N18 Collected Errors/Typos in Aranthian Succession 2: Vaults of Temenos

TopsyKretts

Hive Lord
Dec 29, 2017
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Another book, let's see what we can find! A discussion and investigation into potential problems and solutions.

Previous discussions:

A summary of various findings (contributed by several yaktribe champions).

INTERNAL CONFLICTS
  • ?
    • Comment: ?
EXTERNAL CONFLICTS (CONFLICT WITH PREVIOUS PUBLICATIONS)
  • Hardcase +60 cost increase (from 70 to 130).
    • Comment: Probably intentional as the original cost was low compared to similar pets. A hard nerf.
  • Hardcase Primary skill set changed from Brawn to Combat.
    • Comment: Intentional or mistake?
  • Hardcase no longer has Threat Response.
    • Comment: 2nd part of Faithful Protector already does a similar thing of moving to engage, but no interrupting Charge. A hard nerf.
ERRORS
  • Pilgrim's Coin Relic (p74): The bearer gains the Unstoppable trait.
    • Comment: Unstoppable is a skill, not trait.
  • Cawdor Crew can take Bio-booster.
    • Comment: This is for Injuries suffered by fighters, not vehicles/crew.
  • Charger/autogun combi got Am5+ for the autogun part.
    • Comment: This is reclaimed autogun, not autogun.
  • Enforcer Bodyguards (Alliance) doesn't have credits cost / rating.
    • Comment: All other (multi-fighter) alliances were given credits cost / rating in Book of Outcasts. But this alliance, being released after that, doesn't have it.
NOTES
  • Durgan Kill-Fist has a rule stating that he can be taken as an Outcast Leader.
    • Comment: Needless info. Any fighter in the whole game can be taken as an Outcast Leader.
  • Flamer/Charger (combi) is listed under Basic, but really is Special weapon. Fighter-specific reclassification of weapon type :rolleyes:
  • Sanctioner (Enforcer Brute):
    • Has several ammo options with Limited trait (Assault Ram: Choke, Grenade Launcher Array: Choke & Scare).
      • Comment: Brutes can only purchase stuff when recruited, so this introduces a new situation where a brute can permanently lose equipment it started with. Smells like an oversight/error.
    • Skill table includes Agility and is also identical to the new Cawdor prospect.
      • Comment: Agility makes sense for the Cawdor prospect, but not for this big clunky brute. However it is functionally working. It's also suspicious that the entire skill set table is identical to one of few other skill tables in this book.
  • Hardcase increasing cost from 70 to 130 implicitly reduces Servalen's individual cost from 170 to 110 - now lower rated than the dog!
CHANGES AND IMPROVEMENTS
  • Imperial House (alliance) is finally released, this was referenced in Fallen House (alliance) rules since 2020 :p
 
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The introduction of Saints muddies the water further in regards existing limitations and which effects can be combined.

The following can't be combined:
  • Agent + Favour
  • Alliance + Favour + Sub-plot
  • Alliance + Saint
Which begs the question for all the other combos!
 
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Micro-inconsistencies continues to amuse me:
  • Bearer Bonus: The bearer gains the Bull Charge skill.
  • Bearer Bonus: The bearer gains the Hurl skill for the duration of the battle.
:unsure: :LOL:
 
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Durgan Kill-Fist's special rule is very weird.

"This fighter may be either selected as an outcast leader when making an outcasts, replacing the normal option for an Outcast Leader, or may be hired as a Bounty Hunter, in which case [he gets the normal rules"

So he's a normal fighter, who can do the same thing every profile in the game with points can do..? Maybe it's just there to speficially encourage his use as an outcast leader, like that cyberghost in an ambot from one of the WD suppliments, but it's weirdly implying that you couldn't pick him as an outcast leader otherwise.
 
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You are absolutely right. That kind of "rule" isn't really a rule at all. It's something that was skipped in my rules compilation. This particular character was actually released 7 months ago and up until now the only source was the rules printed on paper that came with the physical mini. It is tempting to believe that this was simply a reminder for people who buy minis, because customers of Forgeworld characters don't know the rules well?
 
