
Deathwatch Living Errata
Acheros Salient: The Spectre of Vanity (page 79-80):
Forbidden Lore (Witches) should be changed to Forbidden
Lore (Psykers), and Hatred (Renegade Marines) should be
changed to Hatred (Chaos Space Marines).
Return to Duty (page 81): Forbidden Lore (Deathwatch)
should be changed to Forbidden Lore (Deathwatch) +10.
Price of Victory (page 81): Change the Effects of the
Deed to: “Gear: The character starts with two Master craftsmanship
cybernetic implants. These may not be a Servo Arm, Servo Harness,
MIU, or Auger Array.”
Second-in-Command (page 82): The Skills effect should
read: “You gain Command as a Trained Basic Skill”.
Right Gear for the Job (page 85): Replace “Best-
craftsmanship Astartes Scout Armour” with “Master-craftsmanship
Astartes Scout Armour”.
Omnissiah’s Calling (page 85): Change the Effects of
the Deed to: “Effects: Apply all of the following to your character:
Talents: You gain the Talented (Tech-Use) Talent. Bionics: You gain
one Exceptional-craftsmanship bionic implant of choice.
Deathwing (page 97): Forbidden Lore (Dark Angels) should
be changed to Forbidden Lore (Traitor Legions).
Table 2-2: Black Shield Advanced (page 101): The cost
of Awareness should be 200xp.
Epistolary Wargear (page 116): The entry should read:
“Deathwatch Epistolaries gain a psychic hood and an Exceptional-
craftsmanship force weapon (that replaces the force weapon all
Librarians start with) as standard issue wargear (see page 28 in the
Deathwatch rulebook).”
Deathwatch Watch Captain Wargear (page 127): The
entry should be: “Deathwatch Watch Captains gain a chainsword as
standard issue wargear (see page 28 in the De a t h w a t c h Rulebook).
If he already has a chainsword as standard issue wargear, he gains an
Exceptional-craftsmanship chainsword (that replaces their original
chainsword) as standard issue wargear instead. Additionally, if the
Watch Captain has earned the Iron Halo honour (see page 208), he
also gains the Iron Halo wargear as a standard issue.
CHAPTER 3:
EXPANDED WARGEAR
Hesh-Pattern Bolter (page 134): Change “best Craftsmanship”
to “Master Craftmanship”.
Atomizer Cannon (page 137): Add the following sentence
at the end of the entry: “Because the Toxic Special Quality damage is
actually caused by radiation rather than by toxins and poisons, creatures
normally immune to Toxic Special Quality (such as Tyranids) do not
receive this immunity when affected by the Atomizer Cannon.
Mk.IX Ultra Pattern Sharpshooter’s Rifle (page 141):
Class should be “Basic” instead of “Heavy”.
Deathwatch Scout Armour (page 142): Add the following
sentence to the end of the description: “Deathwatch Scout Armour
does not inflict a penalty to Silent Move and Concealment Skill Tests
based on AP (see page 160 in the D
e a t h w a t c h Rulebook).”
Table 3-5: Mines, Grenades, and Missiles (page 147):
“Hopper Mine” should be “Leaper Mine”
CHAPTER 4: VEHICLES
Land Raider (page 172): The Structural Integrity should
be 45.
Land Speeder Weapons (page 174): The damage for the
Gunner-operated heavy bolter should be 2d10+10 X.
Land Speeder Storm Weapons (page 175): The damage for
the Gunner-operated heavy bolter should be 2d10+10 X.
Razorback APC Weapons (page 179): The damage for
the Twin-linked heavy bolter should be 2d10+10 X.
Thunderhawk Gunship Weapons (page 183): The
damage for the Twin-linked heavy bolter should be
2d10+10 X.
Warhound Titan Lupus Tempestus (page 186): The
Structural Integrity should be 100.
Frequently
Asked
Questions
Question: Does a weapon with Storm generate a maximum
number of hits equal to the ROF of the weapon, or double
the ROF?
Answer: Double the ROF.
