Dark_Heresy_-_Errata_V.3.pdf
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1
Dark Heresy
Special Thanks
James Savage with Maxx Myers
C
ORE
R
ULEBOOK
E
RRATA
T
The
example on page 201
omits an important detail.
In that example, the character Mordechai suffers critical
damage that includes him being Stunned. Then, Mordechai
makes an attack next round, which violates the de nition of
being Stunned. The example should have included a line about
Mordechai spending a Fate Point to remove the stun effect.
his section includes of cial errata and
clari cations for the Dark Heresy Core
Rulebook. New additions to this version of
the errata appear in red.
The
map of the Calixis Sector
on pages 288-289 contains some
errors, including duplicate planets. A corrected version of the map
can be downloaded from http://www.FantasyFlightGames.com.
The example on page 22
includes an error in the line “He
rolls percentile dice (d100) and gets a 06.” It should instead read
“...gets a 60.”
The
Unnatural Characteristic
trait described on page 333
should specify that when applied to Agility, it does not increase
the creature’s movement. The creature’s movement is based on its
unmodi ed Agility bonus.
Table 1-7: Fate Points
on page 28 should list the dice roll results
as 1-4, 5-8, 9-10.
Table 12-4: Major Mutations
on page 335 should have the
following corrections:
The description for rolls 51-61, Clawed/Fanged, should
Scholar Advances
on page 47 should include the Speak Language
(High Gothic) +10 skill at a cost of 100 xp.
include the Primitive special quality after the listed damage.
The description for rolls 95-96, Winged, should include a
Outlaw Advances
on page 84 should not include the Barter skill.
speed of 1d10+5.
The description for roll 00, Hellspawn, should say
Renegade Advances
on page 84 should include the Deadeye Shot
talent at a cost of 100 xp.
“…Frightening and Daemonic traits…” instead of
“…Frightening and Daemonic Aura traits…”
Mech-Deacon
on page 93 should include the Medicae +10 skill
at a cost of 200 xp.
The
Cult Magus
on page 337 should have a number of Minor
Psychic Powers equal to one-and-a-half its Willpower Bonus
(usually six).
The
Psy Rating 2
talent on page 120 should grant a character a
number of Minor Psychic Powers equal to one-half his Willpower
Bonus (round up).
The
Dreg
on page 338 should have an Intelligence of 16.
The
example on page 126
includes an error in its last parenthetic
statement. It should read “...gaining a +30 bonus...” instead of
“...gaining a +20 bonus...”
The
Gun Servitor
on page 340 should have the following stats
for its twin autoguns: 90m; –/4/20; 1d10+4 I; Pen 0; Tearing;
Clip 30; Reload Full.
Table 5-3: Consequences of Availability on page 126
should
list the following dif culties and modi ers: Easy +30, Routine
+20, Ordinary +10, Challenging +0, Dif cult –10, Hard –20,
Very Hard –30.
The
Mutant
and
Mutant Abomination
on page 342 should
both have Intelligence scores of 18.
The
Scum
on page 344 should have an Intelligence of 20.
Table 5-4: Availability by Population
on page 126 should not
list dif culties of “Very Easy.” All instances of “Very Easy” in that
table should instead read “Automatic.”
The gear description for the
Tech Adept
on page 345 should
list “Mechanicus Implants” in place of “25% chance of partial
augmentation.”
The
Witch
on page 345 should have Psy Rating 3.
The threshold for the
Telekinetic Shield
described on page 177
should be 17.
A
Brain Leaf Thrall
, described on page 346, should have the
same Strength as the thralled creature. Thus, the Strength entry of
Brain Leaf Thrall’s stat block can be treated as “+0.”
Full Auto Burst
, described on page 190, should grant an extra hit
for every degree of success instead of every two degrees of success.
The
maximum situational modi ers in combat s
hould be
+60/–60, instead of +30/–30 as described in the Combining
Dif culties sidebar on page 197.
The
Beast of Burden
on page 349 should have the Natural Weapon
trait, and its bite or hoof damage should be 1d10+6 R or I.
2
Flying Creature
and
Walking Creature
on page 349
should not include the word “Special” in their damage
descriptions, and both should have the Natural Weapon trait.
