News for May 2011
Incoming Transmission 12
The FAQ and Errata for Deathwatch has been updated
Deathwatch | Published 11 May 2011

“They shall be my finest warriors, these men who give themselves to me. Like clay, I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies, and machines such that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear.”
–Prelude, The Codex Astartes (Apocrypha of Skaros)

The Deathwatch team is pleased to present the latest update to the Deathwatch Living Errata (v1.1.1, pdf, 720 KB), now available on our support page. This document has been expanded from the original to cover all current Deathwatch supplements, and to provide answers to many frequently asked questions.

Additionally, this latest version includes an Appendix with updated rules for all Deathwatch weaponry. A new weapon special quality is introduced and many of the stats for current weapons have been re-worked. These new rules have been included to provide a more streamlined play experience to Deathwatch players and GMs alike, and are completely optional.

Deathwatch is a roleplaying game in which players take on the roles of the bio-engineered super-soldiers known as Space Marines. United with their battle-brothers, players will complete extraordinary missions involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer.

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Comments (12)

Katz
Published: 6/7/2011 1:50:07 PM
#12

I think we will start to hear of longer combat encounters as weapon damage has gone down, so it will take longer to dispatch enemies.

Lord911
Published: 5/25/2011 5:15:40 AM
#11

 At last! Lot of clarification

Rationalinsanity
Published: 5/14/2011 12:06:49 PM
#10

Now my players will actually have a reason to use plasma guns, flamers and melta weapons.

Shub-Niggurath
Published: 5/12/2011 5:58:32 PM
#9

Any chance of the FAQ for Arkham Horror?

Kasatka
Published: 5/12/2011 8:03:26 AM
#8

 There still needs to be a clarification on the Mk-IX Ultra Pattern Sharpshooter's rifle, as it's descriptive text (it being an antimaterial rifle weighing nearly 50kg if memory serves) in no ways lines up with it's actual stat block or indeed differentiates it enough from a standard needle rifle. 

The atomizer cannon still doesn't have the correct stat line either - despite an errata commenting on it always receiving the toxic quality even gainst creatures immune to it, it still doesn't actually have the toxic trait written on it's stat line.

Servitor_2152
Published: 5/12/2011 12:21:24 AM
#7

Also, where are the Exotic and Relic weapons from the corebook?  I'm particularly interested in whether the stats for the basic Needle Rifle have improved at all.

Servitor_2152
Published: 5/11/2011 11:55:09 PM
#6

It seems like some weirdness has crept into the new alternate weapon stats.  I suspect that Combi-Weapons are supposed to have a RoF of S/3/-, like ordinary bolters; that Autoguns should have a reload time of Full, not 2 Full (not that any Space Marine should have reason to care); and that Frag Missiles should deal 2d10+2 X damage, like Frag Grenades do, since Frag Missiles have never dealt less raw damage than Frag Grenades in any incarnation of 40k ever.

Also, if I do end up using these new alternate weapon rules, there's probably a couple of things I'll tweak or ignore.  I'll probably keep the Heavy Bolter's RoF at -/-/10, rather than -/-/6, just for consistency with the other game lines; I'll also probably up the Godwyn Bolter's Clip to 30, since there is canon justification for it, and with a RoF of S/3/- there is absolutely no reason for it to have a Clip of 28 anymore.  That's just personal nitpicking, though.

Doc Kill
Published: 5/11/2011 11:26:56 PM
#5

Makes plasma weapons desirable now, and the Land Raider has a realistic amount of "hit" points as well.

H.B.M.C.
Published: 5/11/2011 10:58:25 PM
#4

Nerfing Bolters?

Clearly you've never actually played Deathwatch, where the ubiquitous Heavy Bolter can one shot almost anything in the game, and Full-Auto Bolters and especially Storm Bolters are instant-death to just about anything else.

This isn't a 'nerfing', this is a much-needed and 100% necessary rebalancing.

Lucius Valerius
Published: 5/11/2011 8:08:02 PM
#3

like nerfing the bolters to human standards ?

LETE
Published: 5/11/2011 6:57:41 PM
#2

Now we REAllY need FAQs' & errata for Tide of Iron: Fury of the Bear!

steamdriven
Published: 5/11/2011 6:43:08 PM
#1

cheers, clears up a few problems :)

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