Question: When dodging shots from weapons with Storm, how
many shots does each degree of success on a Dodge Test avoid?
Answer: In the specific case of Storm weapons, a successful
Dodge Test dodges two shots, plus two additional shots for
every degree of success.
Question: Can psychic powers be dodged?
Answer: Unless otherwise noted, psychic powers can be
dodged like any other attack. At the GM’s discretion, certain
psychic powers that have invisible effects or are otherwise too
large to evade cannot be dodged.
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 Marines 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 therule 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.
10
Deathwatch Living Errata
Appendix I:
Deathwatch
Weapons
T
his section presents a modified set of weapon statistics
for Deathwatch, and is intended to offer Game Masters
an option to speed up combat by reducing the number
of dice rolled.
WEAPON QUALITIES
Pr o v e n
Weapons with the Proven Quality have a minimum damage
die result equal to the rating. Thus, a weapon with the Proven
3 Weapon Quality has a minimum result of 3 for all damage
dice. These dice are not re-rolled; any result lower than the
rating is considered to instead be equal to the rating.
Table 5–5: Ranged Weapons
Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown
Bolt Weapons
Astartes Bolt Pistol Pistol 30m S/2/– 1d10+9 X 4 14 Full Tearing 5.5 5
Astartes Bolter
(Godwyn)
Basic 100m S/3/– 1d10+9 X 4 28 Full Tearing 18 5
Astartes Boltgun
(Stalker)
Basic 200m S/–/– 1d10+9 X 4 24 Full
Accurate,
Tearing
17 15 Respected
Astartes Combi-
Weapon
††
Basic 100m S/4/– 1d10+9 X 4 28 Full Tearing 25 15 Respected
Astartes Heavy
Bolter
Heavy 150m –/–/6 1d10+12 X 5 60 Full Tearing 68 20
Astartes Storm
Bolter
Basic 100m S/4/– 1d10+9 X 4 60 2 Full Storm, Tearing 26 20 Respected
For additional weapons beyond standard issue
††
Profile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapons entry.
Plasma Weapons
Astartes Plasma
Cannon
Heavy 150m S/–/– 2d10+12 E 10 16 5 Full
Blast (3),
Volatile
70 30 Distinguished
Astartes Plasma Gun
(Ragefire)
Basic 100m S/2/– 1d10+12 E 10 24 4 Full Volatile 27 20 Respected
Astartes Plasma
Pistol
Pistol 30m S/2/– 1d10+10 E 8 12 3 Full Volatile 6 25 Respected
Melta Weapons
Astartes Infernus
Pistol
Pistol 10m S/–/– 2d10+12 E 12 4 Full 5 35 Famed
Astartes Meltagun
(Vulkan)
Basic 30m S/–/– 2d10+14 E 12 6 2 Full 14 20 Respected
Astartes Multi-melta
(Maxima)
Heavy 60m S/–/– 2d10+16 E 12 12 2 Full Blast (1) 72 35 Respected
11
Deathwatch Living Errata
Table 5–5: Ranged Weapons, Continued
Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown
Flame Weapons
Astartes Flamer Basic 20m S/–/– 1d10+9 E 4 6 2 Full Flame 15 10
Astartes Hand
Flamer
Pistol 10m S/–/– 1d10+7 E 4 4 2 Full Flame 6 10
Astartes Heavy
Flamer
Heavy 30m S/–/– 1d10+12 E 6 10 2 Full Flame 65 15
Solid Projectile Weapons
