N18 Collected Errors/Typos in N25 Bastions of Law (Enforcer)

TopsyKretts

Hive Lord
Dec 29, 2017
8,054
8,730
193
Norway
The 31th book! Giving a full republish and update to Enforcers.


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

INTERNAL CONFLICTS
  • Haunt Hangers-on (p52-53): Haunt has Fearsome skill. Haunts must choose 1 of 2 specializations, if choosing Psyrender, they gain fearful aura.
    • Comment: Fearful aura is in effect identical to fearsome, which they already have, making this special rule superfluous.
  • Badzone Enforcer can use Enforcer tactics. However some tactics will sort of break other restrictions, like Prefecture Secondment giving a temporary Prefecture skill, but Badzone can't use Prefecture.
    • Comment: Probably allow this as an exception to the general rule.
EXTERNAL CONFLICTS (CONFLICT WITH PREVIOUS PUBLICATIONS)

  • Heavy concussion ram (p111) doesn't have blast.
    • Comment: Copy-pasted bad profile from N19 Judgement.
  • Bolter/Grenade launcher combi (p111): Stun rounds got Rapid Fire (1) and Ammo 6+.
    • Comment: Missed opportunity to fix an old error. Ammo has later been updated to 4+.
  • Subjugation pattern grenade launcher (p110): Stun Rounds are called Stun Grenades. The old error giving them the Grenades trait is gone.
    • Comment: Minor name change mistake.
ERRORS
  • Badzone Enforcer Juves (Hive Scum) doesn't list fast learner.
    • Comment: While this is an universal rule that applies to all juves (N23 rulebook), it could be confusing to ommit it for this particular juve. Probably because hive scum is copy-pasted from hired guns and re-used here as a juve for this gang variant.
  • Power hammer (p112) is included in the weapon profile list despite it's absence in the rest of the book.
    • Comment: Not exactly error, but breaks the general design intention and tradition.
  • Bolter/Grenade launcher combi (p111): Frag doesn't have combi.
    • Comment: All grenade launcher ammo for combi variants should have combi trait.
  • Useless weapon restrictions: Some fighters have useless weapon restrictions.
    • Comment: Enforcer Juves can only have Pistols, Basic & Close Combat weapons, but no Trading Post weapon access. Without TP weapon access, the weapon restrictions is effectively useless.
  • Twin-Linked trait mentions Ammo dice.
    • Comment: Should be Firepower dice. This is an ongoing universal problem (not limited to this book) that has never been FAQed or Errataed.
  • Lawbots still have weapon options for Limited profiles.
    • Comment: Brutes have no way to refill Limited ammo. While mechanically functional, it's anuniquely bad experience, most likely unintentional.
  • Companions continue to lack a Delegation Gang definition.
    • Comment: Aside from the headaches this causes anyone trying to use them in an Outcast gang, it also means when they join a gang for a fight, they have no known credit value (not even 0) to use to modify the gang's rating. Would be a good opportunity to fix it here.
  • Asset Seizure (scenario): Defender can easily secure all loot and win within 1 or 2 rounds.
    • Comment: Need adjustment on loot placement to give attacker a chance.
  • Getaway (scenario): Escape vehicle doesn't have a type.
    • Comment: Probably wheeled.
NOTES
  • This book copy-pastes some old incorrect weapon profiles from Judgement (N19) that has since been errataed, but those fixes specifically applies to the previous book, so technically RAW doesn't apply here :LOL:
  • Ranger (vehicle crew) may take any Pistol from the Trading Post, but universal rules mix up the terms and incorrectly restrict crew to never fire any non-Sidearm pistol. The result is that some pistols are not usable by crew, like Hand Flamer, and as such "any Pistol" creates a loophole of equipping a weapon they can't use. However this mistake originaes from core rules and should be fixed there.
  • Badzone Enforcer Juves (Hive Scum) are unique in several ways. The only Juves in the game to promote to Gangers! So breathtakingly bad special rules. Promotes into random advances/lacking special weapon access, the only juve in the game that eats into your champion limit, and they're even more slow-witted than a lobo-slave. They're cheap for their statline (a patrolman at -10 credits for +1, i.e. 1 worse, in all mental stats, and no free magnacles, would honestly be fine), but big oof on their special rules.
  • Emergency Deputisation (tactics) gives a temporary Badzone Enforcer juve. This can later be bought permently. While not game breaking, it is unusual for tactics to give permanent access to content you normally can't use.

