N18 Collected Errors/Typos in Hive Secundus (N24)

Wait... do you get a fleshwound instantly when you are seriously injured?! I definitely need to read the rules again :D
No. The first one puts you down and any subsequent ones give you a flesh wound.

So if you get hit and end up with two SI results, the first puts you prone facing down, the second gives you a FW.

Next time you roll to recover if you roll a SI again it’s another FW and so on until you either roll a FW and can stand up or your T gets to 0 and you go OOA (or roll OOA anyway).

Makes the game pretty brutal and also avoids the old trap of having someone lying down for much of the game.

EDIT: Unless they’ve changed the rules again in this book what I describe above is what is in the N23 Core book - which is considered to be the “main book” now.
 
Right! I havent played newmunda in a long time so I just had no clue really :)

But cool, you get a save against toxin!
So for those floating aliens, it goes:
- score to hit
- for each successful hit, roll to save (with AP)
- for each failed to save, roll an injury dice and on a 4+ get a fleshwound on top.
Not quite. You missed a step between Hit and Save rolls and in the weapon under discussion there is a step after your last one that ignore the results of the missing step, save step and damage step.
It goes as follows,
One. Roll to hit.
Two. Roll to wound. In Toxins case you roll a dice, it equal to or higher than the targets current Toughness or a natural 6.
Three. Then the target makes it's save. Either Armour or a Field save.
Four. For each failed save apply the weapons damage. In Toxins case you roll a Injury Dice instead of inflicting Wounds.

(There are a number of effects that key of values of either hit or wound rolls such as Power or Shock).

Now as you have Radphage that trait is applied after other results of the success hit are resolved. You then roll the 4+ to give a flesh wound.

Note that the Radphage trait is triggered by a successful hit, not on the later wound/toughness roll or any save. Even you fail the toughness roll or they save against it they are still hit so the Radphage trait applies regardless.

Here is an example.
One. Your horribly icky monster hits its target. (Radphage trigger). (Pinning them if it's a ranged attack I only glanced at the rules of the Box set before gave half including the Secundus rules to my mate).
Two. You roll a 5 which beats your opponents Toughness of 3.
Three. Tour opponent rolls it's armour save of 5+. They fail.
Four. You roll a Injury Dice and apply it's result.
Five. Having resolved steps Two to Four you then roll your 4+ for the Radphage.

As the Radphage is triggered by the hit it does not have any bearing on the success or failure of Step two to four.

Wait... do you get a fleshwound instantly when you are seriously injured?! I definitely need to read the rules again :D
Not instantly, although it would only be routinely relevant on any additional ranged strikes on the model before the following Recovery phase melee strikes on a SI target really should be a Coup de Grace which ignores any flesh wounds and just takes them out of action.
Once seriously injured you roll a recovery dice. If you roll a Serious Injury on recovery you gain a Flesh Wound and stay Seriously Injured. Basically you get a Flesh wound regardless of the roll as long as it is not Out of Action.

As I said it only really matters if the fighter is hit again before the following Recovery phase.

It also technically matters on awarding Xp on the strike. You gain 1 xp for director causing the serious injury.
If they gain a Flesh wound later in the Recovery phase and subsequently go Out of Action due to 0 toughness that is indirect so the fighter does not gain 2xp for OOA instead of the 1xp SI.
Letting folk bleed out does not gain extra XP. Put the maximum effort in. (Just watched Deadpool)
 
Wait... do you get a fleshwound instantly when you are seriously injured?! I definitely need to read the rules again :D
My previous post was just addressing a single Serious Injury and the resultant Recovery phase.

@MusingWarboss is also correct on Serious Wounds if you are unfortunate to gain a second Serious Injury after the first. Then you instantly gain another Flesh wound. For each additional one.

Combat in the Core rulebook is much more lethal from the previous rules under the changes @MusingWarboss mentioned. I think is was a way of making Webguns less overpowering. By making everything else far more deadly.

It's a Grim dark future.
 
*snip*

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

ERRORS
Page 115 on Archeo-loot:
"This (Data Crystal) Stash may then be spent to randomly draw items from the Archeo-loot deck (see below)..."
No deck within the book to refer to - this breaks from recent tradition of having cards included in the text of the book.

Presumably "see below" references the Archeo-loot Power Level text box. That text box would have been better titled "Find Hidden Tech (post-battle action)" as that's how it's referenced in the post-battle actions list on page 96.
 
Interesting to see how the new Desolation book has much of the same rules for Spyrer, but with more text. Some text was simply cut out here. For example no mention of Spyrer being immune to chems (including addictions), which makes sense considering this is a boxed book and there are no chems in the box. But what about XP?

Hive SecundusDesolation
KILL COUNT
Each Spyre hunting rig records all that happens to the Spyrer, verifying their kills and unlocking functions of the hunting rig and its weaponry as their Kill Count
ticks up, making them an ever more dangerous foe. Each time a Spyrer takes an enemy fighter Out of Action, increase the Spyrer’s Kill
Count by one.
KILL COUNT
Each Spyre hunting rig records all that happens to the Spyrer, verifying their kills and unlocking functions of the hunting rig and its weaponry as their Kill Count
ticks up, making them an ever more dangerous foe. In addition to gaining XP, each time a Spyrer takes an enemy fighter Out of Action, increase the Spyrer’s Kill
Count by one.

This part left out makes it ambiguous. But nowhere else is Spyrer prevented from getting XP.
 
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Ive posted in the sump, and maybe it is a bit off topic here, but... how have you folks found the balance so far for that boxed set campaign? Locally the vansaars get crushed and after 2 games we are very much unsure how they could ever come out victorious.

