TEXT: VERSION 1.0
  
  Errata/F.A.Q.
  Errata/F.A.Q.
  Black 
  Crusade 
  Errata
  This is the errata for the Black crusade RPG line. It is 
  divided according to product, and the most recent updates to 
  this errata are in red.
  Special Thanks to Tim Cox for his assistance in this work. 
  This errata had its most recent update: April 6, 2012.
  Black Crusade 
  Core Rulebook
  ChaptER I:  
  playINg thE gamE
  Game Dice (page 34): Add the following sentence at 
  the end of the “Game Dice” section: “Whenever fractions are 
  generated, such as when dividing a result in half on a roll, the results 
  should be rounded up.”
  ChaptER II:  
  ChaRaCtER CREatION
  Stage 5: Spend Experience Points (page 47): Replace 
  the first sentence in this section with “Each Character in Black 
  crusade begins play with 500–1000 Experience Points (xp) 
  (depending on if they are Disciples of Chaos or Chaos Space Marines) 
  to spend during creation.” 
  Chaos Space Marine Starting Abilities (page 48): The 
  Starting Equipment paragraph should be replaced with 
  “Legion Power Armour, Legion Bolter or Legion Bolt Pistol, Legion 
  Combat Knife, four magazines for starting weapons.”
  Generating Characteristics (page 52): The last paragraph of 
  this section should be replaced with “The only exception to this is 
  Infamy. Instead of rolling 2d10 and adding 25 (for Humans) or 30 (for 
  Chaos Space Marines), all characters generate Infamy by rolling 1d5 and 
  adding 19. This can be the Characteristic players choose to re-roll. This is 
  covered in more detail on page 304.”
  Chosen: Starting Skills, Talents, and Gear (page 56): The 
  Starting Talents subsection should be replaced with “Lightning 
  Reflexes, Rapid Reload, Disarm or Double Team, Sure Strike or Deadeye 
  Shot.”
  Sorcerer: Starting Skills, Talents, and Gear (page 60): 
  The Starting Talents subsection should be replaced with “Psy 
  Rating (2), Up to 500 xp worth of Psychic Powers chosen from the 
  Unaligned, Divination, Telepathy, or Telekinesis Disciplines (see 
  Chapter VI: The Powers of the Warp), Meditation or Mimic.”
  The Starting Gear subsection should be replaced with “Legion Bolt 
  Pistol, Force Staff or Force Sword, two Legion Bolt Pistol magazines.” 
  Apostate: Starting Skills, Talents, and Gear (page 62): 
  The Starting Gear subsection should be replaced with “Good-
  Craftsmanship Laspistol, Best-Craftsmanship Sword or Common 
  Craftsmanship Power Blade, Guard Flak Armour or Mesh Combat 
  Cloak, Chaos symbol pendant, unholy tomes, two laspistol clips.”
  Heretek: Starting Skills, Talents, and Gear (page 65): 
  The Starting Gear subsection should be replaced with “Best-
  Craftsmanship Lascarbine, Common-Craftsmanship Power Axe or 
  Good Craftsmanship Great Weapon (Greataxe), Light Carapace 
  Armour, any two Good Craftsmanship cybernetics, Ligature Oils, 
  combi-tool, dataslate, Optical Mechadendrite or Utility Mechadendrite 
  or Ballistic Mechadendrite with Laspistol, Lumenin Capacitors or 
  Maglev Coils or Ferric Lure Implants, two lascarbine magazines. 
  Renegade: Starting Skills, Talents, and Gear (page 67): The 
  Starting Talents subsection should be replaced with: “Jaded, Quick 
  Draw, Rapid Reload, Weapon Training (Chain, Flame, Las, Primary, 
  SP), Weapon Training (Bolt) or Weapon Training (Shock), Catfall or 
  Combat Sense, Sure Strike or Deadeye Shot or Marksman, Double Team 
  or Disarm or Takedown, Ambidextrous or Hip Shooting.”
  The Starting Gear subsection should also include two 
  magazines for each of the selected ranged weapons.
