The 5th rulebook, this time introducing vehicle & mount mechanics.
Previous discussions:
A summary of various findings (contributed by several yaktribe champions).
INTERNAL CONFLICTS
Previous discussions:
- 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
- Reinforcements (p135): "always arrive at the end of the End phase.". Scenarios: "at the start of each End phase, the defender receives Reinforcements."
- Comment: This is an old one stretching back to at least N18. Probably doesn't matter much if it is the start or end of the End phase?
- Maintain Control (simple) action (p109): Continuous Effects end at the end of the fighter's activation.
- Comment: This is the original text from a previous Rulebook (power ends at end of fighters activation if they don’t successfully make this action), ignoring the errata which ‘Corrected’ this to ’ends at the start of this fighter’s activation’.
- Sneak Attack (Sentries): Same as N19. Doesn't define "Sentry Round". No automatic spotting the attacked when pinned by a ranged attack. Round doesn't go to End phase once alarm is raised.
- N18:
- Intro: “In these scenarios, the following rules are used”
- Raising the Alarm: “Once the alarm is raised, the sentries rules are no longer used and the defender’s fighters follow all the normal rules.”
- N19 & N22:
- Intro: “In these scenarios, the following rules are used”
- Raising the Alarm: “Once the alarm is raised, all sentries immediately gain Ready markers, the Sentries rules are no longer used, and the defender’s fighters follow all the normal rules.”
- N21:
- Intro: “In these scenarios, the following rules are used. This is called the ‘Sentry Round’”
- Raising the Alarm: “Once the alarm is raised, the Sentry Round ends and play progresses to the End phase. Once this is complete, the battle continues as normal.”
- N18:
- Pitch Black (p137): Reversed to prevent charging.
- Comment:
N17-N19 prevented charging, N21 did not, then N22 prevents it again. Game would probably be better without this restriction.
- Comment:
- Gang Hierarchy (p85): Previously called Leading By Example, this now applies to "friendly models". Sets the range of Leaders to 12" and Champions to 6".
- Comment: This was changed in N20-N21 gangs to only apply to "friendly <faction> fighters". That's a whole different topic with problems in itself (separate discussion. https://yaktribe.games/community/threads/faction-keyword-definition-starting-to-matter.11527/). It would be good if this is simplified as described in N22. It would also clear up some dirty exceptions for the alliances, where some leaders only have 6" range.
- Running Repairs (Driver skill, p165): 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: Minimum stat for Hnd is 10+ and a roll of 6 isn't automatically a success! GW forgot the stat uses 2D6?!?
- Wasteland Encounter scenario (p152): Doesn't specify how many tactics to use.
- Comment: No tactics for this scenario then (except underdog)?
- Scenarios only specify whether vehicles can be included (without mentioning mounts).
- Comment: Later publications specify "vehicles & mounts". The intention is probably to also include mounts whenever vehicles are included.
- Vehicle shooting restricts crew to sidearm (for example Move & Shoot and Fire All).
- Comment: What about pistols without sidearm? Hand flamer is in crew equipment list.
- A missed opportunity to update Maintain Control / Continuous Effects (Psychic Power), because they are still very much useless without having a free action or some other mechanic to maintian them (foreboding, flame blast, quickening, arachnoasis).
- This book is not "standalone" as it references Horrors in the Dark" (p186) in Necromunda rulebook, pressumably N18 rulebook. As a side note, Horrors in the Dark has later been completely eradicated in N23 rulebook (usage replaced by other effects like beast lair.
- Wargear: When removing wargear from a fighter, it must be replaced by an "alternative item that fulfils a similar purpse", whatever that means. This is different from N18 where wargear could be distributed freely, and N19 which required any wargear to replace the discarded wargear.
- Some old scenarios are reprinted (with or without changes). Typical updates include specification of battlefield types (ZM/SM/AW) and whether vehicles can be included in the crew or not. Still no clarification of what Fleeing the battlefield actually means in regards to voluntarily bottling and fleeing (two separate things that many scenarios consider synonymous).
- Looters: Now has a Custom Selection limit of 10 models for the attackers.
- Wasteland Ambush: Rename from Ambush.
- Rescue Scenario.
- Settlement Raid (renamed version of The Marauders - NOT the original Settlement Raid).
- New wording for Attack stat (A): "This is a measure of a fighter’s speed and ability in melee. When a fighter is Engaged in close combat, their Attacks characteristic determines how many dice are rolled when they attack their enemies, with each dice representing one attack made against their enemies.". There are some known issues with wordings around attacks, so maybe this could clear something up (or not)?
- Fighting Across Barricades is back from N17, range extended from 0.5" to 1" and the -1 hit penalty is gone.
- Pinned fighter becoming engaged suffers -1 hit from "turn to face".
- Line of Sight: LoS is restricted to within Vision Arc. However the wording states the the line must start in vision arc, but doesn't say it has to end in vision arc, so could have been worded more accurately to avoid exploits.
- Shooting attack steps updated. Target Priority now happens before selecting weapons, selecting target and measuring range. Which leads to loopholes regarding pre-measuring. Weapon accuracy modifiers can't affect target priority. At least that's RAW, unclear what RAI is here.
- Overseer is now usable by model, so including vehicles, not only fighters.
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