Inquiry (Fel).
Starting Talents:
Basic Weapon Training (SP)
Melee Weapon Training (Primitive)
Quick Draw or Rapid Reload
The
Astral Spectre
on page 350 should have the Touch of Madness
and Weaken Veil psychic powers instead of Enhance Phenomena
and In ict Delusions.
ASSASSIN (Page 25)
Starting Skills:
Speak Language (Low Gothic) (Int)
Awareness (Per)
Dodge (Ag)
Starting Talents:
Ambidextrous or Unremarkable
Melee Weapon Training (Primitive)
Thrown Weapon Training or Pistol Training (Las)
Basic Weapon Training (SP)
Pistol Training (SP)
The
Charnel Daemon
on page 350 should have the following
pro le for its teeth and claws: 1d10+10 R, Pen 3, Tearing.
The
Bloodletter
on page 351 should have the following pro le
for its great axe: 2d10+5 R, Pen 4, Unwieldy.
The
Daemonette
on page 351 should have the following pro le
for its pincer claw: 1d10+5 R, Pen 3, Tearing.
The
Adult Psychneuein
on page 353 should have the psychic
power Compel instead of Space Slip, and its feeding tube weapon
should not include the Primitive special quality.
CLERIC (Page 25)
Starting Skills:
Speak Language (Low Gothic) (Int)
Common Lore (Imperial Creed) (Int)
Literacy (Int)
Performer (Singer) (Fel) or Trade (Copyist) (Int)
Trade (Cook) (Int) or Trade (Valet) (Fel)
Starting Talents:
Melee Weapon Training (Primitive)
Pistol Training (SP)
Basic Weapon Training (Primitive) or Thrown Weapon Training
(Primitive)
The
Plaguebearer
on page 354 should have the following pro le
for its sword: 1d10+3 R, Pen 2, Balanced, Toxic (1d10).
The
Ashleen Thug
on page 389 should have an Intelligence of
18.
The
Fanatic Voicer
on page 391 should have an Intelligence of
16.
The Starting Skills and Starting Talents for each Career Path
should be rewritten as follows:
(note that the following re-writes of the Career starting Skills and
Talents are simply to clarify the beginning choices for a character
and do not represent any signi cant changes)
GUARDSMAN (Page 25)
Starting Skills:
Speak Language (Low Gothic) (Int)
Drive (Ground Vehicle) (Ag) or Swim (S)
Starting Talents:
Melee Weapon Training (Primitive)
Pistol Training (Primitive) or Pistol Training (Las)
Basic Weapon Training (Las)
Basic Weapon Training (Primitive) or Basic Weapon Training (SP)
ADEPT (Page 24)
Starting Skills:
Speak Language (Low Gothic) (Int)
Literacy (Int)
Trade (Copyist) (Int) or Trade (Valet) (Int)
Common Lore (Imperium) (Int)
Scholastic Lore (Legend) (Int) or Common Lore (Tech) (Int)
Starting Talents:
Melee Weapon Training (Primitive) or Pistol Training (SP)
Light Sleeper or Resistance (Cold)
Sprint or Unremarkable
IMPERIAL PSYKER (Page 26)
Starting Skills:
Speak Language (Low Gothic) (Int)
Psyniscience (Per)
Invocation (WP)
Trade (Merchant) (Fel) or Trade (Soothsayer) (Fel)
Literacy (Int)
Starting Talents:
Melee Weapon Training (Primitive)
Pistol Training (SP) or Pistol Training (Las)
Psy Rating 1
ARBITRATOR (Pages 24-25)
Starting Skills:
Speak Language (Low Gothic) (Int).
Literacy (Int).
Common Lore (Adeptus Arbites) (Int).
Common Lore (Imperium) (Int).
3
SCUM (Page 27)
Starting Skills:
Speak Language (Low Gothic) (Int)
Blather (Fel)
Charm (Fel) or Dodge (Ag)
Deceive (Fel)
Awareness (Per)
Common Lore (Imperium) (Int)
Starting Talents:
Ambidextrous or Unremarkable
Melee Weapon Training (Primitive)
Pistol Training (SP)
Basic Weapon Training (SP)
Scribe Advances on page 46
should include the Ciphers
(Acolyte) +10 skill at a cost of 100 xp, and the Secret
Tongue (Acolyte) skill at a cost of 100 xp.
