N18 Collected Errors/Typos in N23 Rulebook

TopsyKretts

Hive Lord
Honored Tribesman
Dec 29, 2017
7,224
7,488
193
Norway
A book that supposedly includes "every major aspect of the rules" with "all the FAQs and Errata from previous book". Additionally, there are many rules updates, most of which should be welcome (some have been discussed as far back as 2018 and many similar house rules have been proposed).

Let's see what we actually find in this one.

SPOILER ALERT! This book does NOT include all FAQ/errata, regardless of what GW says :LOL:


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

INTERNAL CONFLICTS
  • Black Market, Rarity and Legality are legacy, usage in old publications are to be replaced with Trading Post, Rare (X) and Illegal (X).
    "THE BLACK MARKET, RARITY AND LEGALITY RATINGS - Older publications may reference the Black Market, treat any of those abilities as referencing the Trading Post instead. Additionally, they may reference Rarity or Legality ratings – in these cases replace them with Rare (X) and Illegal (X). For example, a Rarity rating of 8 becomes Rare (8)." -p147
    "they can still visit the Trading Post or Black Market and buy new equipment" -p229
    "Certain improved types, however, are only readily available to Lord Helmawr’s Enforcers, though versions (sometimes with the blood of fallen Enforcers still on them) do appear on the Black Market." -p273 (part of the fluff, but still)
    "The player may then select one item in the category rolled regardless of Rarity (X)" -p227
    "with a Rarity of 10 or less" -p240
    "reduce the Rarity of Items by 2" -p284
    • Comment: Not a big deal, but all this copy-pasting of old content and at the same time replacing old terms with new was not completely successful.
  • "Reinforcements always arrive at the end of the End phase." p191
    "At the start of each End phase, each player rolls a D3 and receives that many Reinforcements." p205, p213
    "In the round that the alarm is raised, and in each subsequent round, D6 Reinforcements arrive for the defender." p217
    • Comment: This is a classic, never gets old.
  • No re-rolling a re-roll. For example several rules and special effects (Tactics, Territories, Multiple Injuries etc.) requires to re-roll a re-roll (for exsample to avoid capture).
    • Comment: No rule without exception eh?
  • Check vs test (superficial): Change of use of term 'charactristic check' to 'characteristic test' in many, but not all instances.
    • Comment: No effect on game, not worth to figuring out if actually intentional. Oddity is that on p77, under 'Characteristic Tests', every instance of the term 'check' has been changed to 'test'... and in the last bullet, each instance of the term 'test' has been changed to 'check'.
EXTERNAL CONFLICTS (CONFLICT WITH PREVIOUS PUBLICATIONS)
  • Graviton Pulse (p312): Graviton Pulse no longer ignore saves of vehicles?
    Trading Post pdf: "suffer a hit to the Body with armour save allowed"
    N23: "suffer a hit to the Body with no armour saves allowed"
    • Comment: Is this a balance update?
  • New capture mechanic breaks Enforcer Palanite Drill skill "Restraint Protocols".
    • Comment: Change the skill from +1 Capture to -1.
  • Change to Capture (now as a Lasting Injury result) causes an avalanche of conflicts with previous rules:
    Water Guild - Water Harvest: Adding +1 to Capture roll for each alliance member not OoA.
    Restraint Protocol (Palanite Drill) skill: +1 to Capture roll for each fighter taken OoA with a Coup de Grace.
    Bounty hunter: +1 to Capture roll per Bounty Hunter.
    Hired Guns: Can be sold without rescue attempt. However now they can simply no longer be captured.
    Campaign Capture levels: Capture levels differ between various campaigns, mostly 11+, but Law & Misrule got 13+.
    • Comment: Needs a FAQ but will this ever be fixed? Some +1 modifiers can simply be switched to -1 instead.
  • Watchtower (Gang Stronghold terrain): Counts as rolling 12 for spotting attackers.
    • Comment: Parts of this rule breaks due to how Sentries and spotting attackers are changed now. The roll for spotting distance is gone. The only roll made now is a D6 roll with modifiers for cover to successfully spot a target in line of sight and/or within 3". Obviously rolling a 12 blows all the modifiers out of the water!
