TEXT: WWW.PEGINC.COM
  You’d think all those nukes would have 
  wiped out any gremlins in the Wasted West, 
  but turns out it just gave them the Glows 
  and an even nastier disposition. At least 
  they’re easier to see at night now. After 
  tracking down those malicious malcontents 
  of malfunctions, here are the alterations 
  and additions for Hell On Earth Reloaded’s 
  print edition.
  Electronic versions have been updated to 
  include all errata. If your version doesn’t 
  include the errata, get the new version from 
  your point of purchase.
  Page 54: Under Grenades, the Notes 
  should say…
  Notes: Hand Range is 5/10/20. The 
  Range for a grenade launcher is based on 
  the specific type (see page 53).
  Page 63: Under the M-240GL, ROF is 2 
  not 3.
  Page 69: Under Doomsayers, replace 
  Requirements with...
  Requirements: Wild Card, Novice, Faith 
  d4+, Spirit d8+
  Also add to Special Rules…
  • Any Sufficiently Advanced Science: 
  Doomsayers may not use Edges that 
  require Arcane Background (Miracles), 
  but they can take the Wizard Edge, 
  substituting their Faith for the Spellcasting 
  requirement (see Savage Worlds).
  Page 75: Replace Ghost Edge with…
  Ghost
  Requirements: Heroic, Harrowed
  As his first action during his turn, the 
  Harrowed can become incorporeal with a 
  successful Spirit roll (he can perform no 
  actions, including free actions, before using 
  Ghost). Once incorporeal, he must remain in 
  that state until the beginning of his action 
  on the next round (unless he suffers damage, 
  see below). While ghosted, the Harrowed 
  is intangible—unaffected by the physical 
  world and unable to affect it—though he is 
  still visible and magical attacks affect him 
  normally.
  The deader may remain ghosted as long 
  as he wishes, but it requires concentration 
  and thus counts as an action for each round 
  maintained. With a free action, the Harrowed 
  can become tangible again at the beginning 
  of his turn. If he somehow suffers damage 
  (Shaken or one or more wounds)—say, from 
  a magical or supernatural attack—while in 
  this state, he must make a Spirit roll at –2 
  or immediately become tangible.
  Page 
  77: 
  Under 
  Junkers, 
  replace 
  Requirements, Available Powers, and Weird 
  Science with…
  Requirements: Wild Card, Novice, Repair 
  d4+, Weird Science d4+
  Available Powers: All in Savage Worlds 
  except disguise, divination, greater healing, 
  shape change, and summon ally.
  ERRATA
  Page 53: Under Submachine Guns, the HI Blazer and Hi Thunderer should be…
  Weapon 
  Range 
  Dmg 
  RoF 
  Cost 
  Avail Wgt Shots Min Str
  HI Blazer (10mm) 
  12/24/48 
  2d6+1 
  3 
  $200 
  U 
  12 
  30 
  d6
    Notes: AP 2; 3RB; Caseless ammunition
  HI Thunderer (9mm) 12/24/48 
  2d6 
  3 
  $125 
  R 
  7 
  30 
  —
    Notes: AP 2; 3RB; Caseless ammunition
  
  WWW.PEGINC.COM
  • Weird Science: Junkers use all the 
  rules for Weird Scientists in Savage 
  Worlds, including the Malfunction Table. 
  They may also take any Edges that require 
  Arcane Background (Weird Science).
  Page 
  80: 
  Under 
  Sykers, 
  replace 
  Requirements with…
  Requirements: 
  Wild 
  Card, 
  Novice, 
  Psionics d4+, Smarts d8+
  And add under Special Rules…
  • Psionics: Sykers may use Edges that 
  require Arcane Background (Psionics) (see 
  Savage Worlds).
  Page 85: Under the slow burn power, 
  change the third paragraph to…
  The Power Points required depend on the 
  Armor of the target, as shown on the table 
  below. If a syker wants to burn through 
  a vehicle with 70 Armor, for example, he 
  must spend 6 Power Points, and does 4d10 
  damage, ignoring all armor, if successful.
  Page 86: Under Special Rules add…
  • Miracles: Templars may take any Edges 
  that require Arcane Background (Miracles) 
  except for Adept (see Savage Worlds).
  Page 90: Under Toxic Shamans, replace 
  Requirements with…
  Requirements: Wild Card, Novice, Faith 
  d4+, Spirit d8+
  And add under Special Rules…
  • Miracles: Toxic shamans may not use 
  Edges that require Arcane Background 
  (Miracles) (see Savage Worlds). They may 
  take a version of Gadgeteer they call 
  Fetish Creator with a requirement of d8+ 
  in Smarts, Spirit, and Faith.
  Page 102: Under the Nine result for 
  Spades (Weapons & Armor), swap the first 
  two results, replacing with…
  1=HI Thunderer; 2–3= HI Blazer;
  Page 138: Under Fat Tony Mulachi, 
  replace the last sentence in his description 
  with…
  They’re armed with SA XM-40 assault 
  rifles and Tokarev machine pistols.)
  And change Tony’s Gear to…
  Gear: Tokarev machine pistol (Range 
  10/20/40, Damage 2d6, RoF 3, AP 1) with 
  laser sight.
  Page 155: Under War Party replace the 
  second sentence with…
  There are 5d6 Changed and 2d6 Veteran 
  Changed (use Raiding Party stats) plus 
  1d4–2 toxic shamans (page 195).
  Page 195: Under the Toxic Shaman, 
  replace Gear with…
  Gear: SA XM-40, 40 rounds of .50 rifle 
  ammo, 1 small battery, 1 gallon of spook 
  juice.
  The Hell on Earth Companion 
  adds 
  Librarians 
  and 
  Witches 
  to 
  the 
   
  Wasted 
  West’s Arcane Backgrounds. It also includes 
  new 
  weapons, 
  gear, 
  additional 
  rules 
  for 
  post-apocalyptic vehicle combat, an Adventure 
  Generator, and random Survivor Settlements—
  not to mention a few new irradiated horrors to 
  waste your precious ammo on!
  The Worms’ Turn is a full-length Plot Point 
  Campaign featuring the aftermath of the climactic 
  battle called “The Harvest.” The Iron Alliance 
  has learned a terrifying secret—the Reckoners 
  were keeping other, even older terrors in check. 
  This full-length campaign contains updates on 
  the events of the Wasted West and numerous 
  Savage Tales that can be inserted into your own 
  saga of wasteland woe!
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Deadlands Reloaded/Hell on Earth Reloaded/Hell on Earth Reloaded - Errata.pdf