N18 Collected Errors/Typos in N25 Spire of Primus (Successsion 4)

TopsyKretts

Hive Lord
Dec 29, 2017
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The 32ndbook! 4th chapter of Aranthian Succession campaigns.


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

INTERNAL CONFLICTS
  • Benefits of the Imperial House (p54) gives Spyre gangs access to 1 Sthenian Spyre Hunter.
    • Comment: Sthenian Spyre Hunters (p100) is already 0-1 so can be taken regardless. Was it meant to increase limit to 0-2? Or limited to Spyre gangs aligned to Imperial House only?
EXTERNAL CONFLICTS (CONFLICT WITH PREVIOUS PUBLICATIONS)

  • Indentured Psykers (p102) must choose between Sanctioned Psyker or Unsanctioned Psyker.
    • Comment: Core Rulebook has the Psyker rule (p155) which says the same thing. If rule is identical, name should too.
ERRORS
  • Spyrer Factoria (p72): Resource reward 3D6x10 credits is listed as Special.
    • Comment: Should be Income.
  • Chymist Cult Toxin Gardens (p78): +1 Damage to Toxin weapons.
    • Comment: Toxin weapons don't inflict Damage. Probably -1 T by instead.
  • Shove (Basic) action (p83) can be used by defending fighters to push attacking fighters off the Landing Field Edge if within 3" of it.
    • Comment: Do the fighters need to be Engaged?
  • Hive Breach (p83) scenario special rule requires Standing fighters to pass a Strength test or become Pinned.
    • Comment: Engaged fighters can't be Pinned. Should be Active instead of Standing?
  • Psychic War scenario (p90) grants bonus XP for resisting losing control. Testing for losing control happens when a WP 8+ or worse fighter is activated.
    • Comment: Do fighters with WP 7- automatically gain XP because they didn't need to test? Is the XP granted each time a fighter passes or only once, at the end of the game, if they never failed?
  • Fate of Primus scenario (p96) has tie-breaker condition listed under Ending the game.
    • Comment: Should be under Victory instead.
  • Fate of Primus scenario (p96) has credit rewards for winning gang and losing gang.
    • Comment: This is a multi-player battle consisting of sides, each side consists of multiple gangs. Should these rewards be split among gangs, or received individually?
  • Aranthian Armoury (p109) is added to equipment lists of fighters, so available to gangers and juves (no Trading Post access needed).
    • Comment: Gangers normally have limitation on weapon types and need to be a Specialist to get Araneus-pattern Meltagun, but juves and prospects tend not to have weapon type restrictions. It is probably not intended to give juves and prospects access to upgraded meltaguns.
  • Seven-Pointed Breastplate (p122) grants 360 vision arc. Whenever the wearer is attacked they turn to face the attacker.
    • Comment: If having 360 vision arc then surely they are already always facing the attacker?
  • Seven-Pointed Talisman (p125) prevents friendly fighters within 6" to "be Broken".
    • Comment: Does this mean they cannot become Broken when in range, or do Fighters instantly stop being Broken if they move into range after becoming Broken?
  • Fortress Assault scenario (p93) has fluff alternative for playing as enforcers vs Lady Haera and Spyre gang with Justicar alliance. No info on which gang is attacker or defender.
    • Comment: Presumably Lady Haera is attacker and Enforcer is defender.
NOTES
  • In Succession campaigns, each side can receive a free character for a battle on a 4+. Normally you had 2-3 to choose from, however this can now be randomized (D3). Why was this introduced now? It also clumsily falls back to choosing freely if both gangs are on the same side and rolls the same character, to avoid duplicates. If randomizing, getting same result, then gangs can choose freely again. How does that work exactly, one side chooses Kal and another choose Scabs?
  • Campaign is designed to use House Favour (p54) due to high chance of significant difference in Gang Ratings.
    • Comment: Was it meant to say Patronage instead?
  • Sthenian Spyre Hunter (p127) includes 2x sthenian claws. Note that these have power pack trait, so only grants a single bonus attack each. The fighter's own attacks must be made unarmed, or using any other weapons bought from their equipment list.

CHANGES AND IMPROVEMENTS
  • New trait Incapacitate.
  • Bidding of Ozostium (House Aranthus) (p107) adds some rules that retrospectively applies to all Succession campaigns (1-4):
    • Gangs aligned to Rebellion can pledge to Ozostium (regardless of Outlaw / Law-Abiding), but become Outlaw in part 1 & 2 and Law Abiding in part 3 & 4.
    • This choice is irreversible.
    • Chosen at the start of any Succession campaign, is optional in 1-3, but automatically apply for Succession 4.
    • Unaligned gangs can have a fighter spend a post-battle action to join Rebellion/Aranthus allegiance.
    • Effects: Special armoury, Prince's Orders, Leader gains Iron Will.
 
