N18 Collected Errors/Typos in Book of Outlands (Nomads & Squats)

Another minor inconsistency, though it may be intentional. When creating a Custom vehicle the 'fighter equipment list' equivalent lists 5 items of Body Upgrades that can be bought, however the Trading Post has 6 items of 'Common' Body Upgrades so you can't buy a Transport Cage (Small) at Gang creation, you have to wait for a Trading post session to grab that even though it is Common. All other Common Upgrades are on the 'Equipment list'.

EDIT: Remembered another. Why is the Bio-Booster on the Squat Crew Equipment List? You don't ever roll injury dice for Crew, so the Bio-Booster is absolutely useless.
 
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Started parsing the vehicle option rules and it seems quite complex! There is an universal vehicle equipment list (or was it the custom vehicle equipment list?). Then each individual vehicle has their own list. Then they have TP/BM access on top of that. Then a vehicle also needs a crew, which has it's own list of options... from any source, so each individual crew has their own list, then the universal crew list, then Trading Post & Black Market.
Another minor inconsistency, though it may be intentional. When creating a Custom vehicle the 'fighter equipment list' equivalent lists 5 items of Body Upgrades that can be bought, however the Trading Post has 6 items of 'Common' Body Upgrades so you can't buy a Transport Cage (Small) at Gang creation, you have to wait for a Trading post session to grab that even though it is Common. All other Common Upgrades are on the 'Equipment list'.
The N20+ equipment list structure is riddled with these types of 'design decisions'. Completely meaningless IMO because they are common so doesn't require anything and are fully available to anyone AFTER the first battle. Even making it Rare (7) would made sense, but not common. What's so special about the first battle that requires this type of nonsense?

I think you are right this may be unintentional, but notice that all other vehicles also have left out random common items.
 
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What is the "Transport Area" special rule several vehicles have? "The rear platform is a Transport area". Assume it means the vehicle Upgrade "Transport bed"?
 
What is the "Transport Area" special rule several vehicles have? "The rear platform is a Transport area". Assume it means the vehicle Upgrade "Transport bed"?
The Rockgrinder and Ridgerunner have a little platform on the model which Necromunda has designated as a transport area. But the models weren't designed with this in mind, so good luck getting much on there! 🤦
 
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Yeah that makes sense. Was mostly interested in the specific wording, as I haven't found any definition for that exact term yet. The Cargo-8 Ridgehauler got something similar, but it's called "Transport Bed" which is an existing Upgrade.

So when the rules say "The number of fighters who can fit on a transport bed is determined by the number that can physically fit on the transport bed as modelled on the vehicle" we can take that with a grain of salt 😅 Stack'em any way possible! This is the same game that repeats ad nauseam that any special effect moving a fighter can never cause it to overlap with other bases :LOL:
 
Transport areas are referred to on pg69 of the AW rulebook in the callout box. They are areas that fighters can sit in without needing to pass an Initiative check to avoid falling off when the vehicle moves, similarly loot boxes (and presumably other moveable things) can be stored on there without needing a fighter to hold onto it.
 
Thanks! That'll be the same as Transport Bed upgrade then :giggle: 🤔 I guess the idea is for them to be the same? But Transport Bed (Upgrade) doesn't explicitly mention that it prevents Loot falling off. Guess that's the intention though? Kinda weird that the Cargo-8 Ridgehauler actually has "Transport Bed" as a special rule. All the other vehicles with similar ability say Transport Area.
 
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Tested some Custom vehicles to try and recreate the predefined vehicles. Turns out the predefined vehicles comes at a nice discount. Was able to recreate Wolfquad (70) with Custom (125). However not without spending and exceeding all Upgrade slots. Came close to the Orlock Outrider Quad (80) with Custom (125), also spending and exceeding Upgrade slots.

Which is nice, as it means the predefined vehicles should always be more cost-effective, while custom vehicles give you the freedom to make anything else.
 
Here are most of the vehicle rules (as far as I've understood them):
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With the introduction of "model", "fighter" and "vehicle" types, it would make sense for rules to be very accurate in using these terms. Which made it a bit funny to seeing some of the Squat tactics in Outlands:
VENGEANCE OF THE IRONHEAD!
Play this gang tactic after a friendly fighter has been taken Out of Action by an enemy model.

A friendly fighter with line of sight to the enemy fighter may immediately make a Shoot (Basic) action targeting the enemy fighter.
 
Where have people gotten the impression that Loboslaves are immune to pinning? They are not, what they are is immune to pinning from range attacks.
"When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned."
Other sources like falling off a bike or being hit by Spatial Psychosis can still pin them.
 
Loboslave is immune to pinning from ranged. Most attacks that cause pinning are ranged. You are technically right. Mentioning lobo slave immune to pinning is a generalization then.
 
Not an error or typo (I assume ...) but what do we think of blast carbines in comparison to rifles. Rapid fire and a extra +1 close range make it look like a non option unless you're really stretched for credits.
 
You also need to think about are you doing wytari shenanigans to have visibility low each game, if you are the extra accuracy modifier means nothing. You have also missed that it has a 5+ ammo vs the rifles 4+
 
Good points, I hadn't considered the effect of the weather conditions. Telescopic sights or long rifles for all then 😂
 
Where have people gotten the impression that Loboslaves are immune to pinning? They are not, what they are is immune to pinning from range attacks.
"When a fighter with this special rule is hit by a ranged attack, they do not become Prone and Pinned."
Other sources like falling off a bike or being hit by Spatial Psychosis can still pin them.
Well in this case they're going prone because they got hit by a ranged attack while on a bike. That seems like a fairly straightforward reading, no offense. The comparison to Spatial Psychosis is unfair because that's not a ranged attack, it's a psyker power. In the case of getting pinned by ranged attacks while riding, the cause is definitely a ranged attack.

Edit: Doesn't the rule say "If pinned when hit by a ranged attack:"? That would 100% allow you to dodge the whole problem by being immune or otherwise able to avoid being pinned by ranged attacks in the first place.
 
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First head-scratcher for me is the "Born to the wastes" skill which has two effects. The first ignores Battlefield surface effects (Fine), the second allows the owner to use the skymantle to hide even in non-wasteland scenarios.

However, the skymantle in the AWN pamphlet and in the BoOutlands has no restriction on where it can be used. So half of the skill is giving you something you already have.
As I read it, the Born in the Wastes skill doesn't require a Sky Mantle. Someone with a Skymantle can perform the Hide in the Wastes action, and someone with the Born in the Wastes skill can also perfom the Hide in the Wastes action (if in Sector Mechanicus or Zone Mortalis). They are two separate reasons why someone would have access to that action. This would mean mounted fighters, who don't get Sky Mantles, would be able to hide.
 
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I have played a game against Nomads yesterday, he had the the stormcaller and lots of guys with long rifles, we played in the wastes and started with a storm. I find the visibility (X) rules quite distasteful. Limiting the range and changing the limit as it suits the stormcaller is nasty, but quite OK on its own. Stripping the close range bonus to ballistic skill for every one is annoying, bu again an interesting twist. But can anyone explain me how is it possible for long rifles/sniper rifle to by more effective in close range when the visibility is rubish?
 
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