N18 Collected Errors/Typos in N25 Halls of the Ancients (Squats)

Nice, had forgotten about that skill. They would get unarmed attacks yes. I was under the impression power pack was effectively another Digi?

Digi:
It can be used in addition to any other Melee weapon carried by the fighter, granting an additional close combat attack. A weapon with this Trait does not count towards the maximum number of weapons a fighter can carry. However, the maximum number of weapons with this Trait a fighter can carry is 10.
I would summarize this as follows:
  • Used in addition of other weapons (so you pick your normal non-digi 1-2 sidearm/melee weapons as normal).
  • (Only) 1 A with this weapon.
  • Doesn't take up weapon slots, or rather has its own separate weapon slot system of 0-10 (one per finger).
Power pack:
A weapon with this trait is worn mounted on the power pack of an Ironhead Squat and does not count towards the maximum number of weapons a fighter can carry. However, a fighter cannot have more than two weapons with this trait.

If the weapon also has the Melee or Sidearm trait it can be used in addition to any other weapon carried by the fighter, granting an additional close combat attack.
I summarize as follows:
  • Doesn't take up weapon slots, or rather has its own separate weapon slot system of 0-2 (one per shoulder).
  • (Only) 1 A with this weapon (if melee/sidearm).
  • Used in addition of other weapons (so you pick your normal non-power pack 1-2 sidearm/melee weapons as normal).
Has there been any thorough discussion on this somewhere?
 
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Has there been any thorough discussion on this somewhere?
There had been, but I can't quickly find it.

That said, it's that conditional second paragraph: it hinges - in addition (😅) to the melee/sidearm bit - on the "in addition to any other weapon carried". Or at least that sticks out.

It makes no comment or clarification as to what happens if the only weapon carried is a PP weapon.

I guess it's weirdly conditional, as for Digi weapons: what if your only weapon is a Digi weapon?

Then it's making no additional attacks. It's just the weapon you're using.

It's an odd oversight, isn't it, that it doesn't say the weapon can only make 1 attack?

(Although, now I think of it, what's the wording for sidearm? To the books! [manyana...])
 
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Another thing I've noticed, under 'Armour and Fields' (page 70), heavy carapace is listed as having: When Charging: -1 Initiative & -1” Movement.

This implies the -1 Initiative applies when charging, but it is -1 Initiative at all times, and -1" movement when charging.
 
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The Webbed condition (page 11) and the Web trait (page 69) do not match.

It looks like the web condition is out of date, and needs updating to the new rules:

Webbed

While a fighter is Webbed, treat them as if they were Seriously Injured and roll for Recovery for them during the End phase (Web contains a powerful sedative capable of rendering the strongest fighter unconscious). If a Flesh Wound result is rolled during Recovery, apply the result to the fighter as usual and remove the Webbed condition. If a Serious Injury result is rolled, the fighter remains Webbed, but they do not gain a Flesh Wound. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is removed from play. Instead of rolling on the Lasting Injury table, roll a D6 to determine what happens to them – on a result of 1-4 suffer the 15-26 (Out Cold) result, on a 5-6 they suffer the 55-56 (Captured) result (see the Lasting Injury Table).

A fighter that is Webbed at the end of the battle does not succumb to their Injuries and will automatically recover.
 
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This implies the -1 Initiative applies when charging, but it is -1 Initiative at all times, and -1" movement when charging.
Is it?
 
It is written as:

However, due to the extra weight of this armour, the fighter’s Initiative is reduced by -1 and their movement by 1" when making a Charge action.

I would still think it is -1 INI at all times, and -1” move on the charge. Otherwise I would expect it to be written as:

“… when making a charge action, the fighter’s Initiative is reduced by -1 and their movement by 1”.

Does that make it any clearer if profiles equipped with this by default have this permanent INI penalty baked in to their profile already. No.

And of course, given the lack of precision in many other GW written rules, it could be that RAI it is only applicable during the charge. Not sure how often INI is important during a charge action though.
 
Yeah, I'm not sure how to handle profiles with Heavy Carapace already added, but it definitely makes sense to me to reduce Initiative at all times when adding it to a 'normal' fighter.

Reducing initiative on a charge doesn't make much of an effect, really.
 
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Yeah, I'm not sure how to handle profiles with Heavy Carapace already added, but it definitely makes sense to me to reduce Initiative at all times when adding it to a 'normal' fighter.