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On p54 it says that due to the chance that gangs will have significant difference in Gang Ratings "the Reconquest of Primus Campaign is designed to be played using the House Favour rules from the Necromunda Core Rulebook." They probably mean House Patronage.

On p54 it says that in the Reconquest of Primus Campaign one of the Benefits of the Imperial House is that Spyre Hunting Party gangs can include a single Sthenian Spyre Hunter. The standard rules for Sthenian Spyre Hunters (p100) is that they are a 0-1 choice for any Spyre Hunting Party gang in any campaigns (p99 "In this section, we present a collection of additional rules for use in your Necromunda campaigns."). So that first benefit seems to be that they get to follow the normal rules. Is this maybe supposed to imply that those aligned with House Aranthus do not get the 0-1 that is normally allowed?

p83 Shove (Basic) action can be used by defending fighters to push attacking fighters off the Landing Field Edge if they are within 3" of it. Do the fighters need to be Engaged?

p90 Psychic War scenario grants bonus XP for resisting losing control. Testing for losing control happens when a WP 8+ or worse fighter is activated. Do fighters with WP 7+ gain the XP because they didn't need to test? Is the XP granted each time a fighter passes or only once, at the end of the game, if they never failed?

p96 Fate of Primus scenario has the tie-breaker condition listed under Ending the game instead of under Victory.

p102 Indentured Psykers must choose between Sanctioned Psyker or Unsanctioned Psyker skills. p155 of Core Rulebook says all psykers have either Sanctioned Psyker or Non-sanctioned Psyker skills. Other than replacing "psyker" with "Indentured Psyker" the skills are the same.

p109 The Aranthian Armoury is added to the equipment lists of fighters, so it's all available to gangers and juves. No Trading Post access needed. Gangers need to be a Specialist for the Araneus-pattern Meltagun but juves and prospects tend not to have weapon type restrictions on what they can take from their equipment list.

p122 Seven-Pointed Breastplate grants a 360 vision arc and whenever the wearer is attacked they turn to face the attacker. If they have a 360 vision arc then surely they are already facing the attacker?

p125 Seven-Pointed Talisman "Friendly Fighters within 6" of the bearer of this talisman cannot be Broken." Does this mean they cannot become Broken when in range, or do Fighters instantly stop being Broken if they move into range after becoming Broken?

p127 Note that the Power Pack trait has existing FAQ from previous publications. When it says "If the weapon also has the Melee trait it can also be used in addition to any other weapon carried by the fighter, granting an additional close combat attack." they mean that the fighter gets one attack with this weapon in addition to their normal attacks and their normal attacks cannot be made with this weapon. In the case of Sthenian Spyre Hunters, they get one attack with each Sthenian claw (which are two separate weapons that track Augmentations separately) and their normal attacks are made with the other weapons bought from their equipment list, or unarmed.
 
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House Patronage is the expanded Underdog rules that allow purchasing additional Tactics, Underdog Tactics, temporary gang members and/or bonus XP. House Favour is a random table that might give an extra gang member or equipment but also has a chance of giving nothing or even costing a gang member. It's only relation to Underdogs is that they get +1 to +3 to the 2D6 roll if there are bigger gangs. Patronage will give a big bonus to a small gang that will do a lot to close the gap (extra XP to catch up, Underdog Tactics that help with credits and reputation boosts, additional Rogue Docs to minimize deaths) while Favour is unlikely to make much of a difference.
 
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By the looks of it, very much another sloppy run of the mill book. It follows the same formula with some variations. It's the same scenario selection table, another rescue mission, more resources (some of which are identical to previous campaigns). Just more of the same.
 
I don't understand this part:
Archetype: When a gang recruits an Indentured Psyker, they must immediately be deemed either a Sanctioned Psyker or Unsanctioned Psyker. They then gain
the associated skill. If they are hired by an Outlaw gang, they must always be an Unsanctioned Psyker and automatically become Outlaw Hangers-on.
What a convoluted text! Obviously Indentured Psyker becomes Unsanctioned if recruited by Outlaw gangs. But Law Abiding? Sanctioned? Or choose? Seems like that part was left out. It would make sense to simply say Law Abiding = Sanctioned and Outlaw = Unsanctioned. But if there's a choice here, that's bad because it really isn't a choice, you always want Sanctioned instead of Unsanctioned.
 
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I guess it allows people to take an unsanctioned psyker for narrative reasons, but that would be passing up on a free bonus in exchange for something that benefits your opponents.