Astartes Assault
Cannon
Mounted 150m –/–/10 2d10+12 I 6 200 3 Full
Devastating
(1) Tearing
80 30 Famed
Astartes Shotgun Basic 30m S/2/– 1d10+9 I 4 18 Full
Reliable,
Scatter
10 5
Autogun Basic 100m S/3/– 1d10+3 I 0 30 2 Full 3.5 N/A
Autopistol Pistol 30m S/2/– 1d10+3 I 0 18 Full 2.5 N/A
Las Weapons
Astartes Lascannon Heavy 300m S/–/– 5d10+10 E 10 6 2 Full Proven (3) 75 30 Respected
Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4 N/A
Laspistol Pistol 30m S/–/– 1d10+3 E 0 30 Full Reliable 1.5 N/A
Launchers
Astartes Cyclone
Missile Launcher
Mounted 300m S/2/–
††† †††
12 3 Full
†††
95 25 Famed
Astartes Missile
Launcher
(Soundstrike)
Heavy 250m S/–/–
††† †††
8 Full
†††
50 10
Auxiliary Grenade
Launcher
n/a 45m S/–/–
††† †††
4 2 Full
†††
+3 15 Respected
†††
Varies with ammunition
Table 5-8: Melee Weapons
Name Class Dmg Pen Special Wt Req Renown
Chain Weapons
Astartes Chainsword Melee 1d10+3 R 3 Balanced, Tearing 10 5
Power Weapons
Astartes Chainfist Mounted 2d10
E 10
Power Field, Tearing,
Unwieldy
48 40 Famed
Astartes Lightning Claw Melee 1d10+6 E 8 Power Field, Proven (4) 30 30/45 Distinguished
Astartes Power Axe Melee 1d10+8 E 7 Power Field, Unbalanced 10 20 Respected
Astartes Power Fist Melee 2d10
E 9 Power Field, Unwieldy 25 30 Distinguished
Astartes Power Sword Melee 1d10+6 E 6 Balanced, Power Field 5 20 Respected
Astartes Thunder Hammer Melee 2d10+5 E 9
Power Field, Concussive,
Unwieldy
18 30 Distinguished
Omnissian Axe (Astartes-Pattern) Melee 1d10+11 E 6 Power Field, Unbalanced 14 30
††
Distinguished
Chainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.
††
Only Techmarines are entrusted with this weapon.
Traditional Weapons
Astartes Combat Knife Melee 1d10 R 2 2 3
†††
Ceremonial Sword Melee 1d10+3 R 2 Balanced 5 3
†††
Sacris Claymore Melee 2d10+2 R 2 Unbalanced 10 3
†††
Force Weapons
Astartes Force Staff Melee 1d10+1 I 0 Balanced, Special 5 25 Respected
Astartes Force Sword Melee 1d10+2 R 2 Balanced, Special 5 25 Respected
Other Melee Weapons
Primitive Weapons Melee 1d10 I 0 Primitive N/A
Improvised Melee 1d10–2 I 0 Primitive, Unbalanced N/A
†††
For additional weapons beyond standard issue
12
Deathwatch Living Errata
Table 13–2: Tau Weapons
Name Class Range ROF Dam Pen Clip Rld Special
Plasma Rifle Basic 90m S/2/– 2d10+9 E 10
Arm Weapon
Mounting, Tearing
Missile Pod Basic 90m S/2/– 3d10+8 X 6 Arm Weapon Mounting
Burst Cannon Basic 60m –/–/10 1d10+12 E 4 Arm Weapon Mounting
Pulse Rifle Basic 150m S/3/– 1d10+12 E 4 36 Half Gyro-stabilised
Pulse Carbine Basic 60m S/–/– 1d10+12 E 4 24 Full
Devastating (1), Gyro-
stabilised
Pulse Pistol Pistol 30m S/2/– 1d10+12 E 4 16 Half
Table 13-3: Tyranid Weapons
Ranged Weapons
Name Class Range ROF Dam Pen Clip Rld Special
Barbed Strangler Heavy 80m S/–/– 1d10+5 I 3
Blast (10), Deadly Snare, Devastating (2)
Tearing, Living Ammunition
Stranglethorn
Cannon
Heavy 80m S/–/– 2d10+10 I 3
