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

This book adds new stuff which brings some balance but still leave some gangs (or variants) in disarray:
  • Enforcers gets the standard gang-specific Brute.
  • Cawdor gets the standard vehicle crew new prospect (now with mount as per Ash Wastes), but Redemptionists are left behind.
  • Cawdor gets vehicle Tactics, still a lot of gangs don't have this yet (for example Enforcers).
 
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There are some gangs which seem to be ‘novelty’ or featured gangs which I suspect will never get much beyond token support.

Featured are ones heavily promoted in a boxed release outside of one of the big six house gangs, novelty are ones that seem to be either tacked on in someone else’s book or a means of just doing something vaguely custom.

Featured:
Enforcers
Corpse Grinder Cult
Ash Waste Nomads.

Novelty:
Chaos Cults
Genestealer Cults
Slave Ogryn
Outcasts
Venator

The big six houses get support no matter what (though Delaque players may feel a little left out).

The Featured Gangs got a bit of support when they were the big thing on release and then a few bits from ForgeWorld. I don’t expect much for them with each new environment release.

The novelty gangs got next to nothing above a card pack - if that. Then nothing. They all seem to be gangs designed to use pre-existing kits or to encourage purchases of sprues which otherwise would just be hireable characters. I expect nothing much further for any of them.

I’m not sure where Squats will fit in, in future.
 
  • Cawdor gets the standard vehicle crew new prospect (now with mount as per Ash Wastes), but Redemptionists are left behind.
Cawdor get two crews both standard and Redemptionist but like the other gangs they are just ganger equivalents but hey they get the Gang Fighter rule at least.
The Crusader gangs mechanics are pretty good and relatively uncomplicated for necromunda and work well in bolstering a lot of gangs.
Redemptionists do get lots of time in the lore at least
 
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The novelty gangs got next to nothing above a card pack - if that. Then nothing. They all seem to be gangs designed to use pre-existing kits or to encourage purchases of sprues which otherwise would just be hireable characters. I expect nothing much further for any of them.
Sadly pretty true.
At least the chaos cultist will get periodic updates when ever the 40 k range gets a new range or powers of chaos feature.
Also the genestealer cult may have inspired the necromunda writers to create Ash wastes and vehicle rules just because the wolfquad ridge runner and rockgrinder exist.
The Outcasts are likely to get loads of support in dramatic persona leaders and such but not primary gangers in every book release from now on or whenever they do a cool Forge world release.
 
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Cawdor get two crews both standard and Redemptionist but like the other gangs they are just ganger equivalents but hey they get the Gang Fighter rule at least.
The Crusader gangs mechanics are pretty good and relatively uncomplicated for necromunda and work well in bolstering a lot of gangs.
Redemptionists do get lots of time in the lore at least
Thanks, I missed that. Happy to see parity with Cawdor & Redemptionists, even if something as small as crew. But they miss out on the Prospect (however their existing Juve seem to be borderline Prospect already).
 
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Frag Lances, Krak Lances and Stun Lances aren't Unwieldy. In the unlikely* event that a Way-Brethren gets promoted to Firebrand/Deacon they'll lose Born in the Saddle, will be able to have a loadout without the Ridge Walker, and take part in indoors battles dual-wielding lances.

*Less unlikely now, if someone were to start Cinderak Burning with Way-Brethren and keep them through to Vaults of Temenos.
 
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How to upgrade Enforcer Sanctioner brute's weapons? "can replace pacifier assault claw and/or heavy shock baton with one of the following: Concussion cannon, mancatcher, assault ram". With and/or choice, you can choose to replace either one or both of its weapons with another weapon. Why ever choose "and" (losing 2 weapons instead of 1)? Is it because you then have to split the close combat attacks on 2 different weapons?
 
I think they are trying to say that each weapon can be replaced with a weapon from that list, so you could have a mancatcher and assault ram for example.

On the topic on the Sanctioner, both its grenade launcher array and assault ram have Limited ammo types that then can't be replaced since it's a Brute.