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I am also slightly dubious about the stats for the Concussion cannon, given the size and the cost a slightly stronger carbine is a bit weak.
 
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Looks like "Convoy Raid" scenario is a variant of "Great Rig Robbery" that was released 9 months ago. Interesting to see how things mutate when GW revisits an existing scenario like this.

Most impactful change is introducing attacker & defender, which also affects other parts of the scenario:
  • Attacker & Defender: The most impactful change. It's a natural change when making a variant. The gang that issued the challenge is the attacker (otherwise roll-off).
  • Deployment: Defender is within 6" of the centre vehicle. Attacker is within 3" of the trailing edge. A natural consequence of changing to attacker & defender.
  • Ending the battle: When only one gang remains.
  • Credit Rewards: Attacker gains D6x10 per Cargo point. Defender gains D3x10 per enemy OoA/Wrecked.
Random changes:
  • Tactics: +1 per 100 points difference is now measured towards gang rating instead of crew rating. Why?
  • Cargo point renamed to Loot point.
  • Experience Rewards: D3 XP to defending leader for winning (even if not taking part in the battle). This is one of those that sometimes is included and sometimes not. Random!
  • Battle ends at the start of the End phase instead of end of round. Extremely niche!
Quality improvements:
  • High Speed Pursuit: Also includes mounts (suffer Knocked Down hit if colliding). This looks like an oversight in version 1.
  • Fleeing the battlefield: Also an oversight in version 1? Always welcome as a minimal deterence against gaming of the system.
  • Mounts can be included (older scenarios only mentioned vehicles).
 
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Looks like "Convoy Raid" scenario is a variant of "Great Rig Robbery" that was released 9 months ago. Interesting to see how things mutate when GW revisits an existing scenario like this.

Most impactful change is introducing attacker & defender, which also affects other parts of the scenario:
  • Attacker & Defender: The most impactful change. It's a natural change when making a variant. The gang that issued the challenge is the attacker (otherwise roll-off).
  • Deployment: Defender is within 6" of the centre vehicle. Attacker is within 3" of the trailing edge. A natural consequence of changing to attacker & defender.
  • Ending the battle: When only one gang remains.
  • Credit Rewards: Attacker gains D6x10 per Cargo point. Defender gains D3x10 per enemy OoA/Wrecked.
Random changes:
  • Tactics: +1 per 100 points difference is now measured towards gang rating instead of crew rating. Why?
  • Cargo point renamed to Loot point.
  • Experience Rewards: D3 XP to defending leader for winning (even if not taking part in the battle). This is one of those that sometimes is included and sometimes not. Random!
  • Battle ends at the start of the End phase instead of end of round. Extremely niche!
Quality improvements:
  • High Speed Pursuit: Also includes mounts (suffer Knocked Down hit if colliding). This looks like an oversight in version 1.
  • Fleeing the battlefield: Also an oversight in version 1? Always welcome as a minimal deterence against gaming of the system.
  • Mounts can be included (older scenarios only mentioned vehicles).
So… Is that effectively a stealth update or just a bit of lazy filler content by grabbing an old scenario and reissuing it with a few minor changes??
 
How to deploy in Race to the Vault scenario (p92)?
DEPLOYMENT
Both players roll off, the winner selects a tile as the start point. The loser then selects an edge of a different tile to be the Vault Entrance. Starting with the loser of the roll-off, players take it in turns to deploy fighters from their gang anywhere within the tile at least 6" away from enemy fighters.

Also, scenarios are very random if they mention that fighters that are removed (after reaching some objective) counts as Out of Action. The standard rule is all fighters removed (no matter the reason) counts as Out of Action. Also, some scenarios describe that Seriously Injured fighters removed when reaching the objective must test against Succumb to Injuries (normally something that applies to all Seriously Injured fighters after the battle). But other secenarios doesn't mention this... (Race to the Vault)?

Some say it's all narrative so doesn't matter. Excuse my ramblings, but why then does GW bother with these micro-distinctions?
 
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How to deploy in Race to the Vault scenario (p92)?
It seems the intention is to go against typical ZM deployment and have both crews start on the same tile. Sounds like mayhem.


What about crew selection in the Daring Rescue Scenario?

"The defender’s starting crew are their sentries. They use the Random Selection (3) method, but before drawing their crew, they can declare any number of fighters unfit (or too important) for sentry duty, removing them from their deck – they are returned to the deck after the starting crew has been drawn."

How is this different to Custom Selection (3)? If the Defender can simply choose all but 3 of their fighters to be "unfit" for sentry duty, are the results not the same as choosing those 3 remaining fighters?
 
That one is funny, the wording has been used several times and someone pointed out the answer a long time ago. You are right you select crew as if Custom, the difference is the equipment sets are randomized! Why didn't they just write that? Or simply use Custom, because I don't see this distinction as worth it because the confusion it creates, also, this is a narrative game(?).
 
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Micro-inconsistencies continues to amuse me:
  • Bearer Bonus: The bearer gains the Bull Charge skill.
  • Bearer Bonus: The bearer gains the Hurl skill for the duration of the battle.
:unsure: :LOL:
The only thing I can think changes by adding "for the duration of the battle" is randomly generated skill advances. If you roll Bull Charge you already have it and reroll. If you roll Hurl you don't reroll it because you don't have it during post-game. Doubt that's intended though. (My book hasn't arrived yet so I'm assuming bearers are given a Relic and keep hold of it indefinitely as per equipment, rather than being something issued temporarily.)
 
How to deploy in Race to the Vault scenario (p92)?
Seems pretty simple. Unless you want to be super silly about it and choose a tile edge that isn’t on the outside of the board.

Having everyone starting on the same tile seems a little like it could just descend into a big brawl turn 1. Unless there’s a reason why that can’t happen??

Also, tiles are now mandatory?? What happens if you’re using a gaming mat?? Just pick two random points, a start and finish - if so, why not just say that in the text instead of tile.
 
Don't mean to be thick. But can they all fit on a single tile 6" from enemies?

Tiles have been used on and off since 2017, changing from cardboard to plastic. Been a while now since everything is mostly about ash wastes.
 
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The only thing I can think changes by adding "for the duration of the battle" is randomly generated skill advances. If you roll Bull Charge you already have it and reroll. If you roll Hurl you don't reroll it because you don't have it during post-game. Doubt that's intended though. (My book hasn't arrived yet so I'm assuming bearers are given a Relic and keep hold of it indefinitely as per equipment, rather than being something issued temporarily.)
Sorry forgot to say Relics are 'trrritories' that can be equipped in battle for some bonus, however only for leader/champ and if that fighter is Out of Action the Relic is added to the stake of the battle (can change hands if the enemy wins).
 
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I suppose that depends on how many from each side takes part. Standard GW is 12”. If Gang A is on the left of the tile and Gang B is on the right then it’s doable.
Think it was 5 per side. If everyone has to setup in the same tile with that limitation, it feels like both players have to wiggle their deployments in order to make the other team fit. Or worst case, one player can game this and squeeze the opponent into a bad spot. Instead of the most common deployment (across all games) where you are at liberty to deploy to the best opportunity of your side (and the opponent is expected to do exactly the same).
 
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Daring Escape scenario is a simplified version of the previous rescue mission Escape from Zalktraa (which in turn is a different version of Rescue Mission).

Not sure if I didn't notice before, didn't care or simply forgot, but there are now 4 almost identical rescue missions :LOL: The main difference is the crew size.
I get that they had to make a new version for Ash Wastes to promote vehicles & mounts, but the other 3?

VersionAttackersDefenders (Sentries) + Reinforcements2d (Zone Mortalis)
3d (Sector Mechanicus)

Ash Wastes (including vehicles & mounts)Other
Rescue Misssion (Dominion)N18All5--
Rescue Mission (Ash Wastes)N22All3
Escape from Zalktraa (Succession 1)N2284-Drowned Hive rule (difficult terrain)
Daring Escape (Succession 2)N2353-
 
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