  • Juve & Prospect promotion during Downtime: Requirement reduced from 5+ promotions to 3+ promotions.
    • Comment: A welcoming change. But how does this interact with all existing rules mentioning the previous standard requirement of 5+ advancements? Does this retroactively apply universally to stuff like older campaigns and other mentions (Badzone Enforcer Enslited Hive Scum for example)?
ERRORS
  • Neural Flayer still is the same mess.
    • Comment: Not a new mistake, but still not fixed.
  • Desire's Needle still has S+2.
    • Comment: Not a new mistake, but still not fixed (doesn't make sense with Toxin).
  • Cult Icon missing cost & rarity.
    • Comment: Should be 40 E (Exclusive).
  • Sneak Attacks - Sentries (p192): "note that a sentry can be activated several times in the same turn".
    • Comment: Turn, round, whatever?
  • Common Wargear doesn't specify it's Common.
    • Comment: This is being picky but technically none of the wargear that doesn’t have a rarity or illegality says it is common. But that’s fairly safe to assume.
  • Wastes (Dominion Territory): ”… the player of the gang may choose to play the Ambush Scenario…”.
    • Comment: Ambush scenario can be found in… the N18 Necromunda Rulebook. Assume it's supposed to be "The Trap".
  • Vehicle shooting restricts crew to sidearm (for example Move & Shoot and Fire All). Effectively restricting pistols to be used, like hand flamer, which is on the crew equipment list.
    • Comment: Not a new mistake, but still not fixed.
NOTES
  • Static ammo (stub gun): Still doesn't have sidearm.
    • Comment: This is quite rare for pistol ammo.
  • Seismic (trait): Still lacks clarification about what it does to mounted fighters.
  • Enforcer armor/ammo and CGC weapons are implicitly removed from the Tradiing Post. Because of the original N19 wording, they were only available in Dominion Campaigns that use the N18 Trading Post (Gangs of the Underhive).
CHANGES AND IMPROVEMENTS
  • Giant Rat limited to 0-3! A pleasant update as this limitation was missing for 4 years since it's first publication in 2019.
  • Line of Sight clarified (p59): "If a straight, uninterrupted line can be drawn from within the first model's vision arc to any part of the other model, the first model has line of sight to them." A welcome clarification because it wasn't always clear how (or if) the vision arc relates to the line of sight, as discussed here.
  • Blast shooting : Got nerfed, shooting at a point on the battlefield suffers a -2 hit modifier.
  • Charge without LoS: Got nerfed, charging without first seeing the target suffers a -1 hit modifier.
  • Pinned when Charged suffer "Turn to face" -1 hit penalty to reaction attacks (p120). This is a continuation of N22 where this update was first added implicitly. Now it is explicitly clear.
  • Continuous Effects & Maintain Control (Psykers & Psychic Powers): Continuous Effect lasts until the end of the psyker's next activation (this is opposite of the previous FAQ). Maintain Control can now be done for free without the +3 bonus.
  • Bottle checks: Always include all current & future Reinforcements.
  • Fighters cannot remove wargear (or replace with any item), but must replace it with a similar item.
  • Advancement:
    • Fighters can buy custom secondary skill for 12XP.
    • Gangers promoted to Specialists (rolling 2 or 12 during advancement) also gains a free random Primary skill with rating cost of 20.
  • Battlefield setup simplified. Underhive now covers ZM&SM while AW is separate (SM used to be grouped with AW in N22 rulebook). Standard deployment is gone. No more terrain micro-details:
    • Minimum 3 doors (and optional terminals).
    • D6 Barricades.
    • 2 Ducttways.
    • ZM tiles must have minimum half edge connected to another tile.
    • Loot caskets minimum 6" from any edge.
  • Vehicles & Mounts are only usable in Ash Wastes. This makes sense, but was never explicitly expressed before (only partially for vehicles only).
  • Hybrid crew selection: Crew selection got expanded. In addition to Random (X) and Custom (X), there is now also Hybrid (X+Y). X is custom selection and Y is random selection.
