TEXT: Version 1.1
  
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  Deathwatch Living Errata
  Deathwatch 
  Living Errata
  This is the living errata for the Deathwatch 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 Horde’s 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 Horde’s 
  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.”
  
  3
  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.”
  
  4
  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 read “While 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 power’s 
  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 Tempest’s 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.”
  
  5
  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 ability’s 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.”
  
  6
  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 GM’s 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 Horde’s 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
  
  7
  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 Deathwatch 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 Deathwatch 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 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.
  
  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
  Proven
  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 weapon’s 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
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  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 
  UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved 
  to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form 
  by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
     Product Code: DWP5     
  For more information about the Deathwatch line, free downloads, answers to 
  rule queries, or just to pass on greetings, visit us online at
  www.fantasyflightGames.com
  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.
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Deathwatch/Rulebooks/Deathwatch Living Errata v1-1.pdf