  Psyker: Starting Skills, Talents, and Gear (page 69): The 
  Starting Gear subsection should also include two magazines 
  for the selected ranged weapon. 
  Table 2–5: Advances by Alignment (page 76): Remove 
  the Nurgle Talent “Unnatural Vigour.” The  Unaligned Advance 
  “Slight of Hand” should read instead “Sleight of Hand.”
  Mark of Khorne (page 82): Under the Benefits subsection, 
  replace the first sentence with “The character gains the Resistance 
  (Psychic Powers) Talent, the Brutal Charge Trait (4), and Unnatural 
  Strength (+2) if he does not already have them.”
  ChaptER III: SkIllS
  Table 3–2: Skill List (page 93):  The Skill “Slight of Hand” 
  should read instead “Sleight of Hand.”
  Intimidate (page 101): The header should read “Intimidate 
  (Willpower).”
  2
  
  Errata/F.A.Q.
  Errata/F.A.Q.
  ChaptER IV:  
  talENtS aNd tRaItS
  Lightning Attack (page 127): Add the following sentence to 
  the end of the Lightning Attack entry: “Weapons with the Unbalanced 
  or Unwieldy Quality cannot be used to make Lightning Attacks.”
  Sacrifice (page 131): Replace the sentence “It takes a 
  Forbidden Lore (Warp) Skill Test...” with “It takes a Difficult (-10)  
  Forbidden Lore (Warp) Test...”
  Swift Attack (page 132): Replace the section beginning 
  with “The character’s speed with weapons is legendary...” and 
  ending with “...Melee weapons with the Unwieldy Special Quality 
  cannot be used to make Lightning Attacks.” with the following: 
  “The character can attack with furious speed, landing several attacks 
  when others would only make one. A Heretic with this Talent may 
  make the Swift Attack Combat Action (see page 239).”
  Weapon Training (page 134): Remove the Specialisations 
  “Heavy” and “Throwing” and include “Flame” after “Chain.”
  Skills (page 136): In the Lesser subsection, replace the sentence: 
  “Lesser: The Minion may choose 4 Skills at Rank 1 (Trained).” with 
  “Lesser: The Minion may choose 4 Skills at Rank 1 (Known).”
  Traits: Lesser (page 137): Under Lesser Minion Traits, the 
  Unnatural Senses Trait should read “Unnatural Senses (1-3).” 
  Under Normal Minions, this should read “Unnatural Senses (1-5)” 
  and on Greater Minions “Unnatural Senses (1-10).” Under Greater 
  Minion Traits, the Demonic Trait should read “Demonic (1-4).” 
  Under Lesser Minion Traits, the Brutal Charge Trait should 
  read “Brutal Charge (1-2).” Under Normal Minions, this should 
  read “Brutal Charge (1-4).” Under Greater Minions, this should 
  read “Brutal Charge (1-6).”
  Natural Armour (page 142): Remove the sentence “This 
  trait does not stack with armour.”
  Touched By the Fates (X) (page 143): Add the following 
  sentence to the end of this section: “See page 363 for more 
  information on NPCs and Fate Points.”
  ChaptER V: aRmOuRy
  Power Scythe (page 165): Both Humans and Chaos Space 
  Marines can use this weapon. Remove “Human and Legion” 
  from the weapon’s title and the sentence “The Legion variant 
  is a Legion weapon and follows all the rules for the use of Legion 
  weapons” from its description. 
  Recoil Baffling (page 170): Replace the sentence “The 
  wielder suffers no penalty to hit when moving and firing the weapon 
  on full auto” with “The weapon only Jams on a roll of 96-00, rather 
  than the normal 94-00 for firing a Full Auto Burst (see page 236).”
  Power Armour (Legion and Human) (page 175): Replace 
  the subsection about Strength benefits beginning with “Power 
  armour adds +20 to the wearer’s Strength...” with “Power armour 
  adds +20 to the wearer’s Strength Characteristic and increases his size 
  by one step (for example a human who is Average Size would become 
  Hulking). Note that Chaos Space Marines possess the Black Carapace, 
  meaning that while they still count their Size as one step higher, their 
  enemies gain no bonus to him them.”