  • Dominion Territories updated:
    • Workshop & Rogue Doc Shop: The free hangers-on (ammo jack / rogue doc) is for law abiding gangs only, outlaws get D6x10 instead.
    • Needleways: Simplified to grant 3 or 6 fighters infiltrate (instead of groups being deployed at the end of round 1).
    • Stinger Mould Sprawl: Re-worded to prevent re-rolled injuries turning into captured.
    • Narco Den & Smelting Works: Increased gang-specific credits reward.
    • Mine Workings: Re-worded to allow a new owner to ransom back any captives working in the mine.
  • Pitch Black: Replaced 3" visibility and instead uses the Visibility (X") rule and randomizing 3/6/12/24" using D6. No longer specifies that effects which ignore or modify Pitch Black also affects Visibility.
  • Sentry rules are improved.
  • Patronage: Removed random sub-plot (100) and custom sub-plot (200). Added random underdog tactics (200) and custom underdog tactics (400). Limited Enforcer ganger to 0-1. Added generic agent (80). Added 1XP to each underdog model taking part in the battle (400).
  • "Horrors in the Dark" replaced by Beast's Lair: Near Wastes table, Sand Traps (p198). An indication that Horrors in the Dark is being eradicated. Strange choice/timing after all these years. This streamlining is also a bit boring because it makes Sand Traps very similar to Dead Seabed (already having Beast's Lair).
  • Underdog Tactics: Expanded from 12 (unique) cards to 25 (including 13 new cards). Several old ones are updated.
  • Default tactics cards rules: Default is now Custom (2) + Random (1) per 100 credits difference in crew rating. This might not seem that meaningful, but there are a handful of scenarios where tactics are omitted which will be affected by this.
  • Tactics Deck: Choose between 1) Use applicable 18-card tables 2) Pick 18 cards for the game, 2) can be swapped between games 3) Pick 30 cards to use for the entire campaign. Cannot use 2 cards with the same name. Use the latest version for cards with the same name.
  • Tactics Cards: Updated and reworded 26 existing cards (many are the same that were updated in N21 Hive War).
  • Melta bombs: Correctly doesn't have Scarce (this was already fixed in N20 HoC but reverted back to the incorrect Scarce version in later Trading Post pdf).
  • Blaze: Cannot make reaction attacks. Also a new reminder that blaze cannot become hidden (convenient reminder of an already existing rule).
  • Gas ammo: Now correctly shows Damage '-' (instead of '1'). Amazing that the dirty profiles of N19 are finally cleaned up :D
  • Grenade Launcher ammo (Flare): Now correctly doesn't have Grenade trait.
  • Grenade launcher combi ammo (Frag/Krak/Stun): No longer has Single Shot.
  • Esoteric (trait): The Xenos/Corrupted designation from N19 is now replaced by a weapons trait. Brilliant!
  • Phosphor canister: No longer has Scarce :D
  • Desire's Needle: Now correctly doesn't have D1 (doesn't make sense with Toxin), however still has S+2 which also doesn't make sense with Toxin.
  • Mount:
    • No bonuses gained from Paired trait (+1 A from dual wielding and 2xA from Charge).
    • Clarification for Ride by (Mounts): Changed "during their movement" to "when performing a Move (Simple) action". Prevents some exploits like combined ride by attack while crawling, consolidating or using certain skills like Hip Shooting or Somersault. Possibly preventing ride by during charge depending on how to interpret "as if" ("moves as if making a Move (Simple) action"). Does not prevent ride by during retreat action ("can make a Move (Basic) action").
  • Grapplehawk: Changed rom Illegal 11 to Rare 11.
  • Universal Reputation table for Hangers-on (and Brutes). This puts an end to the exception for GSC?
  • Hangers-on (and Brutes) available to fresh gangs. Great to reduce emphasis on the otherwise so significant first battle.
  • Changing Action Type: When a rule specifies action type (Simple/Basic/Double), only the action name matters, the specific action type part doesn't. This solves a lot of problems with stuff like Terrifying. This begs the question why even mention the action type?