CHANGES AND IMPROVEMENTS
  • Dominion campaign rules are simplified, losing Homeground and Gang Assault special rules. Now more similar to any normal gang.
  • Captain: 20 credits cheaper, +1BS, +1W, Leadership as Primary and other changes in skill sets too.
  • Riot Shield: A new shield (in addition to existing assault shield). -1 hit penalty and no knockback.
  • Skills:
    • Helmawr's Justice: +1 XP for coup de grace (instead of rolling twice for lasting injury and selecting a result to keep).
    • Non-verbal communication: Friendly fighters can use this fighter's Cool stat for Nerve tests (instead of giving a fighter 360 vision arc).
    • Restrain Protocols: Automatically capture with Coup de Grace (instead of +1 modifier to the old outdated capture mechanic).
  • Shock stave is gone from equipment lists.
 
Last edited:
Bastions of law p 52-53.

possible internal rule conflict between 2 identical effects on the enforcer haunt psyrender profile:

p. 52
Skills
A palanite enforcer has the fearsome skill*

p. 53
Wyrd specialisation
All haunts are specialized in an area of wyrd manifestation; when added to a gang roster each palanite enforcer haunt must select one of the following types:

psyrender: a psyrender knows the psyrender psychic powers and has the fearful aura special rule:

fearful aura:
if an enemy makes a charge (double) action that would result in them making one or more close combat attacks against this fighter,
they must make a willpower check before moving if the check is failed they cannot move and their action ends immediately.

*fearsome:
If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower test before moving. If the test is failed, they cannot move and their activation ends immediately.
 
Last edited:
  • Like
Reactions: TopsyKretts
internal conflict? the power hammer is included in the weapon profile list on page 112 despite it's absence in the rest of the book
 
Last edited:
  • Like
Reactions: TopsyKretts
should make a list, but web talk has it the original weapon errors from book of judgement have been copy pasted in bastions of law;
heavy concussion ram (no blast) and stun grenades

I'll see if I can check the lot later
 
Copying come of Hobo's here. Some of these are long-standing rules issues that have never been addressed.
  • Palanite Rookies have a rule restricting what weapon type they can wield which does absolutely nothing; all weapons they can be legally given, they can equip.
    • Like most Juves, Palanite Rookies also redundantly list Fast Learner as one of their special rules, even though this special rule is described in the core rulebook as applying to all juves, so adding it to the Rookie entry does nothing. People unfamiliar with the rules may incorrectly assume Enlisted Hive Scum lack Fast Learner.
  • Badzone Specialists, when they lose their restrictions on type, have a rule that does nothing - they may wield any type in their list or the TP, but since their list already covers every type in the Trading Post, adding every type from the TP does nothing.
  • Because Badzone Gangers explicitly can't be equipped with Special or Heavy weapons via special rule and neither they nor Hive Scum have Tools of the Trade, when a Hive Scum equipped with a Special or Heavy weapon promotes to Ganger, the rules explode - no rule in the game lets them put the weapon down but the rules explicitly ban them from holding onto the weapon. EDIT: I misread. Enlisted Hive Scum have no ability to take Special or Heavy weapons, so this is not a real concern.
  • Palanite Rangers may take any Pistol from the Trading Post, but can never fire any non-Sidearm pistol.
  • The weapon and wargear profiles in the back retain (some of) their original errors, but RAW you can't apply the errata to the originals to the new ones, as they're in a different book:
    • Heavy Concussion Rams lack Blast (3).
    • Stun Rounds for the Subjugator GL are called Stun Grenades. The old error giving them the Grenades trait is gone.
    • Magnacles retain their original wording. There's a stealth errata/FAQ answer letting you use them on the charge which only applies to the old book; because Magnacles still use Attack (Basic) rather than Fight (Basic), until we get a fresh FAQ answer or real errata, you can't legally use them on the charge.
    • There are two Twin-Linked weapons in the book. I haven't been able to read the weapon traits section of the book, but I fully expect the Twin-Linked trait to retain its current definition, which RAW does nothing, as Ammo dice don't exist and can't be re-rolled. This has never been FAQed or Errataed and is not only a problem for Enforcers, so the community is used to house-ruling this trait.
  • Psyrenders have the Fearsome skill and the Fearful Aura special rule, which are perfect duplicates of each other, so giving them Fearful Aura does nothing.
  • As has always been the case, Lawbots have weapon options for Limited profiles, but as Brutes, there's no way to reload Limited ammo.
  • Palanite Companions continue not to have a Delegation Gang definition; aside from the headaches this causes anyone trying to use them as elements in an Outcast gang, it also means when they join a gang for a fight, they have no known credit value (not even 0) to use to modify the gang's rating.
 