It may well be our total lack of mastery of the rules + bad dice + a general sense and mindset of "who cares if someone wins let's just roll some dice and f_ck shit up in funny ways", but Im curious to read what other players have experienced so far!
 
NOTES
Tek Hunters Expert in their Field special rules are modified for the Book of Desolation campaign - the relevant types no longer perform Fabricate Weapon/Wargear, Medical Treatment, Find Hidden Tech and just unlock specific equipment options for each type.
This reflects that the areas of Secundus that Desolation campaigns are set in have accessible Rogue Docs, Trading Posts, etc.

Will probably save James Workshop the trouble of coming up with five more combinations of fluffy post-battle actions that each House's Tek Hunter equivalents can perform in future releases (unless they go for a Secundus 2nd edition release...).
 
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I'm not sure there will be equivalent Tek Hunters for other gangs? This might be a one-off.

Gang tactics are bad as always in this book. I don't normally comment on them since they are a lost cause, but here are a few I noticed:
  • Advanced Reconnaissance is a rename of Forward Planning.
  • Irradiated Ammunition adds Rad-phage to a weapon. Without the usual limitation that it is for this battle only. Why can't there be an universal rule for this, instead of reprinting on almost every card (except this one)?
  • The wording "Play this gang tactic after activating a friendly fighter, before performing any actions." could rather say "when activating". It sounds too similar to other timings for after the activation ends.
 
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Get a Flesh Wound for for each EXTRA Serious Injury rolled in the attack. I think. This change is still causing arguments between the Voices in My Head.

THEN, after the dust settles, roll once for Rad Phage Flesh Wound (4+).
 
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Ive posted in the sump, and maybe it is a bit off topic here, but... how have you folks found the balance so far for that boxed set campaign? Locally the vansaars get crushed and after 2 games we are very much unsure how they could ever come out victorious.

It may well be our total lack of mastery of the rules + bad dice + a general sense and mindset of "who cares if someone wins let's just roll some dice and f_ck shit up in funny ways", but Im curious to read what other players have experienced so far!
That's interesting. We are playing this campaign now and for fun - my friend plays my favourite VanSaar (He is 100% Goliath guy), while I am playing Brood. He went high price, low count gang: Orrus with Caryatid, and one of each Tek-Type.
So, the Level 1 and First Decent - he just smashed me with this gang, while I was clarifying how to play those losers and fell in love with Tyramites. Toxin + RadPhage = perfecto! But still, he was proceeding quite well and we had a lot of fun.
The Second Level... Well, Tek-hunters were decimated, lost the scenario, Augurtek and Guntek - Crititcal. We agreed to get both for medical attention, despite just one Bioteknist on sight. Augurtek is dead, Guntek now got WS 6 :)

Overall, from what I see - TekHunters should go cheap and many, otherwise the dice will knock them out once the brood numbers are decent. Quantity beats the Quality in this campaign.



P.S. BTW, regarding reinforcements - not clear. As per the book, only brood scum can be redeployed after OoA, not Genestealers and Tyramites?
 
Yup, only Brood Scum.

The box comes with 8 VS Tek's. IIRC, can only field two of each (there are 4 types). So, can't flood the field. We've only played ONE game. One poor Tek died. Medic took him to Doc. Survived, but Multiple Lasting Injury rolls. Died again. The other Medic took him to Doc, again (just go with it). Multiple Lasting Injuries. Died again. Third time was the charm. We regret to inform you, your Tek is KIA.

After one whole game, I gotta feeling that for the Incursion gang, survival is more important than winning. I'm also thinking Incursion should get the benefit of any doubts.
 
Yup, only Brood Scum.

The box comes with 8 VS Tek's. IIRC, can only field two of each (there are 4 types). So, can't flood the field. We've only played ONE game. One poor Tek died. Medic took him to Doc. Survived, but Multiple Lasting Injury rolls. Died again. The other Medic took him to Doc, again (just go with it). Multiple Lasting Injuries. Died again. Third time was the charm. We regret to inform you, your Tek is KIA.

After one whole game, I gotta feeling that for the Incursion gang, survival is more important than winning. I'm also thinking Incursion should get the benefit of any doubts.
ArcheoLoot is key with them. We have finished the first campaign and switched for re-run. Now I have placed poorly equipped but numerous Incursion. Plays much better. Still, they are overwelhmed at some point, but if you quick and tactical enough - can win. And two Augurteks with auspex - my my
 
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It compares reasonably well! This seem to be near identical to the previous rulebook, unlike all other rulebooks. However, it has certain limitations reflecting the box it came with. The Weapon Traits is not complete and no Trading Post. But it has Psyker rules unlike N19 and N21 rulebooks.
Other rulebooks are not completely up to date. But useful. The Hive Secundus box set rulebook is like the Dark Uprising and Hive War rulebooks. Compete for the time for what comes in the box. Also has the unique two-player campaign. So, these box sets are fully payable with just their contents.

The monster Core Rulebook is almost, but not entirely everything needed to play. Still need House of ___ books and probably Ash Wastes, depending on the game. I would not buy the HS box set for just the rule book. But that is the book I carry, compared to the heavy as heck Core book. Handy, and an Index!
 
BTW, if we already talking about some HS mechanics.
What is the point of respirators in the HS book? There are no GAS weapons for Malstrain, just toxin. And toxin doesn't care about respirator - it is injected, not breathed in.
 
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I suppose a Secundus/Desolation campaign might be a solid choice to make use of a lot of Badzone/Peril environments, and respirators can be useful there?