  Cameleoline Cloak (page 179): Replace the sentence “+20 
  bonus to Concealment Tests” with “+20 bonus to Stealth Tests.”
  Table 5–16: Tools (page 186): The Table should include the 
  entry  “Eclipse Pulsator” with Weight of 3 kg and Availability  
  of Very Rare. 
  ChaptER VI:  
  pSyChIC pOwERS
  Psychic Strength (page 207): In the Push subsection, replace 
  the sentence beginning with “However, regardless of the test’s result” 
  and ending with “as described on Table 6–1: Psychic Strength.” 
  with “However, regardless of the test’s result, the psyker will automatically 
  generate a significant disturbance in the Warp and must roll on Table 
  6–2: Psychic Phenomena and modify the result depending on the psyker’s 
  nature as described in Table 6–1: Psychic Strength.”
  Sacrifice (page 208): Replace the following sentence “A 
  psyker with the Ritual Slaughterer Talent may...” with “A psyker with 
  the Sacrifice Talent may...” 
  ChaptER VII: COmbat
  Charge (page 235): Replace the action’s description with: “The 
  character rushes at his target and delivers a single melee attack. The target 
  must be at least four metres away, but still within the attacker’s Charge Move 
  (see Table 9-31: Structured Time Movement). The last four metres of 
  the Charge must be in a straight line so the attacker can build speed and 
  line up with his target. Once the attacker reaches his target, he may make a 
  single Standard Attack at a +20 bonus (the +10 for Standard Attack is 
  included). If the Charging character is unarmed, he can attempt to Grapple 
  his opponent instead of inflicting Damage. See Grappling, page 237.”
  Table 7–1: Combat Actions (page 236): The Action 
  “Guarded Attack” should read “Guarded Action” and be a 
  Half  Action, not a Full Action. Its subtypes should read: 
  “Concentration, Melee, Ranged.”
  The Action “Aim” should have “...or target a specific body location” 
  removed from its the description.
  Zealous Hatred (page 242): In the Example under Zealous 
  Hatred for Heretics and NPCs, the laspistol should do 1d10+2 
  points of Damage, not 2d10+2. 
  The sentence “Helgath rolls 1d10 and gets...” should read “Azar rolls 
  1d10 and gets...”
  Table 7–16: Impact Critical Effects – Body (page 252): 
  After “make an Ordinary (+10) Toughness Test” add “or 
  suffer 1d5 levels of Fatigue.”
  3
  
  Errata/F.A.Q.
  Errata/F.A.Q.
  Full Auto Burst (page 236): This Combat Action should 
  include the following sentence at the end of the description: 
  “A dice result of 94-00 indicates the weapon has Jammed (see Weapon 
  Jams, page 246).”
  ChaptER IX:  
  CORRuptION aNd INfamy
  Chaos Organ (page 293): The Daemonette Claw that 
  Slaanesh characters can gain has Pen 2.
  Nurgling Infestation (page 301): The Reward should 
  include the following sentence: “Each Nurgling makes a Melee 
  Attack at WS 30 at an enemy within 3 metres, dealing 1d10+1 R, 
  Pen 0 Damage with the Toxic (1) Quality, then dissipates back into 
  the Warp in a cloud of foul smelling mist.”
   
  Mark of Khorne (page 302): This should be amended to 
  state that the character gains the Brutal Charge (4) Trait. 
  Ecstatic Duplication (page 303): Replace the Reward’s 
  full description with the following: “The character is granted 
  a most bizarre reward—one that truly befits Tzeentch’s inscrutable 
  ways. Upon his death, the character’s body dissolves and melts, running 
  in greater shimmering rivulets until its mass reforms into two Pink 
  Horrors, the lesser daemons of Tzeentch.