Last edited:
Great, you started already! I don't have much to read on at the moment, but I'll start summarizing when I can verify & confirm. In the meanwhile, keep it coming.
 
  • Like
Reactions: Aulenback
Because Badzone Gangers explicitly can't be equipped with Special or Heavy weapons via special rule and neither they nor Hive Scum have Tools of the Trade, when a Hive Scum equipped with a Special or Heavy weapon promotes to Ganger, the rules explode - no rule in the game lets them put the weapon down but the rules explicitly ban them from holding onto the weapon.
This is not an error/problem.

The FAQ covers this with how to handle the promotion of CGC Initiates to Champions. They just hold onto the weapon their new type cannot use.
 
  • Like
Reactions: TopsyKretts
This is not an error/problem.
It’s huge error that even after all these years they’ve never bothered to explicitly state in the books what is actually intended in the situations.

You shouldn’t have to go hunting down an old FAQ to discover what to do in a book issued in 2025.
 
  • Like
Reactions: Aulenback
Copying come of Hobo's here. Some of these are long-standing rules issues that have never been addressed.
  • Palanite Rookies have a rule restricting what weapon type they can wield which does absolutely nothing; all weapons they can be legally given, they can equip.
    • Like most Juves, Palanite Rookies also redundantly list Fast Learner as one of their special rules, even though this special rule is described in the core rulebook as applying to all juves, so adding it to the Rookie entry does nothing. People unfamiliar with the rules may incorrectly assume Enlisted Hive Scum lack Fast Learner.
Nomads and Squats, who are post-23 rulebook also have Fast Learner rules attached to their Juves/Prospects. It's worth noting that the reference in the core rulebook is a blink-and-you'll-miss-it, it's a virtually throwaway line hidden amongst the XP rules so having it actually explicitly called out is a good thing. It does potentially mean that Hive Scum don't have it as they are the only Juve (And thankfully they are now explicitly called out as Juves to avoid that nonsense where people tried to claim they were Gangers) that lacks the rule, but I honestly think that's a product of a frankly lazy copy&paste from the WD article.
  • Palanite Rangers may take any Pistol from the Trading Post, but can never fire any non-Sidearm pistol.
It's clear from the context that they can fire any Pistol. GW have a weird habit of calling Pistols 'sidearms', and forgetting that Sidearm (Note the capitalisation) is a specific weapon trait that only some Pistols have. I'm buggered if I can find the rule, I suspect it's on a weirdo Tactic card, but there are instances where they've called something a 'sidearm' but they actually mean 'Pistol'.

That said, most of my reasoning on this is that some Crew get Hand Flamers which without it being sidearm and not Sidearm, they couldn't use. But then again Crew often get access to things like Respirators which have literally no effect so who knows.
 
That said, most of my reasoning on this is that some Crew get Hand Flamers which without it being sidearm and not Sidearm, they couldn't use. But then again Crew often get access to things like Respirators which have literally no effect so who knows.
Respirators work on Crew because Gas works on Vehicles.
 
  • Like
Reactions: TopsyKretts
@quindraco there is another issue with magnacles;
enlisted scum can level up to patrolmen but you can only get them magnacles via the house of judgement black market?
 
@quindraco there is another issue with magnacles;
enlisted scum can level up to patrolmen but you can only get them magnacles via the house of judgement black market?
Magnacles are in both the core rulebook and the Bastions of Law book as being Personal Equipment, cost 20 credits, availability C. Hive Scum and Patrolmen can both take TP Wargear.

Hive Scum are so breathtakingly bad. Literally the only juve in the game that promotes into random advances/lacking special weapon access, the only juve in the game that eats into your champion limit, and they're even more slow-witted than a lobo-slave. They're cheap for their statline (a patrolman at -10 credits for +1, i.e. 1 worse, in all mental stats, and no free magnacles, would honestly be fine), but big oof on their special rules.
 
good catch, overlooked that one.

i see it as 'limited to enlisted scum/trading post weapons'
> uplevel to patrolman > 'keep old weapons / can now only add badzone enforcer weapons'
> uplevel to specialist > 'keep all old weapons, can now take specialist weapons as per badzone enforcer specialist list/trading post'
> ...