I also suspect its skill chart might be a copy/paste of the Way-Brethren's skills. Just a hunch based on it not looking like something that should get Agility access even if it is Secondary.
 
I think they are trying to say that each weapon can be replaced with a weapon from that list, so you could have a mancatcher and assault ram for example.

On the topic on the Sanctioner, both its grenade launcher array and assault ram have Limited ammo types that then can't be replaced since it's a Brute.

I also suspect its skill chart might be a copy/paste of the Way-Brethren's skills. Just a hunch based on it not looking like something that should get Agility access even if it is Secondary.
That's how I read the weapon options. A blob of green Stuff and a pair of magnet in the existing weapon holes and all the options are swappable anyway. Twin concussion cannons to look like a giant gunslinger when you are not playing with it...

My copy only has limited on the rams choke gas grenades and I think that wouldn't be a major feature anyway.

Possibly a copy paste job but the model looks like a binary load loader droid from Star Wars and they were pretty agile. Also with Ferocity why look at secondary skills anyways?
 
Ram got the already existing profiles (luckily), however Limited for Brutes is a weird interaction as you point out, as it can't be refilled. For Array, it's a new weapon with new profiles, so they could have skipped Limited there without problem. However I imagine they are mostly copy-pasted from grenade launcher with modified range to make then unique and 'new'.

It's kind of ridiculous how many grenade launchers are squeezed into this fairly small team now. I don't remember exactly but they probably all have slightly different names to make them incompatible with standard grenade launcher ammo, so they are mostly limited to a 'fluffy' subset of the normal ammo (choke/flash/frag/krak/scare/stun). The most 'normal' grenade launcher option to enforcer is pretty much a standard grenade launcher except it starts with frag & stun instead of rag & krak (it can however take krak among others as an upgrade). Then there is the assault ram sledge hammer which also is pretty much a standard grenade launcher (combined with the assault ram (melee weapon), it starts with choke & frag instead of frag & krak) (it can also take krak among others as upgrade). And finally now the grenade launcher array which unlike the others have slightly different profile, mostly the range is reduced to 18" from 24" standard (much like goliath stimmers twin-linked assault grenade launchers except no rapid fire here).

It could all be streamlined into standard grenade launcher, but that would be too boring I suppose?
 
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On the topic on the Sanctioner, both its grenade launcher array and assault ram have Limited ammo types that then can't be replaced since it's a Brute.

I also suspect its skill chart might be a copy/paste of the Way-Brethren's skills. Just a hunch based on it not looking like something that should get Agility access even if it is Secondary.
Both of these smells like errors indeed, however they are functionally working, so I summarize them as "notes" for now. The concept of a brute permanently losing starting equipment (without possibility to repurchase) is new and sounds wrong. Same with having Agility (and otherwise identical as one of few other skill tables in the book).
 
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??
One reason I spent time emphasizing this is, GW chose to improve a single scenario after 9 months, but left the enforcer cyber dog pet at almost half cost (70) of what presumably now is correct (130) for several years!
 
Fallen House alliance's mystery reference to "Imperial House" is now solved :giggle:

However, they don't get any credits cost / rating :mad:
 
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.
  • Hardcase Primary skill set changed from Brawn to Combat.
    • Comment: Intentional or mistake?
It also looks like they took away the Threat Response skill that the Hardcase Cyber-Mastiff used to have. I think as an error correction, since a similar ability is wrapped in the Faithful Protector special rule.
 
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That's an accurate observation! So the 2nd part of Faithful Protector is basically Threat Response limited to the owner, but only for move to engage, not counter charge! Hardcase got seriously nerfed here together with cost almost doubling.

A few side notes:
  • The first part of "Faithful Protector" is actually regular cyber-mastiff's "Loyal Protector" special rule. So Faithful Protector is Loyal Protector + free move to engage enemies that are in close combat with the owner.
  • The "moved into base contact" and "this move counts as a free action" leaves a few loopholes. Is it a Move action () with all the standard requirements and restrictions? Or is it more like a teleport ability without restriction to distance, but with some common sense that it should be able to move there normally?
 
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