Blast (10), Deadly Snare, Devastating (2)
Tearing, Living Ammunition
Deathspitter Basic 40m S/3/– 1d10+12 E 4 Living Ammunition, Tearing
Devourer Basic 30m –/–/6 1d10+9 R 0 Living Ammunition, Storm, Tearing
Fleshborer Basic 20m S/–/– 1d10+9 R 3 Living Ammunition, Tearing
Venom Cannon Heavy 100m S/–/– 2d10+10 I 6
Blast (5), Living Ammunition, Toxic
(1d10)
Heavy Venom
Cannon
Heavy 100m S/–/– 4d10+10 I 6
Blast (5), Living Ammunition, Proven
(3) Toxic (1d10)
Melee Weapons
Name Dam Pen Special
Bonesword Melee 1d10 R 6 Drain Life
Lash Whip Melee 1d10+3 R 3 Flexible, Snare
Scything Talons Melee 1d10+2 R 3
Rending Claws Melee 1d10 R 5 Razor Sharp
Table 5–6: Grenades and Missiles
Name Class Range RoF Dmg Pen Special Wt Req Renown
Astartes Blind Grenade Thrown SBx3 S/–/– 0 Smoke 0.8 10
Astartes Frag Grenade Thrown SBx3 S/–/– 2d10+2 X 0 Blast (4) 0.8 1
Astartes Frag Missile 2d10 X 4
Blast (5), Devastating
(1)
2 5
Astartes Incendiary
Grenade
Thrown SBx3 S/–/– 1d10+4 E 0 Blast (3) 1 15
Astartes Incendiary Missile 1d10+3 E 0 Blast (5) 2 15
Astartes Krak Grenade Thrown SBx3 S/–/– 3d10+4 X 6 0.8 1
Astartes Krak Missile 3d10+10 X 8 Blast (1) 2 5
Astartes Nova Grenade Thrown SBx3 S/–/– 1d10 E 0 Blast(3) 0.8 15
Astartes Plasma Grenade Thrown SBx3 S/–/– 1d10+12 E 8
Blast (1), Special,
Volatile
2 20 Distinguished
Astartes Plasma Missile 2d10+12 E 12
Blast (3), Special,
Volatile
3 25 Distinguished
Astartes Stasis Grenade Thrown SBx3 S/–/– 0 1 N/A N/A
Astartes Stun Grenade Thrown SBx3 S/–/– 0 Blast (5) 0.8 10
EMP Grenade Thrown SBx3 S/–/– 0 Haywire (3) 0.5 30 Respected
Photon Flash Grenade Thrown SBx3 S/–/– Special 0 0.5 5
Vortex Grenade Thrown SBx3 S/–/– Special 0 1 N/A N/A
Frag and krak grenades are standard issue; frag and krak missile supplies are included with any missile launcher. Requisition value is only for
evaluating requests deemed “excessive”.
13
Deathwatch Living Errata
RITES OF BATTLE WEAPONS
Table 3–2: Ranged Weapons
Name Class Range RoF Dmg Pen Clip Rld Special Wt Req Renown
Bolt Weapons
Bolter (Hesh) Basic 50m S/3/– 1d10+9 X 4 28 Full
Tearing,
Accurate,
Reliable
15 Special
††
Special
††
Guardian Bolt
Pistol
Pistol 30m S/2/– 1d10+9 X 4 14 Full
Tearing,
Accurate,
Reliable
5.5 Special Distinguished
Plasma Weapons
Barrage Plasma
Gun
Basic 120m S/3/5 1d10+9 E 10 30 4 Full
Overheats,
Volatile
30 28 Distinguished
Barrage Plasma
Pistol
Pistol 40m S/3/– 1d10+8 E 8 9 3 Full
Overheats,
Volatile
7 32 Famed
Melta Weapons
Conflagration
Infernus Pistol
Pistol 10m S/–/– 2d10+14 E 14 2 Full 5 35 Distinguished
Conflagration
Meltagun
Basic 20m S/–/– 2d10+14 E 14 4 2 Full 14 35 Distinguished
Firestorm
Multi-melta
Heavy 100m S/2/– 2d10+20 E 14 6 2 Full
Blast (2),
Recharge,
Volatile
70 65 Distinguished
Flame Weapons
Balefire Gun Basic 20m S/–/– 1d10+9 E 4 6 2 Full
Flame,
Toxic
7 16 Respected
Immolation
Rifle
Basic 25m S/–/– 1d10+12 E
2 5 Full Flame 5 15
Solid Projectile Weapons
Astartes Assault
