N18 Collected Errors/Typos in Desolation (N24)

Malstrain gang and Malstrain Corrupted gang gets Leader with Leading by Example (aka "Gang Hierarchy"). But Spyrer of course don't have this, and so neither does Incursion gang. But if Incursion gang loses their Leader, the new Leader doesn't seem to get it. Also, Incursion can only gain that one Spyrer, so irreplaceable.
 
This book includes another Underhells campaign? I get that there's been a lot of duplicated names, but this must be a first for campaigns.
 
Malstrain Ganger (Specialist) can be promoted to Malstrain Genestealder? I guess they will just become Champions, not Genestealers specifically, but still funny to have a scum on the same level as genestealers. This could unlock new features which Malstrain normally doesn't have (expect perhaps if using death of a leader to promote a scum to leader):
  • Group Activaiton?
  • Post-battle action?
  • Death of a Leader: Scum using Leading By Example (aka Gang Hierarchy) on a Genestealer.
 
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Looks like Malstrain gains 6 new wyrd powers. Hypnotic Gaze is a slightly modified version of Ortruum's Mind Lock. Hypnotic Gaze removes a fighter's next activation, compared to Mind Lock which removes all activations this round. Which means that Ortruum can shut down a Spyrer completely.
 
Tyramites are kinda weird in this book, in the sense that they used to be limited to Gangers only in Hive Secundus, but now switched to Champions only (Genestealer and Coalescence). And Leader/Champion for Malstrain Corrupted gangs (back to non-Genestealer/Coalescence fighters).
 
OMISSION
In the rules for the Flash trait (which is the same as the trait in the Core Rulebook from 2023 on page 141):
"A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6."

That's one ready marker gone.

Please sir, may I know what happens if I have more? Spyrers get two...

Rules As Writen as per Reflex Enhancers on page 28, Spyrers lose 1 ready marker. Rules as Intended, presumably they suffer the ill effects of only 6+ success of Reaction attacks until next activated if they have another ready marker - they're meant to be better at shrugging off chems and whatnot after all, what's a bit of photo-overstimulation?

But it would be nice if the rule was amended to something like the following to be more clear and not rely on people shuffling back to page 28...:
"A Blind model loses one Ready marker; if they do not have any Ready markers they gain one less Ready markers at the start of the following round than they would normally gain. Until the next time the model gains a ready marker, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6."
 
@libratorr .
They cover the Blind ready issue you mention in the Reflex Enhancers rule paragraph page 28. Last line
"Any effect that removes Ready Markers only removes one Ready marker from a Spyrer".
Instead of amending all related rules across many sources it covers all of the others in one amendment in the Spyrer rules in one source
 
Something I noticed ahead of starting our new campaign.

In the Post-battle sequence rules the only gang members that can perform Post Battle Actions (Step 5 on page 144 of the N23 rulebook) are those with the Gang Hierarchy (X) rule.

No Spyrer has Gang Hierarchy (X) which means none of them can use the Suit Evolution action to reduce their Kill Count and roll on the Power Boost table after a game.
 
Roaming Horrors have handful of flaws:
Each time a player completes an activation with one of their fighters, a Horror will activate before their opponent(s) activate a fighter. Horrors are controlled by
the player who just completed their activation, though they must follow their Nature. Each Horror may only activate once in each round.
  • Players take turns activating fighter(s). A turn with a Group Activation is more than one activation. So the way this is written, Roaming Horrors will interrupt Group Activations, but that is not RAI considering that Horrors activate before the opponent(s) activate a fighter. This should say "turn", not "activation".
  • Horrors activate after fighters, not models. Roamers don't activate after vehicles? If only vehicles remain, Horrors turn to stone.
  • What happens if there are more unactivated Horrors after the last normal model (belonging to a gang) has activated? They sleep until next round?
Unless I missed something?
 
Are the Orrus ranged weapons meant to be levelled up individually or collectively? I suspect it's the former but hope its the latter for easier book keeping.
 
Most of them are paired so should be handled collectively? Sounds weird if you had to differentiate left vs right.
 
Are the Orrus ranged weapons meant to be levelled up individually or collectively? I suspect it's the former but hope its the latter for easier book keeping.
They are listed as two weapons ("Two bolt launchers")
The system upgrades bit states one weapon is upgraded. RAW you upgraded each gun separately.

Each Orrus ranged weapon is a Sidearm so can be used to target separate models outside of the 3" Rapid Fire spread. This Reinforces it being two separate weapons.
@TopsyKretts The Orrus ranged weapons lack the Paired trait (as do all Spyrer ranged weapons). Most gain a Rapid Fire instead. I suppose being two separate weapons allows more Gunfighter skill use?...
 
That is probably an intentional rule as long range is expressly where models with versatile weapons usually want to be.

This makes the user have to make a considered choice when they charge rather than there being a de facto better range.
 
Reading the book, p129, the Toxin Whip has a -1 malus to hit at Long Accuracy while all others whips have the malus at Short Accuracy.
"All" being the 2 other current whips. Not a lot to go by. Also there was an earlier Lash Whip which didn't have any modifiers.

WeaponShort Range AccuracyLong Range Accuracy
Whip-1-
Toxin Whip--1
Shock Whip-1-
Lash Whip (removed)--
That is probably an intentional rule as long range is expressly where models with versatile weapons usually want to be.

This makes the user have to make a considered choice when they charge rather than there being a de facto better range.
But Toxin Whip has a defacto better range, that is B2B? It gets a hit penalty to long range, even though as you say that is where versatile usually want to be.
 
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But Toxin Whip has a defacto better range, that is B2B? It gets a hit penalty to long range, even though as you say that is where versatile usually want to be.

Not really, in base to base you face potential crack backs, and therein you find your choice.

You either go in close for the better accuracy or you hang back at 2" safe from reaction attacks but you take a penalty to hit.

At least until the whips level up at wgich point the only reason to go into base to base is to give the option of a free Coup de Grace action if you fail to OoA the enemy.
 
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