As I read it they're juve types and they would be able to choose their skills while being juves or while being specialists (but not when they're patrolmen)
but they don't advance faster like the other juves.

they also don't have initiative or movement boosts
 
good catch, overlooked that one.

i see it as 'limited to enlisted scum/trading post weapons'
> uplevel to patrolman > 'keep old weapons / can now only add badzone enforcer weapons'
> uplevel to specialist > 'keep all old weapons, can now take specialist weapons as per badzone enforcer specialist list/trading post'
> ...

As I read it they're juve types and they would be able to choose their skills while being juves or while being specialists (but not when they're patrolmen)
but they don't advance faster like the other juves.

they also don't have initiative or movement boosts
Note that they do advance faster like other juves. It's baked into the CRB rule that slows down stat advances:

Juves and Prospects however are particularly fast learners, and as a result they suffer no such penalty on characteristic increases; they may increase a characteristic any number of times (up to the maximum – see Fighter Profiles) for the basic XP cost shown each time.
 
I looked it up; they indeed advance as juves* but they don't have fast learner** like the other juves

* they can pick their own advancements
** no xp penalty for leveling up the same stat multiple times

source: comparing the rookies and the enlisted scum in bastions of law
 
Copying come of Hobo's here. Some of these are long-standing rules issues that have never been addressed.
  • Palanite Rookies have a rule restricting what weapon type they can wield which does absolutely nothing; all weapons they can be legally given, they can equip.
    • Like most Juves, Palanite Rookies also redundantly list Fast Learner as one of their special rules, even though this special rule is described in the core rulebook as applying to all juves, so adding it to the Rookie entry does nothing. People unfamiliar with the rules may incorrectly assume Enlisted Hive Scum lack Fast Learner.
It's a consistent design choice to duplicate universal rules for each individual fighter. It's an easy way to fill pages (and everyone knows GW got pages to fill). Arguably for ease of reference. So the mistake, when looking at tradition, is that Hive Scum doesn't list this. Probably because they copy-pasted an existing fighter to re-use as juve for this gang variant.

The weapon restriciton line is more a left-over from earlier versions (N18?) when gang equipment lists were used instead of fighter equipment lists introduced in N20 (effectively gang equipment tables, a nice way to fill out yet more pages). It is more useful for fighters without TP weapon access, but you are of course correct this doesn't apply to some fighters. Same with juves? I haven't listed this for any previous books (I don't think it's been mentioned before), but I'll make a comment here.
 
Last edited:
  • Like
Reactions: Aulenback
  • Badzone Specialists, when they lose their restrictions on type, have a rule that does nothing - they may wield any type in their list or the TP, but since their list already covers every type in the Trading Post, adding every type from the TP does nothing.
Help me understand this better. Badzone Gangers have weapon restriction for Pistol, Basic & Close combat weapons only. When promoted to specialist, they have no restrictions and can take all types. What rule does nothing?

I misread first and mixed up with juves. I would say for juves, the argument is better, the weapon restriction does nothing since they don't have TP weapon accesss.
 
Copying come of Hobo's here. Some of these are long-standing rules issues that have never been addressed.
  • Palanite Rangers may take any Pistol from the Trading Post, but can never fire any non-Sidearm pistol.
This isn't a problem that originates in this book, it's more a problem for crew universally and should be fixed in a core rulebook? I normally list this when crews explicitly is given hand flamers in equipment list.
 
  • Like
Reactions: Aulenback
  • Palanite Companions continue not to have a Delegation Gang definition; aside from the headaches this causes anyone trying to use them as elements in an Outcast gang, it also means when they join a gang for a fight, they have no known credit value (not even 0) to use to modify the gang's rating.
I agree with this point, but your wording makes me wonder about a few things. First, continue to not have a Delegation Gang definition? Makes it sound like they also had no Delegation Gang definition earlier. But this is first publication for Companions. And if you put Outcast aside, does credit value matter for gang rating for any of the other alliances? I thought the cost was only relevant for Outcast, but I may misremember.
 
Last edited: