N18 Collected Errors/Typos in N23 Rulebook

Yep. Now the genestealer cults are normal.
Wait that seems wrong somehow...
They still have to wait 'till after the first scenario to start hiring additional special weapon-equipped neophyte hybrids, which has an unfortunate interaction with the Great Darkness phase of the Aranthian Succession campaign (where no-one can recruit or purchase from their house list). And their alternative Champions which level (abberantly) as gangers.
 
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They still have to wait 'till after the first scenario to start hiring additional special weapon-equipped neophyte hybrids, which has an unfortunate interaction with the Great Darkness phase of the Aranthian Succession campaign (where no-one can recruit or purchase from their house list).
Yeah they still happens.
The Core rulebook is a combination of main rules ash wastes rules and others. They proved to themselves that they could do it so maybe GW will build up the nerve to review and update thier non House gangs....
 
A raging brute can easily put most of a typical 1000 credit gang down on its own so your opponent will be stuck with loads more of thier fighters in recovery and thier gang may not manage to get off the ground after that. A good way to put off new players.
I get that it can play a big role in first battle. But how is it significantly different from battle nr2
 
Negotiate Repairs (same as Medical Escort but for vehicles) got discounted.
  • 1-3 Almost like new: from 50% to 25%.
  • 4-5 Quality repairs: from 50% to 25%.
  • 6: Superficial damage: From 25% to 10%.
 
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The Chemyst is 75 credits, and is pretty much mandatory for interacting with the House of Blades Chem Alchemy system as it gives the chems a discount and the Chemyist has the Fixer skill so you have some pocket money to spend on chems.

Before now you have to wait one or two weeks before buying it. I typically bank some starting credits to make sure I can afford it.
Ok got it. I would say 1 or 2 battles, but that might be the same as campaign cycles/weeks in most cases. Since this is so important, I'd say most would save up or otherwise make a safe gamble to afford it after the 1st battle (or 2nd if less prioritized), so the difference is only 1 battle, but still helpful. Could spend more money on chems in 2nd battle instead of waiting longer.
 
And with the same approach, enforcer armor/ammo and CGC weapons are only available in Dominion Campaigns that use the trading post from gangs of the underhive book
Having thought about this, yes you are certainly correct strictly speaking (RAW). But on the other hand, these are very flaky rules with that 2019 quality writing. So I'd take it with a grain of salt for now. It might just as well be a reference to guide players, because that was the only Trading Post at the time. However strange that it would be for Dominion only and not Law & Misrule which were released at the same time and in the same book as these items?

Perils does not have the same wording, so with the same logic, those items still apply, even if not in the new Trading Post. So strictly speaking, you can still buy Rad rounds (RAW). However the armoury is limited to Gangs of the Underhive. So you can buy them, but can't use their profiles?

I think it's too soon to say yes or no to this. Personally I'm keeping them in until further notice.

This section contains rules for the ammunition and equipment available to gangs and fighters in the Badzones Trading Post. It is a supplement to the Weapon Reference chart in Necromunda: Gangs of the Underhive.
-Perils p89
 
I get that it can play a big role in first battle. But how is it significantly different from battle nr2
Possibility of getting some armour or affording a Rouge Doc visit.
From what I have experienced normally you would wait until your second hanger on/brute slot untill you get one, ammo jacks Rouge Docs etc being cheaper and more useful to survival early on. So the opponents I faced have a opportunity to mature thier gangs a bit before garnering enough rep to gain a tank.
 
The Unreliable Weapons rule factors the chance of running Out of Ammo into the hit roll itself, removing the need to roll the Firepower dice unless the weapon
has the Rapid Fire trait. If this rule is in use in a campaign, it should be applied to each and every ranged weapon.
-p236
What about Ammo tests for weapons that are not ranged? Las cutter, Digi laser and Xenarch death arc still got Ammo stat (however xenarch got rapid fire so not relevant in this case). :LOL: This is so minor I won't list it, it's just a silly optional rule. Still a bold assumption to make when writing rules.
 
I thought someone mentioned an enforcer skill (restraint protocols?) that didn't work anymore due to rules changes (capture?). Anyone remember seeing that comment? You all been so productive I haven't got time to properly summarize all reported findings.
 
I thought someone mentioned an enforcer skill (restraint protocols?) that didn't work anymore due to rules changes (capture?). Anyone remember seeing that comment? You all been so productive I haven't got time to properly summarize all reported findings.
yeah it was my comment

RESTRAINT PROTOCOLS
Rather than perform a Coup de Grace, this fighter
may instead perform a Restrain (Simple) action:

Restrain (Simple): This fighter is adept at
shackling their opponents, even in the heat of
battle. Each time this fighter performs this action,
make a note that they have restrained an enemy
fighter. During the Wrap-up, add 1 to the dice roll to
determine if an enemy fighter has been Captured
for each enemy fighter that has been restrained.

We dont roll those dices anymore :cautious:

i mean... we still can try to say this is +1 to d66 on lasting injury LOL :D
 
yeah it was my comment

RESTRAINT PROTOCOLS
Rather than perform a Coup de Grace, this fighter
may instead perform a Restrain (Simple) action:

Restrain (Simple): This fighter is adept at
shackling their opponents, even in the heat of
battle. Each time this fighter performs this action,
make a note that they have restrained an enemy
fighter. During the Wrap-up, add 1 to the dice roll to
determine if an enemy fighter has been Captured
for each enemy fighter that has been restrained.

We dont roll those dices anymore :cautious:

i mean... we still can try to say this is +1 to d66 on lasting injury LOL :D

After the Lasting Injury roll, there is a d6 roll for fighters who rolled a ‘captured’ result.

However, the lowers the score the more likely to be captured. So the new rules for capture fighters actually result in it being more likely a restrained fighter will escape. Obvious fix is to count the +1 as a -1?
 
That would be very bad IMO because this is a rulebook and shouldn't be blemished by ever changing/increasing amount of gangs. Ref Kill Team does this right. Rulebook for rules, other books for other stuff.
 
A change from the ash wastes rulebook-

N23;
Page 198;
Near wastes table;
Sand traps result;

This event now sees a beast lair added to the table rather than the implementation of ‘horrors in the dark’.
Further to this, ‘horrors in the dark’ no longer appears in any scenario, and I can’t see that the rule exists in the rulebook anywhere.
 
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Yeah it indicates a move away from Horrors in the Dark. It is kinda strange because last year's rulebook referenced Horrors in the Dark from the 2018 rulebook, so already refusing to reprint it (which would be just as easy as referencing it, since it is a very short rule). But still clinging on to remnants of it. Until this year which seems to cut the ties completely.
 
Isn't the unofficial point of necromunda to have a horde of rules to complicate and improve the game with wacky craziness?
I demand yet more mutant monsters to slay!!!!!
(Too much?)
 
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Battlefield Set-up seems a bit different. Maybe the least interesting part? It now is divided into "Underhive" and "Ash Wastes". Looks like Underhive now covers both ZM & SM? This is different from the N22 rulebook which grouped SM and AW together.

Also, we finally got clear ruling that Vehicles & Mounts are only for Ash Wastes battles:
When fighting a battle in the Underhive, the Battlefield Conditions rules are not used and no gang may include either vehicles or Wargear that grants the Mounted
condition in either their crew or Reinforcements.
Not significant because people can always play how they want, but it is the most explicit sign of intention.

The micro-details are gone (minimum 3 doors with optional terminals, D6 barricades, 2 ductways, tiles must have minimum half edge connected to another tile, loot caskets at least 6" from any edge).
 
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