Shotgun
Basic 30m S/3/5 1d10+10 I 4 20 Full
Reliable,
Scatter
10 7
Launchers
Astartes
Armoursbane
Missile-
Launcher
Heavy 200 S/–/– ††† ††† 1 2 Full 12 15
Exotic Weapons
Astartes
Webber
Basic 80m S/–/– 0 5 Full
Blast (5)
Snare
8 10 Distinguished
Atomizer
Cannon
Heavy 50m S/–/– 2d10+14 E 8 25 3 Full
Blast (5),
Devastating
(4) Volatile
80 50 Famed
Deathwatch
Graviton
Cannon
Heavy 45m S/–/– Special 5 3 Full Blast (5) 65 45 Distinguished
Seismic
Escalation
Detonator
Heavy 100m S/–/–
3d10+14 I
per round
Special 3 Full Blast (10) 40 40
Techxorcism
Gun
Basic 80m S/3/– 1d10+4 E 4 30 Full
Shocking,
Special
30 Respected
Mk.IX Ultra-
Pattern
Sharpshooter’s
Rifle
Basic 250m S/–/– 1d10+4 R 2 5 Full
Accurate,
Felling (1)
Toxic
4 25
†To organic targets only. This weapon deals no damage to inorganic targets.
†† These weapons cannot be requisitioned and are unique to the Ultramarines in service to Deathwatch. Other Deathwatch Space Marines
may only come into possession of one of these weapons through role-playing.
††† Varies with ammunition
14
Deathwatch Living Errata
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FLIGHT
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Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, the foregoing
marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/
symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000
universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2010, variably registered in the
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Table 3–4: Melee Weapons
Name Class Dmg Pen Special Wt Req Renown
Astartes Executioner Axe Malee 1d10+13 E 8 Power Field, Unwieldy, Felling (1) 22 25 Famed
Astartes Power Claymore Melee 1d10+11 E 8
Power Field, Unwieldy,
Devastating (1)
18 15 Distinguished
Astartes Power Falchion Melee 1d10+4 E 6 Power Field, Razor Sharp 7 25 Distinguished
Astartes Power Spear Melee 1d10+6 E 7 Power Field 8 15 Distinguished
Breaching Augur Melee 2d10+11 R 7 Tearing, Unwieldy, Power Field 28 18
Bulkhead Shears Melee 2d10+13 R 6 Tearing, Unwieldy 10 17
Crozius Arcanum Melee 1d10+7 E 7 Balanced, Power Field 10
Table 3–5: Mines, Grenades, and Missiles
Name Class Range RoF Dmg Pen Special Wt Req Renown
Astartes Anti-
Plant Grenade
Thrown SBx3 S/–/– 3d10 E
0 Blast (3) 0.5 18
Astartes Anti-
Plant Missile
5d10 E
0 Blast (5) 1 25
Concussion
Grenade
Thrown SBx3 4d10 I 3
Concussive,
Blast (3)
0.5 18
Concussion
Missile
6d10 I 5
Concussive,
Blast (5)
1 20
Cryo Grenade Thrown SBx3 S/–/– Special 3 Blast (3) 0.5 18
Hopper Mine
Placed
Explosive
2m S/–/– 3d10+9 I 3 Blast 2 5
Inhalation
Grenade
Thrown SBx3 S/–/– †† 0 Blast (5) 2
Melta Bomb
Placed
Explosive
5m S/–/– 5d10+7 E 12 Blast (5) 4 12
Monoball
Grenade
Thrown SBx3 S/–/– 4d10+8 R 8
Blast (3),
Tearing
0.5 50 Distinguished
†Only vs. plant life
††The Inhalation Grernade can be loaded with any form of gas or toxin the GM feels is appropriate.