Inditor Advances on page 46
should include the Secret Tongue
(Acolyte) +10 skill at a cost of 100 xp.
Chirurgeon Advances on page 47
should include the Secret
Tongue (Acolyte) +10 skill at a cost of 100 xp.
Scholar Advances on page 47
should include the Forbidden
Lore (The Black Library) skill at a cost of 300 xp.
Lexographer Advances on page 48
should include the Ciphers
(Acolyte) +20 skill at a cost of 100 xp, the Secret Tongue
(Acolyte) +20 skill at a cost of 100 xp, and the Good Reputation
(Administratum) talent at a cost of 200 xp.
TECH-PRIEST (Page 27)
Starting Skills:
Speak Language (Low Gothic) (Int)
Tech-Use (Int)
Literacy (Int)
Secret Tongue (Tech) (Int)
Trade (Scrimshawer) (Ag) or Trade (Copyist) (Int)
Starting Talents:
Melee Weapon Training (Primitive)
Basic Weapon Training (Las)
Pistol Training (Las)
Electro Graft Use
Loremaster Advances on page 48
should include the Peer
(Inquisition) talent at a cost of 300 xp.
Comptroller Advances on page 48
should include the Secret
Tongue (Acolyte) +20 skill at a cost of 100 xp.
Logister Advances on page 49
should include the Peer
(Inquisition) talent at a cost of 200 xp.
The paragraph about Starting Experience on page 29
should
be expanded to include: “This means that if you spend the full 400
starting xp, the character only needs to earn and spend a further
100 xp in order to reach the required 500 xp to advance to the
second rank in their Career Path.”
Sage Advances on page 49
should include the Forbidden Lore
(The Black Library) +10 skill at a cost of 300 xp.
ARBITRATOR ADVANCES
Trooper Advances on page 51
should include the Common
Lore (Adeptus Arbites) skill at a cost of 100 xp, the Common Lore
(Imperium) skill at a cost of 100 xp, the Inquiry skill at a cost of
100 xp, the Literacy skill at a cost of 100 xp, and the Quick Draw
talent at a cost of 100 xp.
Under the Arbitrator Characteristic Advance Scheme sample
on page 41
, the second paragraph should begin: “Characteristic
Advances must be purchased in order” instead of: “The costs for
Characteristic Advances are cumulative.”
Enforcer Advances on page 51
should include the Drive
(Ground Vehicle) +10 skill at a cost of 100 xp.
ADEPT ADVANCES
Archivist Advances on page 45
should include the Common
Lore (Imperium) skill at a cost of 100 xp, the Common Lore (Tech)
skill at a cost of 100 xp, the Literacy skill at a cost of 100 xp, the
Trade (Copyist) skill at a cost of 100 xp, and the Light Sleeper
talent at a cost of 100 xp.
Regulator Advances on page 52
should not include the
Common Lore (Imperium) skill.
Regulator Advances on page 52
should include the Awareness
+10 skill at a cost of 100 xp, the Drive (Ground Vehicle) +20 skill
at a cost of 100 xp, and the Secret Tongue (Acolyte) skill at a cost
of 200 xp.
Scrivener Advances on page 45
should not include the Trade
(Copyist) talent.
Scrivener Advances on page 45
should include the Ciphers
(Acolyte) skill at a cost of 100 xp.
Investigator Advances on page 52
should include the Secret
Tongue (Acolyte) +10 skill at a cost of 200 xp.
Scribe Advances on page 46
should not include the Common
Lore (Tech) skill.
Arbitrator Advances on page 53
should include the Awareness
+20 skill at a cost of 100 xp, and the Common Lore (Underworld)
+10 skill at a cost of 100 xp.
4
Intelligencer Advances on page 53
should include
the Shadowing +10 skill at a cost of 100 xp, and the
Talented (Inquiry) talent at a cost of 200 xp.
