N18 Collected Errors/Typos in N22 Rulebook (Ash Wastes)

TopsyKretts

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A new rulebook, this time introducing vehicle & mount mechanics.

Previous discussions:


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

INTERNAL CONFLICTS
EXTERNAL CONFLICTS (CONFLICT WITH PREVIOUS PUBLICATIONS)
  • 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.”
  • Pitch Black (p137): Same as N19. No mention of ‘refractor field’ (N18). Mentions ‘photo lumens’ (N19). Prevents charging (N18-N19).
    • N18: Refractor field removes hidden. Prevents charging.
    • N19: Photo lumens removes hidden. Prevents charging.
    • N21: Doesn't prevent charging.
  • 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".
ERRORS
  • 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)?
NOTES
  • 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).
CHANGES AND IMPROVEMENTS
  • 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).
 
Last edited:
Aug 9, 2015
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Looks like the (i thought sensible) changes brought to the sneak attack/sentries rules in the Hive War (2021) Rulebook have been lost, with Dark Uprising Rulebook text retained - so bits below are NOT included:
  • Sentries:
    • Automatically spot the attacked when pinned by a ranged attack.
    • Defines a sentry round:: “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.”
      • Comment: Looks like sensible improvements.
Not necessarily errors, but does now mean:

1) pinning a sentry won’t (RAW) alert the sentry, and they wont raise the alarm
2) depending when the alarm is raised, the defender could suddenly get a full round of activations for all sentries, after the attacker has no activations left.

First definitely feels like an error, given they had corrected an omission in the rules, second just seems moving back to a rule set which gives one side a potential sudden advantage - a situation they also ssemed to have taken steps to fix.

For reference, text in other books as below (2022 Rulebook text is as for DU Rulebook - although with ‘fighter’ replaced by ‘model’).

NECROMUNDA RULEBOOK:
- 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.”

DARK UPRISING RULEBOOK:
- 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.”

HIVE WAR:
- 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.”
 

TopsyKretts

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Not necessarily errors, but does now mean:

1) pinning a sentry won’t (RAW) alert the sentry, and they wont raise the alarm
2) depending when the alarm is raised, the defender could suddenly get a full round of activations for all sentries, after the attacker has no activations left.
No no no, these are external inconsistencies and omissions - they don't take precedence. Not one step back!
 
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Aug 9, 2015
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So, ‘Pitch Black’ rules… another external inconsistency; (p137)

- have lost mention of ‘refractor field’ from 2018 rulebook, but retained mention of ‘photo lumens’ from ‘Dark Uprising Rulebook’ when describing who is subject to ‘hidden’
- but more importantly, has brought back text from the 2018 rulebook which prevents charging a model you can’t see (this was removed in the Hive War Rulebook).

The later of these is an internal inconsistency too, I guess, as I can’t see a requirement to see a model you wish to target with a Charge action in the rules for the ‘charge’ action or elsewhere.
 
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TopsyKretts

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Handling checks are 2D6 (like mental stats), right?

Curious because of the "Running Repairs" Driver skill:
  • "If, when making a Handling check to Restart this crew's vehicle whilst it is Stationary and Stalled, a natural 6 is rolled, this driver has not only Restarted the vehicle but repaired some minor damage. The vehicle regains one lost Hull Point."
A natural 6 on 2D6 is of course possible, but minimum stat is 10+ so it won't be an automatic success as indicated by "not only Restarted the vehicle". Are there any previous rules that mention rolling a natural 6 for a 2D6 roll?
1652466655431.png

Strange how vehicle's BS stat is marked in red background, thought this was used to indicate 2D6 tests, but here it looks like it indicates crew stats (as opposed to vehicle stats).
 
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Galtarr

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Given their ruling on D3s, I assume it would be a 'natural 6' if either of the two D6s rolled a 6. So, an 11/36 chance...
So an automatic success is now easier than an actual success? (Based on comment of Hnd being 10+ i.e. 3/36)
 

TopsyKretts

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The most direct way would be to say any single die that results in 6 triggers the effect. That clearly breaks the implied intention that it's a single die and 6+ is always a success. When you say 10+ (ie. should be probability of 6/36 --> 1/6), another more complicated interpretation came to mind. Requiring a success (implied) AND 1/6 change would trigger the effect, which would be represented by a 10+ result!
 

TopsyKretts

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That's what I went with, but it will make it more probable than 1/6. The only stat we got is for the orlock quad, and it has Hnd 6+. That means 72.2% (26/36) chance of success and 30.5% (11/36) chance of success + heal 1 'wound'. Almost double the chance of getting the bonus then!

1652531944935.png

Not that I mind, I'm sure the skill could need a boost. Just something to be aware of.