N18 Collected Errors/Typos in Hive Secundus (N24)

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.
Either a relic of a potential Malstrain Gas breath weapon effect, or someone thought they were including Industrial Respirators, which have a use when suffering friendly-fire from your team's Unstable Flamer.
 
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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.
The hive secundus book was never intended as a stand alone game. It's a adjunct to "normal"necromunda. And just thier latest Big Box. Big Box products are primarily to gather interest in the game, say a new 40k edition or a global campaign. The core game is larger than the Big Box. Those boxes also serve to attract new players especially in the more narrative games.
GW will slowly produce other House gang extra specialists (akin to the Van Saar Specialists). It will add other gangs that can be used in the HS campaign which will introduce Gas. The actual gangs presented in the HS book have already been brought into the main game with Desolation.
 
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Yet the Spyrer rules are simplified version and doesn't mention stuff like being immune to chems (ignore all effects and addictions from chems). Presumably because the box doesn't include chems?

How much the boxed rulebook covers varies wildly from release to release.
  • N17 (Underhive): Strictly limited to the contents of the box.
  • N19 (Dark Uprising): Covers most of the full game, but still limited (for example no psychic power rules.
  • N21 (Hive War): A simplified demo version of the game. Mostly limited to box content + simplified rules for all house gangs.
  • N22 (Ash Wastes): Covers most of the full game, including psychic powers.
  • N24 (Hive Secundus): Covers most of the full game. Gangs and campaign is tailor-made for the box contents.
Was surprised to see that this rulebook was so close to being identical to the actual full rules. No other boxed rulebook has been this complete and correct.
 
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GW will slowly produce other House gang extra specialists (akin to the Van Saar Specialists). It will add other gangs that can be used in the HS campaign which will introduce Gas. The actual gangs presented in the HS book have already been brought into the main game with Desolation.
What makes you think that? I would assume this would be a one-off exclusive for Van Saar.
 
What makes you think that? I would assume this would be a one-off exclusive for Van Saar.
From a marketing standpoint they picked the six House gangs as Thier core game. They will keep returning to the core game but with new toys. It's the same reason why there are a bazillion Space Marines. They will throw house gang specialists at us gamers in plastic because it will sell.
They may hype up a special gang for a bit, like Spyrers or squats, but will keep returning to the Core of the game. It may take a while to come round as they get distracted with the latest shiny things but they always return to the core of the game like all of their games.
The only lagging house gang is Delaque with a Ashwastes plastic and that will randomly come up after a rerun of the Gangs of Underhive bounty hunters in plastic or a collection of routine hangers on or a giant floating baby Psyker or some other weird thing. Then next month some bizarre Delaque mounts will be there for no reason whatsoever. (They have actually forced themselves to highlight the Delaque in thier ongoing narrative as the other five houses have spent their strength on ash wastes wars, pilgrimages and civil war leaving House Delaque as the only relatively untouched House)
 
From a marketing standpoint they picked the six House gangs as Thier core game. They will keep returning to the core game but with new toys. It's the same reason why there are a bazillion Space Marines. They will throw house gang specialists at us gamers in plastic because it will sell.
They may hype up a special gang for a bit, like Spyrers or squats, but will keep returning to the Core of the game. It may take a while to come round as they get distracted with the latest shiny things but they always return to the core of the game like all of their games.
The only lagging house gang is Delaque with a Ashwastes plastic and that will randomly come up after a rerun of the Gangs of Underhive bounty hunters in plastic or a collection of routine hangers on or a giant floating baby Psyker or some other weird thing. Then next month some bizarre Delaque mounts will be there for no reason whatsoever. (They have actually forced themselves to highlight the Delaque in thier ongoing narrative as the other five houses have spent their strength on ash wastes wars, pilgrimages and civil war leaving House Delaque as the only relatively untouched House)

Cawdor is the only House Gang not to be included in a box at this point - which makes my hope for a Hive Skull spring ever-orky-green*.

*Though Squats vs Orks is more fluff-appropriate - but a Squat vs Orks campaign setting for an underground ruined Hive would be too close to the Secundus vibe.
 
The hive secundus book was never intended as a stand alone game. It's a adjunct to "normal"necromunda. And just thier latest Big Box. Big Box products are primarily to gather interest in the game, say a new 40k edition or a global campaign. The core game is larger than the Big Box. Those boxes also serve to attract new players especially in the more narrative games.
GW will slowly produce other House gang extra specialists (akin to the Van Saar Specialists). It will add other gangs that can be used in the HS campaign which will introduce Gas. The actual gangs presented in the HS book have already been brought into the main game with Desolation.
Regarding the core game logic - it is clear. Unclear is that in the Hive Secundus book the resp has no point, but it is clearly stated in the equipment list specifically for the box campaign. But, probably it is somethingfrom what you have mentioned above.

Anyway, we finisghed some weeks ago the second run in the HS box campaign and my humble Incursion gang was able to win it. But only thanks to the enormous advancements of my Spyrer, who was specifically preparing for the Brood Throne battle. Every single Van Saar was KIA, there is just last round remained, the champion is behind the wall and the only chance to get him - jump over the abyss with the Initiative 3+. Successful jump, line of sight, blazing all bolter launchers, only one wound dice and it is a skull! That was epic. A lot of fun, a lot of joy. Love Necromunda for this specific moments.
 
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Electrified Hull states "Any fighter that moves on the vehicle's hull (not on a transport bed) suffers a S3, AP-, D1 hit as if from a weapon with the Shock trait..." but there is no Hit Roll to determine if Shock works. Auto-wound? Or just another entry for the YAQ?
 
"suffers a S3, AP-, D1 hit".
Not "roll to hit".
So...autohit, roll to wound (the Strength of the hit being on the profile indicates it still needs to wound)..
 
Good find. This should be an existing problem repeated here, as I believe there are several special rule effects that cause auto-hits with shock. The simple solution would be for Shock trait to say something like "auto-hits can still roll a 6+ to attempt to trigger auto-wound". Of course this doesn't exist so here we are again. Better still, make an universal rule that auto-success effects that also has bonus crit effects can roll to trigger crit effect only. Because similar can happen with lots of other traits and special rules too, not just for hit but wound ++.

Other games like Underworlds would differentiate between terms like "hit" and "crit". So an autohit would not be crit, but you could open up possibilities for auto-crit. However a default auto-crit in Necromunda would be far too strong.
 
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Electrified Hull states "Any fighter that moves on the vehicle's hull (not on a transport bed) suffers a S3, AP-, D1 hit as if from a weapon with the Shock trait..." but there is no Hit Roll to determine if Shock works. Auto-wound? Or just another entry for the YAQ?
It seems quite straightforward to me. It doesn’t say anything about a successful auto-hit. Just suffers, which means:
Roll To hit
If Nat 6 - autowound
If not, roll to wound


So, you always get a hit, but need to check for schock to work.
And 1 - always a fail, so probably battery glitched and no hit.
 
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I think with autohit, rolling to see if crit triggers, 1 won't fail. You're in a strange territory where autohits always hits, unless they also gains Shock, which then makes it no longer autohit?
 
Well, RAW has a lot of blank spaces due to sheer amount of those rules. I guess it’s not easy to tack all the details in the game such wide and deep.
 
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If it doesn't autohit, why does it not say "roll to hit"? And if you have to roll to hit, where's the BS/WS you use? This is not the only item that has wording like this. Archaeotech Device from Badzone Delta-7 is the one that comes to mind, and definitely has no WS/BS associated with it.

I agree most with "auto-hit", roll a die to see if Shock (or any other Trait) works only. Everything else is too wonky.