Reducing initiative on a charge doesn't make much of an effect, really.
The Initiative and movement penalty is applied when the fighter charges. The rule states "the fighter's Initiative is reduced by -1 and their movement by 1" when making a Charge action".
There is no comma between the " -1" and the "and" so each part of the sentence is in the same clause which ties the penalties to the Charge action.
If the rule had the Initiative and movement penalties in different clauses or sentences then it would be different.
Charge someone near a ledge and initiative becomes much more important. Or on top a vehicle.
You could also have a opponent then lob or shoot a Photon Flash grenade at you. With the penalty you are much more vulnerable to being Blind. (You still count as Charging for the rest of the turn even after your activation ends).
As all save rolls are triggered when "if a hit results in a successful Wound roll, or leads to a injury roll" (Core p.124) and the Flash trait states no wound roll is made (it is not in place of the wound roll) the Flash weapon ignores your shiny 3+ save.
A immobile combat fighter is useless. They may have crushed a sacrificial jive in the charge but can now lose next turns activation, thus can not move or at least drop prone to avoid incoming fire as they will be standing up from the melee, and can only make Reaction attacks hit on a 6. A blind fighter also can not turn to face either In melee so attacks outside the vision arc (you need to be a activated fighter to do so). That misses out on your 3+ save. A power knife attack from the side or rear suddenly becomes a S+2 AP-2 Power strike so potentially damage 2. Assuming S3 base that's a S5 hit with only a potential save of 6+. And you cannot really hit back. For 25 credits.
I've seen a heavy carapace monster be blinded and immobile for 6 consecutive turns after a charge from one guy with a grenade launcher with flash grenades.
If they are Esher or nomad with a 3+ Initiative just add a cheap concussion weapon (a trait that also ignores the armour save) and you virtually guarantee the Heavy Carapace armour combat monster is out of play for a entire game.

Flash grenade your heavy Carapace opponents.
 
Orrin and his pet robot are a Dramatic persona and as such they sometimes have custom equipment that differs from the normal version. GW have done it before and confirmed they were doing it in the FAQ.
They could have just re named the new one. It's not like they were making up new tech names at the same time or anything...
Of course it could very well be a copout on there part so they don't admit they messed up or have to re print the thing.
When I read that section of the FAQ my immediate reaction was to say that's them covering their asses for inconsistent rules. Dramatis Personae have a log history of having the wrong weapon stats.
 
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Is this the first time Hive Scum is reprinted since 2021 House of Delaque? Because Outlaw Hive Scum has changed and can't take Rare 7 items anymore from Black Market, since Black Market was removed in N23 rulebook. So now they can only take Common and Illegal 7 items. But there are no I7 items anywhere? So can only take Common items.
 
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Bit of confusion now that the new Charter Masters kit is out.

The robots in it are supposed to be Autoveyors according to the product info. But they come with two bolt spitters each as the default armament, and in the rulebook Autoveyors can only take one power pack weapon. It is Exovators that can take two.

I actually prefer all the techmites to be basically generic and interchangeable, and I don't mind conceiving of these as Exovators. But it's quite odd that building the kit in the default (and only) configuration produces what would be an illegal model in a strict WYIWYG environment. Unless I'm missing something about what these new robots are supposed to represent.
 
Bit of confusion now that the new Charter Masters kit is out.
Came along to say exactly this! 💪

It's very odd. Also, to reiterate a point made before, it's slightly bizarre that the default option (if read as Exovator, so otherwise allowed) would make a 145 credit pet that can't (especially) shoot for peanuts, is unlikely to ever aqcuire Gunslinger, and only has 10" guns in any case.

Part of me thinks there was a plan to do a little "make your own Techmite" suite of rules, but that got abandoned partway through. (Presumably whoever was passionate about that left, or was told to leave it alone and throw together what we have.)

Like, the premium that you pay for the power pack weapons' extra attacks doesn't really make any sense *if they're your only weapons*.

Once again, I feel a houserule bubbling.

(...Techmites having a base profile; locomotion options; a distinctly priced set of power-pack weapons; a set of "purposes" to choose from, etc. [Heck, we can use the Votann COGs to cover the "flying but not Oculi" cases!])
 
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Balance aside, it feels likr all restrictions are ignored at any time GW wants to make something new. To the point I start wonder why players could't just do the same and ignore restrictions for their own creations. Does it really matter which techmite have access to what gear?