  If the character dies, he is immediately replaced by two Pink Horrors 
  (see page 354), which the player may control for the remainder of the 
  Encounter. Don’t forget that these two lesser daemons each become two 
  Blue Horrors should they be slain. The character may still burn Infamy 
  to survive, in which case he returns at the beginning of the next game 
  session after congealing out of the remains of the daemons he became.” 
  Acquisition Test (page 306): Replace the first sentence 
  with “To obtain an item or service, the Heretic makes an Infamy Test. 
  The difficulty of the Test is modified by three factors, and all modifiers 
  (positive and negative) should be included before the Test is made. The 
  three factors are as follows:” 
  Remove the sentence “The rarity modifiers are based on the 
  current location.” 
  ChaptER XI: 
  adVERSaRIES
  Melee (page 349): Under the Melee section of Using a 
  Horde, replace the first sentence with “When fighting against a 
  Horde, a Heretic inflicts one hit for every two Degrees of Success on 
  his Weapon Skill Test.”
  Bloodletter (page 352): Replace the Hellblade profile with 
  “(1d10+15 R; Pen 10; Balanced, Power Field, weapon deals +2 
  Damage for each foe it kills).”
  Brazen Myrmidon: Replace the Hellblade profile with 
  “(1d10+15 R; Pen 10; Balanced, Power Field, weapon deals +2 
  Damage for each foe it kills).” 
  The Brazen Myrmidon Characteristics line should also 
  indicate a 7 for his Unnatural Strength (+3) Trait. 
  Space Marine (page 367): Replace profile for the Astartes 
  Combat Knife with “(1d10+10 R; Pen 0).”
  Lord of Change (page 358): The NPC characteristics block 
  title should instead read “Lord of Change (Master).” 
  StaRtINg ChaRaCtER 
  CREatION ShEEt
  The Skills Interrogation and Survival should be added to the 
  Skill list on the first page. 
  The “Rank” entry at the top of the page should read  
  “Tier” instead. 
  The Chaos Space Marine Organs should instead read  
  the following: 
  Preomnor should read “You gain +10 to Toughness Tests against 
  the effects of Poison.” 
  Multi-lung should read “You gain the Amphibious Trait.” 
  Oolitic Kidney and Neuroglottis should read “This implant 
  contributes to the Resistance (Poison) Trait.” 
  Mucranoid should read “This implant contributes to the Resistance 
  (Heat, Cold) Trait.” 
  Black Crusade 
  GM Kit
  Commodity Stalls (page 11): The sentence “Each Heretic can 
  make an Infamy Test to obtain an item while in this area (which counts as 
  an Outpost) if he so desires.” should be replaced with “Each Heretic can 
  make an Infamy Test to obtain an item while in this area if he so desires.”  
    
  Sacrificing Infamy (page 29): The last sentence “Infamy 
  Sacrifices are also necessary to attain and improve upon Superior 
  Minions of Chaos (below)” should be ignored. 
  Hand of 
  Corruption
  Rewards (page 44): This paragraph “Characters who successfully 
  complete this scenario earn Experience points for their service. This 
  Experience is above and beyond what players might normally earn 
  according to In addition to the rewards included here, Game Masters 
  may choose to grant additional awards for excellent roleplaying as 
  indicated on page 266 of the Black crusade Core Rulebook.” 
  should instead read: 
  “Characters who successfully complete this scenario earn Experience 
  points for their service. This Experience is above and beyond what 
  players might normally earn according to regular game play. In 
  addition to the rewards included here, Game Masters may choose to 
  grant additional awards for excellent roleplaying as indicated on page 
  266 of the Black crusade Core Rulebook.” 
  4
  
  Errata/F.A.Q.
  Errata/F.A.Q.
  Frequently 
  Asked 
  Questions
  Question: Some Archetypes allow characters to chose 
  weapons that do not match their starting Weapon Training 
  Talents, or vice versa. Is this correct? 
  Answer: Yes, as some weapons are potent enough that starting 
  with them requires a character to expend additional resources. 
  All Heretics do start with enough starting Experience to 
  purchase the appropriate Weapon Training Talent.  
  Question: There are several references to Legacy Weapons in 
  the Core Rulebook, such as on page 290 under the Reward 
  of Khorne Flesh-Fused Weapon, but no actual rules for them. 
  What do they do? 
  Answer: These were included in the Core Rulebook in error, 
  and should be ignored in this book. 
   
  Question: Is the rarity reduction on the Talent “Ancient 
  Warrior” for “Legion” items intended to apply to Legion 
  armour as well?
  Answer: Yes it does apply.
  Question: Is there an upper limit to the number of times the 
  Mechanicus Assimilation replacement upgrade can be taken? 
  Answer: No, but the GM is encouraged to step in should a 
  Heretic take this to the exclusion of other cybernetics or in 
  situations it is not called for. 
  Question: There are several Adversaries in the Core Rulebook 
  that do not seem to have correct Movement rates based on 
  their Agility, Size, or other factors. Are these correct? 
  Answer: Yes, some pre-constructed NPCs can indeed have 
  Movements, Characteristics, or other items that do not 
  conform to the normal Character Creation rules.  
  Question: The Character background “Wealth” allows for an 
  additional acquisition roll at +20 during character creation. 
  However, there are no acquisition “rolls” made at creation; the 
  acquisition is automatic. Is this intended to be an extra creation 
  acquisition at +20, or is it supposed to be an actual roll?
  Answer: It is not a roll, it is an additional acquisition.
  Question: If the Good Craftsmanship laspistol is fired on 
  Overload mode (see page 153), does it now count as Unreliable 
  or does the second Reliable Trait from Good Craftsmanship 
  (see page 147) cancel this out? 
  Answer: No, the Reliable Quality doesn’t stack. 
  Question: Can a player’s starting Infamy be modified though 
  the “Perfection” Motivation?
  Answer: No. 
  Question: Terminator Armour gives the wearer a –20 to Agility 
  when worn. It is entirely possible that this might bring a character 
  to 0 or less Agility. This, according to page 256, renders the 
  character Paralysed and unable to act though. Is this correct?
  Answer: The dropping Agility to zero and being Paralysed 
  is only from Characteristic Damage, not temporary penalties. 
  Although it could drop one’s Speed to zero (although this 
  should be partially offset by one being Hulking) it does 
  not paralyse them. Remember, Tests can apply all sorts of 
  penalties or benefits, and this is just one more penalty to 
  apply to any Agility Test. If the Test was normally Easy 
  (+30), you’d still be making it at a +10.
  Question: Can both Chaos Space Marine and Human Heretics 
  use all Force Weapons? There do not seem to be any ones 
  specifically designed for use with Legion power armour. 
  Answer: They can both use all of them. 
  Question: Does the Toxic Trait (page 143) also apply if the 
  creature is is dealt Damage from a Ranged Attack? 
  Answer: Yes, but only if the attacker makes the Attack at 
  Point Blank Range.  
  Question: What is the penalty for failing the modified 
  Infamy Test to make an Acquisition Test?
  Answer: There is no actual penalty except for loss of access to 
  the item the player desired, and the time it takes to change his 
  circumstances to try it again (such as improving his Infamy, or 
  traveling to a new world). 
  Question: If a player has a modifier to a Base Characteristic, 
  does he include that modifier to all Tests using that 
  Characteristic? 
  Answer: Yes. A modifier to Intelligence, for example, would 
  aid when making a Security Test (which is Intelligence based).
  Question: If a Heretic gains a Talent from a cybernetic does 
  that talent count as an advance for the purpose of checking 
  alignment? For example, if a Heretic has five Slaanesh 
  advances but obtains Skeletal Petrification, will the newly 
  acquired Iron Jaw and Bulging Biceps talents count against 
  aligning with Slaanesh?
  Answer: No, those don’t count. Generally, you can assume 
  that only ones you purchase will count, not ones that come 
  with augmentations like this.
  Question: There is an Example right after the Push entry on 
  page 207 that states the character in question’s Focus Power 
  Tests succeed against a difficulty modified by his Psy Rating 
  (6) times 5. Where does the factor come in?