  • Free Action: Explanation of how Free action works. Each Free action can only be made once per activation. Cannot make a Free action and a Basic action with the same name in the same activation. No mention of whether Free and Simple/Double actions can be combined (with the same name).
  • Vehicle Max HP stat (p76) updated from 6 to 8.
  • Post-battle actions:
    • Medical Escort (Doc): Stabilised changed from lasting injury 50+D6 to suffer a lasting injury (re-roll Captured, Critical Injury or Dead).
    • Negotiate Repairs: Got discounted. 50% changed to 25% and 25% changed to 10%.
    • Updated Trading Post and simplified trade / how to determine availability. Black Market is gone. Re-named rarity and illegality to Rare (X) and Illegal (X). Some consequences:
      • Generic Law Abiding Bounty Hunter got access to stuff like Gas ammo and Kroot rifle.
      • Generic Outlaw Hive Scum got access to Incendiary charges, anti-plant grenades, butcher's chain cleavers, chain glaive, industrial respirator, stimm-slug stash and armoured undersuit.
  • Lasting Injuries: Updated to include Capture (replacing previous mechanic). Added Convalescence which is a lighter version of Recovery (only affects the post-battle action, not the next battle). Re-arranged the results and added a few new ones like Impressive Scars (+1 Cool), Bitter Enmity (Berserker), Convalescence, Old Battle Wound, Partially Deafened and Captured.
  • Webbed: Updated to comply with new Capture mechanic.
  • Skinblade: Updated to comply with the new Capture mechanic (+2 to the roll to see if the fighter is actually captured in the first place rather than having it's own check to be made).
  • Seriously Injured (Injury dice result): Now stacks and each additional results after the first inflicts a Flesh Wound. Game got much more deadly.
  • Skill rebalance:
    • Headbutt: Is a Free action.
    • Hurl: Can be made as Basic (as normal), but also a Free action during a Charge instead of a free Fight.
    • Overseer: Requires a Ld test. Applies to friendly fighter, not <faction> fighter.
    • Medicae: Make a Basic action and roll a 3+ to heal a Wound or Flesh Wound for a friendly fighter within 1".
    • Iron Jaw: +2 T against all melee attacks with AP - (instead of just unarmed attacks). RAW it doesn't work against Mauls/Clubs as they have AP +1.
    • Mentor: Clarification. Changed from potentially granting 2XP instead of 1XP each time 1XP would be earned, to potentially gaining an additional XP each time XP is gained (pretty much what was considered RAI, but the old RAW raised questions about putting Champions Out of Action and whether that was 2XP thus ineligible for Mentoring, or two instances of 1XP that are both eligible).
  • XP gains are modified: 2 XP for taking enemy model OoA. 1 XP for Seriously Injuring enemy fighter. 1 XP for taking part (only applies if the scenario doesn't grant the same). Scenarios no longer need to have to reward XP for taking part!
  • Alternative Campaign variants: Loads of variants to tweak campaigns. Some looks rather promising.
  • Pets: Got their own "Hot-headed" (doesn't inflict Nerve tests on non-pets). Can't assist in Recovery. Stat requirements to make certain actions:
    • S 4+: Carry Loot Casket (Simple), Force Door (Basic), Smash Open Loot Casket (Basic).
    • Int 7+: Operate Door (Simple).
    • Int 5+: Access Terminal (Basic), Bypass Loot Casket Lock (Basic).
  • Retreat: Clarification that enemies gets to test/attack regardless of whether the retreating fighter passes the test to disengage. Enemy initiatives should have been first in this rule to avoid potentially wasted rolls.
  • Versatile: Updated (again). Possibly preventing versatile reaction attacks when not initially attacked by versatile? Versatile continues to confuse...
CONTENTS THAT ARE NOT INCLUDED
  • Universal Sub-plots
  • Lots of weapons, ammo and wargear, traits (particularly from Perils, also Enforcer & CGC items as well as Apocrypha and other stuff from other sources)
  • Horrors in the Dark
  • Bunch of scenarios (Caravan Heist, Gang Moot, The Hit, Archaeo-Hunters, Escort Mission, Fighter Down, Downtown Dust-Up, Escape the Pit!, Last Stand, Sneak Attack, The Marauders, Forgotten Riches, Sabotage, Ambush, Looters, Tunnel Skirmish, Stand-Off and Ghast Harvest).
  • Any special characters from GotU.
 
