Another book, come on let's crowd source a quality/sanity check for this one as well!
Previous discussions:
A summary of various findings (contributed by several yaktribe champions).
INTERNAL CONFLICTS
Previous discussions:
- N22 Rulebook (Ash Wastes)
- Book of Outcast
- House of Shadow (Delaque)
- House of Faith (Cawdor)
- Hive War (N21 Rulebook)
- House of Artifice (Van Saar)
- House of Iron (Orlock)
- House of Blades (Escher)
- House of Chains (Goliath)
- N19 Rulebook (Dark Uprising)
- Book of Ruin (Cults Codex)
- Book of Judgement (Enforcers)
A summary of various findings (contributed by several yaktribe champions).
INTERNAL CONFLICTS
- Born To The Wastes (skill) has two effects, one of which allows the fighter to use the skymantle to hide even in non-wasteland scenarios. The skymantle (also printed in N22 Ash Wastes pamphlet) has no restriction on where it can be used.
- Comment: Half of the skill is giving you something you already have?
- Gang Hierarchy: Returned to N20-N21 wording using faction fighter.
- Comment: This was changed in N22 rulebook (Ash Wastes) to apply to all friendly fighters. Reverting back to N20-N21 is unfortunate as no definition of <faction> fighter exists.
- Reclaimed autogun renamed to scavenged autogun.
- Comment: Different fluff name for the same weapon.
- Suspensor applies to Unwieldy weapons (instead of only heavy weapons).
- Comment: This is probably correct, however it's been alternating back and forth in the previous books since it was introduced sometime in N20-N21.
- Twin-linked heavy stubber (p133) is different than the existing one from House of Faith (p122): 1 less Damage, 1 less Rapid Fire.
- Comment: How many types of twin-linked heavy stubbers does this game need?!?
- Power fist got S2, AP -2 and D2 and no Unwieldy.
- Comment: This is 1 point lower across all stats compared to the original version. And lost Unwieldy. The squat price also dropped 50% (from 100 at BM to 50).
- Power pick (p134): AP+3.
- Comment: Should be AP-3.
- Nomads all have Ash Cloak as standard and therefore a free Respirator... but they all also have the standard Respirator on their lists too.
- Comment: If not an error then utterly meaningless.
- Squat crew (Gearhead) has access to Bio-booster.
- Comment: Why? Crew don't suffer injury dice.
- Running Repairs (Driver skill, p103): If a natural 6 is rolled during a Handling check in the End phase for restarting a Stationary vehicle, "this driver has not only Restarted the vehicle" but also regained one lost Hull Point.
- Comment: Same as N22 Rulebook (Ash Wastes). Minimum stat for Hnd is 10+ and a roll of 6 isn't automatically a success! GW forgot the stat uses 2D6?!?
- Introduces "reclaimed" (aka scavgenged) stub gun. Instead of having worse Ammo stat, it loses Plentiful.
- Introduces universal Dirtbike (mount) available to all fighters of all gangs (except Ash Wastes Nomads, Crew and fighters with Wargear that affects movement, such as jump boosters and grav-cutters).
- Comment: Mounts have a special penalty when becoming Pinned, however this could potentially be ignored by several old/existing rules such as Lobo-Slaves and Nerves of Steel. Is this intentional?
- Arhtromite Duneskuttler (Brute) got a special rule "War Scuttler" that allows for climbing without penalties. This is the same as the Clamber skill
- Custom vehicle: The equipment list includes 5 of 6 common Body Upgrade items, missing Transport Cage (Small).
- Comment: Transport Cage (Small) is the only common item restricted before the first battle, but fully available forever after? Why? Does this level of micro-rules improve the game in any way?
- Reprints some Ash Wastes campaign/battlefield effects, however some are modified and simplified:
- Regions: 3 alternatives (D3) instead of 5 (2D6).
- Seasons: 1 effect per season instead 5 (2D6).
- Soaring Temperatures (Season of Flame): No restriction to move without respirator.
- Ash Clouds (Season of Ash): Visibility reduced by 6" (12" instead of 18").
- Wild Weather (Changing Seasons): This one is new. Visibility (D3x6"). Rolled at the start of each round (before determining Initiative).
- Ironhead Heavy Flamer reduces ammo by 1 point to 6+.
- This is the only Ironhead weapon that changes the profile in addition to the normal Rapid Fire (+1). Why?!?
- All gangs use table for Hangers-on access depending on Reputation (?). Not sure if this has been updated previously or not, but it seems the Hangers-on amount applies universally to all gangs.
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