Bishop Advances on page 66
should include the Good
Reputation (Ecclesiarchy) talent at a cost of 100 xp, and the
Peer (Inquisition) talent at a cost of 200 xp.
Magistrate Advances on page 54
should not include the Literacy
skill.
Zealot Advances on pages 66-67
should include the Good
Reputation (Ecclesiarchy) talent at a cost of 200 xp, and the Peer
(Inquisition) talent at a cost of 100 xp.
Magistrate Advances on page 54
should include the Literacy
+10 skill at a cost of 100 xp, and the Peer (Inquisition) talent at a
cost of 200 xp.
GUARDSMAN ADVANCES
Conscript Advances on page 69
should include the Drive
(Walker) skill at a cost of 200 xp, and the Melee Weapon Training
(Primitive) talent at a cost of 100 xp.
Proctor Advances on page 55
should include the Evaluate +10
skill at a cost of 200 xp.
Marshal Advances on page 55
should include the Peer
(Inquisition) talent at a cost of 200 xp.
Guard Advances on page 69
should include the Ciphers
(Acolyte) skill at a cost of 100 xp, and the Drive (Walker) +10
skill at a cost of 200 xp.
ASSASSIN ADVANCES
Sell-Steel Advances on page 57
should include the Awareness
skill at a cost of 100 xp, the Dodge skill at a cost of 100 xp, the
Ambidextrous talent at a cost of 100 xp, the Melee Weapon Training
(Primitive) talent at a cost of 100 xp, and the Unremarkable talent
at a cost of 100 xp.
Armsman Advances on page 70
should include the Drive
(Walker) +20 skill at a cost of 200 xp, and the Secret Tongue
(Acolyte) skill at a cost of 100 xp.
Sergeant Advances on page 70
should include the Common
Lore (Imperial Guard) +10 skill at a cost of 100 xp, the Sure Strike
talent at a cost of 200 xp, and the Resistance (Fear) talent at a cost
of 100 xp.
Nighthawk Advances on page 58
should include the Ciphers
(Underworld) skill at a cost of 100 xp, and the Common Lore
(Adeptus Arbites) skill at a cost of 100 xp.
Veteran Advances on page 71
should include the Ciphers
(Acolyte) +10 skill at a cost of 100 xp, the Ciphers (War Cant)
+20 skill at a cost of 100 xp, the Secret Tongue (Acolyte) +10
skill at a cost of 100 xp, the Arms Master talent at a cost of 100 xp,
the Blind Fighting talent at a cost of 100 xp, and the Step Aside
talent at a cost of 100 xp.
Death Adept Advances on page 59
should not include the
Ambidextrous talent.
Freeblade Advances on page 60
should not include the
Unremarkable talent.
Assassin Palatine Advances on page 61
should not include the
Deceive +10 skill.
Assault Veteran Advances on page 71
should include the
Counter Attack talent at a cost of 200 xp, the Double Team talent
at a cost of 100 xp, and the Precise Blow talent at a cost of 100
xp.
Assassin Palatine Advances on page 61
should include the
Deceive +20 skill at a cost of 200 xp.
Lieutenant Advances on page 71
should include the Common
Lore (War) +10 skill at a cost of 200 xp.
CLERIC ADVANCES
Novice Advances on page 63
should include the Common Lore
(Imperial Creed) skill at a cost of 100 xp, the Literacy skill at a cost
of 100 xp, the Trade (Valet) skill at a cost of 100 xp, and the Melee
Weapon Training (Primitive) talent at a cost of 100 xp.
Captain Advances on page 72
should include the Common
Lore (Imperial Guard) +20 skill at a cost of 100 xp, and the Peer
(Military) talent at a cost of 100 xp.
Priest Advances on page 64
should include the Secret Tongue
(Acolyte) skill at a cost of 100 xp.
Marksman Advances on page 72
should include the Marksman
talent at a cost of 200 xp.
Preacher Advances on page 64
should include the Performer
(Storyteller) skill at a cost of 100 xp, and the Secret Tongue
(Acolyte) +10 skill at a cost of 100 xp.
Storm Trooper Advances on page 73
should include the Battle
Rage talent at a cost of 100 xp, and the De ect Shot talent at a
cost of 200 xp.
5
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