Last edited:
Looks like most changes have been documented by Goonhammer already:

So perhaps not much use to summarize changes here, unless they missed something.
 
  • Like
Reactions: GQuail and breegull
Goonhammer mentions a change that originated in the previous rulebook:
This was actually in the last, Ash Wastes, Rulebook but we log it as a change from the 2017 rules: Fighters who are Prone and get Charged will still stand up automatically to fight, but will take -1 to hit on all reaction attacks, just as if they’d turned to face someone charging them from behind. A sensible change which gives some incentive to keep your enemies’ heads down as you rush in.
However I can't find where that change was originally published, so may end up listing it is as a new change here.
 
Goonhammer mentions a change that originated in the previous rulebook:

However I can't find where that change was originally published, so may end up listing it is as a new change here.

Sure there was a thread on this.

Possibly a clarification of what was still unclear wording in Ash Wastes?

Ash Wastes Rulebook p30 - a prone + pinned fighter immediately performs stand up action for free.
Ash Wastes Rulebook p62 & p78 - a standing and engaged fighter will suffer a -1 to reaction attacks hit rolls if they change facing
Ash Wastes Rulebook p62 - prone fighters have no facing. When they stand, controlling player can choose their facing.

So guess new rulebook is either clarifying this is supposed to mean the choice of facing is performed after standing, and when the fighter is consider standing and engaged.

Or it is a direct rule change in new rulebook.

Depends upon interpretation of Ash Wastes Rulebook wordino as to whether a rule change, or just a rewording of a rule change from Ash Wastes Rulebook.
 
I’m pleased to see that they have actually thought about deck building for tactics cards.

Three methods:
  • Use the tables in your books.
  • Custom method, pick 18 tactics for the game, two can be swapped out between games.
  • Pick 30 cards, shuffle and draw randomly for the entirety of the campaign.
As pointed out in Goonhammer that last one may result in running out of cards if a gang gets a lot of bonus ones. Arbitrator can propose a solution.

Couple of obvious ones:
  • Shuffle the 30 and draw again from freshly shuffled deck.
  • Revert to generic deck list in core Rulebook and faction books.
I suspect “18 & Swap” may become the most popular method with choosing from the lists being a close second for when you go to that FLGS/club and don’t want your cards nicked.
 
Happy they finally did it!

The 18-card-tables would be great if they weren't so obnoxiously polluted by advertisement for whatever minis were released at that same time.
For a card collector like yourself, which do you see yourself doing??

I don’t have as many but I think the 30 might be a decent go-to. I could prepare a deck for each Gang.

Overall though, dunno, might give it a go whenever I eventually get to play a game of new Necro.
 
For a card collector like yourself, which do you see yourself doing??

I don’t have as many but I think the 30 might be a decent go-to. I could prepare a deck for each Gang.

Overall though, dunno, might give it a go whenever I eventually get to play a game of new Necro.
Hahaha being a card collector doesn't help me because I want all cards! And the original "solution" didn't make me feel "missing out" was to use all of them. TBH now I have no idea. I struggle with choosing cards in Kill Team too, but it is much simpler there since you only have a handful of cards to choose from anyway. If I had to make a limited deck, I would perhaps not be able to resist from taking all the top tier choices. Otherwise I would do some searches to try and min-max some crazy fun idea (note that min-max doesn't have to be power gaming).
 
I’m not sure what you can do with power levels apart from assign a number to them based on the power level:
  • Platinum -2
  • Gold -4
  • Silver -6
  • Bronze -8
  • Lead -10
Then make up a deck with no more than the appropriate numbers of each level. Then shuffle well.

You will get a few suckers but thankfully not so many Insta-wins.
 
  • Like
Reactions: TopsyKretts
Got the first mistake, and it's an old one!

Maintain Control (simple) action: 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’.

GW explicitly said, and I quote "previous FAQs and erratas have been fully integrated". Except this single FAQ/errata? That's false advertisement. I would go further and call it a blatant lie because we already reported on this for previous rulebooks.

Edit: Might not be an error since it was actually changed to end of activation in a different section. Need to see the new Maintain Control to be sure.
 
Last edited:
So do people in this thread already have the book, or just going off reviews?
Did they finally fix the most basic rules of the game; movement?

There was an early FAQ that made it slightly more clear, but it's never made it to a book.

Remember to make good use of cover ;)
 
Preview reviews meh. Goonhammer and others do later reviews after they and other have had time to properly digest them. Those are better.
The review I read of theirs was almost as long as the new book!!