  Answer: That Example references the Focus Power Test  
  on page 208. 
  Question: The Reward of Khorne “Collar of Khorne” on page 
  301 references the Talent “Blood God’s Contempt” which 
  requires at least an hour to perform the ritual of contempt. 
  Does the player gifted with the Collar of Khorne also need to 
  perform this ritual, or does the reward work without it? 
  Answer: No ritual is needed for the Collar to work. 
  5
  
  Errata/F.A.Q.
  Errata/F.A.Q.
  Question: How are Fear Tests (for both Enemies and Heretics) 
  treated in Combat? Do you simply roll for each source once 
  per encounter, or do you roll for the highest source every 
  round until it goes away?
  Answer: You only make one roll each round against the most 
  Fear-causing source (see page 277, bottom right paragraph).
  Question: How does Swift Attack work with Lightning 
  Claws? If Swift Attack gives another Attack from scoring an 
  additional two Degrees of Success, does the Damage from 
  Lightning Claws increase as well? 
  Answer: Yes. For example, using Swift Attack with a single 
  Lightning Claw and rolling 4 Degrees of Success would 
  mean 3 Attacks altogether with each one dealing 1d10+10 
  +SB E Damage. 
  Question: How is Two-Weapon Fighting with the Multiple 
  Arms Trait handled? Does every extra pair of limbs allow an 
  additional Standard Attack, or an entirely new Attack roll that 
  can be combined with Lightning Attack, etc.? Does the Tail 
  Mutation’s additional attack work the same way? 
  Answer: The Latter (it is a new Attack roll), and yes, the Tail 
  Mutation also adds an additional Attack roll. 
  Question: Does a successful use of the “Serpent’s Tongue” 
  Apostate special ability stack with existing levels of the Peer 
  Talent? For example, if the player has Peer (Heretics) can 
  he use Serpent’s Tongue to increase it to Peer 2 (or Peer 3  
  with 55 Fellowship)?
  Answer: Yes, it does stack in that manner. 
  Question: If the psychic power Gift of Chaos (which can 
  make a target gain a Gift of the Gods mutation) or some 
  other Psychic Power or effect is used on a fellow Heretic, 
  can the Heretic then use Infamy to adjust the roll for his 
  new Gift should he gain one?  
  Answer: Yes, he can (should he survive the original casting!). 
  Question: Does the Delay Action allow a character to use a 
  second Attack Action if they have already attacked in that turn? 
  And when an Attack is made as a delayed Action, does this 
  allow the targeted character make a Dodge or Parry roll? 
  Answer: No. Delay takes a Half Action and only allows a delayed 
  Half Action later before his next Turn, so if the player made an 
  Attack (for a Half Action), then made a Delay Action (taking 
  another Half Action), he would be unable to make another Attack 
  until his next Turn unless he could make it as a Free Action. 
  And yes, the target can Dodge and Parry as normal. 
  Question: Does Infamy growth require fame? For example, a 
  Tzeentch Heretic who works to undermine an Imperial world 
  would not be well known, but his deeds nonetheless might 
  be mighty. Can he still gain in Infamy? 
  Answer: Yes indeed! Those who should know of such things 
  would know of his exploits, and surely the Ruinous Powers 
  are watching him carefully. Infamy is much more than just 
  how well the Imperium knows of its foes. 
  Question: Does Climbing a simple slope require an 
  Athletics Test?  
  Answer: Normally no. A Challenging (+0) Athletics Test 
  would only be necessary when in a hurry, under fire, or 
  similarly stressed. 
  Question: What is the Corruption and Infamy for a  
  new Minion? 
  Answer: Minions, as they are mere followers, have zero 
  Infamy and Corruption. 
  Question: When creating a Heretek, can the player select 
  the Armour Monger Talent even though he cannot start with 
  Trade (Armourer), or the Weapon-Tech Talent even though 
  he cannot start with Tech Use +10? 
  Answer: Yes, but he must buy the appropriate prerequisites 
  when spending his initial Experience Points. 
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