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
A summary of various findings (contributed by several yaktribe champions).
INTERNAL CONFLICTS
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
- Aranthian Succession 2: Vaults of Temenos
- Aranthian Succession 1: Cinderak Burning
- Book of Outlands (Nomads & Squats)
- N22 Rulebook (Ash Wastes)
- 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
- 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'.
- 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)?
- 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.
- 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 Trading Post. Because of the original N19 wording, they were only available in Dominion Campaigns that use the N18 Trading Post (Gangs of the Underhive).
- 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
- 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
- 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. Usable by model (including vehicle). Targets 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...
- Ceramite Shield: Gains a slight nerf by reducing weapon slots by 1. This is first time this item is updated since N19 (Judgement).
- 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.
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