If there’s a more in depth one coming it better drop soon otherwise it’d be quicker to actually buy the book and read it.
 
  • Haha
Reactions: TopsyKretts
Got the first mistake, and it's an old one!

Maintain Control (simple) action: 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’.

GW explicitly said, and I quote "previous FAQs and erratas have been fully integrated". Except this single FAQ/errata? That's false advertisement. I would go further and call it a blatant lie because we already reported on this for previous rulebooks.

Edit: Might not be an error since it was actually changed to end of activation in a different section. Need to see the new Maintain Control to be sure.

WORDING IN BOOK (p153):

“USING WYRD POWERS

Some Wyrd Power (X) actions are noted as being a Continuous Effect. Such a power lasts from when the psyker performs the action until the end of their next activation when it will expire, unless they perform a Maintain Control (Simple) action during their activation, in which case the Continuous Effect remains in play for another round. A psyker can only ever have one Continuous Effect in play. If a psyker is Prone and Seriously Injured or taken Out of Action, any of their Continuous Effects will immedia”

“PSYCHIC POWERS
Maintain Control (Simple): In order to maintain a Continuous Effect (as follows), the psyker must perform this action. If they do not, the Continuous Effect expires at the end of this fighter’s activation. The psyker immediately makes a Willpower test with a +3 modifier – if the test is passed then the power remains in effect until their next activation; if failed, the power ends immediately.

If they wish, the psyker may instead choose to make this action for free at the start of their activation – if they do so then they do not add any bonuses to their Willpower test and may not attempt to manifest another Wyrd Power this activation regardless of whether or not the Willpower test is successful.”


Yes, this reverses the change from FAQ, but think this does all now make sense and is consistent? And means that, even without attempting Maintain control action, a ‘continuous effect’ power now always lasts from the point of casting for at least the rest of the current, and all of the next activation for the casting model? Which lives up to its name.
 
If this is an intentional change to Continuous Effect then I like it as it's pretty much the two options I had thought of as quick fixes for Psychic Powers that require multiple actions to be useful e.g. powers that work as a melee weapon (not much use if you can't Charge while maintaining) or Movement boosting (get more movement from a second move than from maintaining the power and a single move). You can test as a free action without the +3 bonus or not test and accept it's going to end after your actions, but either way you've still got the benefits for that activation. Hopefully it's intentional.
 
Last edited:
  • Like
Reactions: TopsyKretts
WORDING IN BOOK (p153):

“USING WYRD POWERS

Some Wyrd Power (X) actions are noted as being a Continuous Effect. Such a power lasts from when the psyker performs the action until the end of their next activation when it will expire, unless they perform a Maintain Control (Simple) action during their activation, in which case the Continuous Effect remains in play for another round. A psyker can only ever have one Continuous Effect in play. If a psyker is Prone and Seriously Injured or taken Out of Action, any of their Continuous Effects will immedia”

“PSYCHIC POWERS
Maintain Control (Simple): In order to maintain a Continuous Effect (as follows), the psyker must perform this action. If they do not, the Continuous Effect expires at the end of this fighter’s activation. The psyker immediately makes a Willpower test with a +3 modifier – if the test is passed then the power remains in effect until their next activation; if failed, the power ends immediately.

If they wish, the psyker may instead choose to make this action for free at the start of their activation – if they do so then they do not add any bonuses to their Willpower test and may not attempt to manifest another Wyrd Power this activation regardless of whether or not the Willpower test is successful.”


Yes, this reverses the change from FAQ, but think this does all now make sense and is consistent? And means that, even without attempting Maintain control action, a ‘continuous effect’ power now always lasts from the point of casting for at least the rest of the current, and all of the next activation for the casting model? Which lives up to its name.
Thanks a bunch! Yes, a double boost indeed. Maintain Control is now free and ends at the end of the next activation. So it reverses the FAQ. Which is weird because the original rule had one "end" and one "start" which is an inconsistency, and the FAQ changed the "end" to "start", so both said start, thus solving the inconsistency. The FAQ could have simply changed the "start" to "end" instead and it would have been solved permanently. But that would have been too easy :LOL: