This is a post to document all the errors and typos in the Book of Judgement. It is not for discussing interpretations of rules, but actual typographical errors and rules that are incorrect or conflicting with previous publications. I will edit this post with each issue discovered and page references. Please share your discoveries so they may be added to the list.
Page 20
Void-born Scum clearly have an incorrect characteristic profile. (I am obligated to inform you that lead designer Andy Hoare has confirmed these characteristics are indeed correct, via a Facebook post in a closed group. This does not answer the question of if their weapons and the amount of fighters are correct. The consensus here at the YakTribe is that we believe all 3 of those things cannot be correct)
Suggested solution: use the characteristic profile for Factoria Workers on page 22.
Page 25
The Scouring psychic power is different from the one listed in the Chaos Cults gang, it lacks the Continuous Effect rule and is lower strength.
Suggested solution: assume this is an update and apply it to Chaos Cult gangs as well.
Page 33
Magnacles are missing from the Enforcer equipment list.
Suggested solution: add them to the list.
Page 47
Willpower is listed twice on the advancement chart, incorrectly replacing Leadership on the second line.
Suggested solution: change Willpower on the second line to Leadership.
Page 52
The scenario table references page 91 of the Necromunda Rulebook, when it should actually reference the very next section on the same page of the Book of Judgement.
Suggested solution: replace "page 91 of the Necromunda Rulebook" with "below".
Page 52
The "Determining the Attacker and Defender" section references page 90 of the Necromunda Rulebook, when it should actually reference page 44 of The Book of Judgement. Additionally when it references the Wastes Territory on page 200 of the Necromunda Rulebook, it should also reference the Whisper Brokers Racket on page 76 of The Book of Judgement.
Suggested solution: replace "page 90 of the Necromunda Rulebook" with "page 44", and add to the parenthetical text: "...or the Whisper Brokers Racket - see page 76."
Page 53:
The Draw Intrigues rules conflict with their description on page 63. Here you are instructed to have both players read all 6 cards and any card may be claimed by any player, while on page 63 players are told to only read the three cards they draw and can only claim their cards. Also the page reference is off by 1.
Suggested solution: replace the first sentence of this paragraph with the one under "Drawing Intrigues" on page 63. Change the the page reference in the next sentence to "Page 63".
Page 57
The Purchase Equipment rules mention nothing about common item's availability from the Black Market, and neither do the following sections on Rare or Illegal items. As written there is no way to purchase these items.
Suggested solution: Allow gangs to purchase Common items in the Black Market Trading Post as if they were Common items in the regular Trading Post.
Page 66
The Intrigue Stand Alone must be played on an enemy fighter, but the effect and reward make it clear it should apply to a friendly fighter.
Suggested solution: replace the word "enemy" with "friendly".
Page 69 and 70
The Intrigues "Cut Off The Head" and "Watch From The Shadows" have their flavor text mixed up.
Suggested solution: swap their flavor text.
Page 76
Xenos Beast Trafficking has a "Special" Boon that gives 2D6x10 credits. Since you have to choose the highest "Income" Boon if more than one is available, RAW this allows multiple Income Boons, since one of them is labeled "Special".
Suggested solution: Change the second enhanced boon's type from "Special" to "Income" .
Page 81
Gambling Empire has an enhanced boon with the "Income" type which does not give income.
Suggested solution: Change the enhanced boon's type from "Income" to "Special" .
Page 86
Both The Resurrection Game and Peddlers of Forbidden Lore lack the stipulation that you must control both linked rackets in order to gain their second enhanced boons.
Suggested solution: require the ownership of both linked rackets.
Page 87
Estus Jet's fighter card has the incorrect stats for her throwing knives; it is missing the Silent trait, and has a strength value.
Suggested solution: use the correct stats from Gangs of the Underhive.
Page 87
Estus Jet's fighter card has the incorrect stiletto knife stats; it is listed as having +1 to hit but this bonus was removed in Gangs of the Underhive, and it has a strength value.
Suggested solution: use the correct stats from Gangs of the Underhive.
Page 91
Cor Coran is armed with a forged Guilder seal, but he has no way of visiting the Trading Post.
Suggested solution: Cor Coran may make a Trade action as if he is a champion after a battle in which he took part.
Page 92
Vunder Gorvos' Stub gun has the (outdated) Pistol trait instead of the (currently used) Sidearm trait.
Suggested solution: Replace Pistol with Sidearm, what did you expect to see here?
Page 92
Vunder Gorvos' wargear contains "2x Gold plated and Master-crafted Stub guns'' but his card shows 1x Stub gun, 1x Shotgun and 1x Sword. As a Hive Scum he is allowed to have 3 weapons, not 4.
Suggested solution: Remove the 2x.
Page 93 and 94
No weapon is asterisked in the Black Market Trading post on Page 94, and Page 93 is missing the the usual reference to asterisked weapons taking two weapon slots, as seen in the Trading post and all Gang composition rules.
Suggested solution: add the asterisk paragraph from page 116 of Gangs of the Underhive to page 93 of The Book of Judgement, and give all heavy weapons in the black Market an asterisk.
Page 98
Gaen Gorvos' fighter card has the incorrect stats for her throwing knives; it is missing the Silent trait, and has a strength value.
Suggested solution: use the correct stats from Gangs of the Underhive.
Page 99
Jonny Razor's fighter card has the incorrect stats for his throwing knives; it is missing the Silent trait, and has a strength value.
Suggested solution: use the correct stats from Gangs of the Underhive.
Page 100
Stun grenades for the Subjugation pattern grenade launcher have the Grenade trait. Just like in Gangs of the Underhive they do not have Blast (X).
Suggested solution: replace the Grenade trait with the Blast (3") trait, or decide that they they should not have Blast, that's actually out of the scope for this list as it is also missing Blast in Gangs of the Underhive, so I made an assumption.
Page 101
The heavy concussion ram appears to be missing the Blast trait when compared to the concussion carbine.
Suggested solution: add either Blast (3") or Blast (5").
The stats for the Goredrinker Awe are clearly incorrect, it rivals most two-handed & unwieldy close combat weapons with neither of those penalties, an easily mitigated Reckless trait, and only 20 credits cost.
Suggested solution: ban the Goredrinker Axe until it receives errata.
Page 104
The Rak' Gol Razor Gun has the Toxin trait, but also has a strength and damage value.
Suggested solution: Suggested solution: either ignore the strength and damage, or live in a world where a Toxin weapon can do normal damage in addition to Toxin effects, and work out the correct order in which to apply both effects.
Page 105
The Neural Flayer has the Concussive trait, there is no Concussive trait but there is a Concussion trait.
Suggested solution: change the trait to Concussion.
Page 105
The Neural Flayer has the Fear trait on both firing modes, but Gas only on the Full Blast. Fear has no effect without the Gas.
Suggested solution: remove the Fear trait from the Short Burst profile. As it is currently written Short Burst having the Fear Trait does not break anything as it is simply ignored because no Injury roll is made, it it's simply sloppy editing.
Page 107
The Withertouch Pistol has the Toxin and Melta traits, and has a strength and damage value. Melta triggers when the target is reduced to zero wounds, while Toxin does not reduce the wounds value of a target at all.
Suggested solution: Ignore the portion of the Melta trait in which wounds are mentioned, and have it trigger when the Toxin trait would cause an injury dice to be rolled. Also, either ignore the strength and damage, or live in a world where a Toxin weapon can do normal damage in addition to Toxin effects, and work out in which order to apply both effects. If you choose to have it do damage as well as toxin, only apply Melta as it would originally work.
Page 108
Desire's Needle and Whisperbane knife both show the hit bonus under the Short range modifier, rather than under Long range.
Suggested solution: move the hit modifiers to the long range band.
Page 108
Desire's Needle has the Toxin trait, but also has a strength and damage value.
Suggested solution: either ignore the strength and damage, or live in a world where a Toxin weapon can do normal damage in addition to Toxin effects, and work out in which order to apply both effects.
Page 108
Desire’s needle has both the Power and Toxin traits. Toxin does not cause damage and Power increases damage by 1 on a natural 6 to hit.
Suggested solution: see the above notes on Desire's Needle, or better yet just ban the thing, it was clearly written without any knowledge of Necromunda rules for damage and weapon traits!
Page 111
Gas shells for various weapons have strength and damage characteristics, but the rules for Gas say they do not pin or roll to wound.
Suggested solution: either ignore the strength and damage, or live in a world where a Gas weapon can do normal damage in addition to Gas effects, and work out in which order to apply both effects.
Page 113:
The Ceramite shield lacks the rule that allows a fighter to equip a Ceramite shield in addition to a regular suit of armour (see Armoured Bodyglove and Scrap Shield). Additionally, it doesn't have a rule that states you should check whether the wielder was Standing before the attack to see if they get the armour bonus (which makes it useless against most ranged attacks, since the fighter will be Pinned by the time they get to make an armour save — the Energy/Assault shield Weapon trait does have a rule to that effect). It also lacks the rule that changes where the attack originates from for weapons with the Blast trait (again, see Energy/Assault shield). Finally, it states the attack must originate "in their line of sight", which is different from the more sensible "within their vision arc" found on Energy shield. ("within their line of sight" means you can draw LoS to the attacker, regardless of facing, while "within their vision arc" means the attacker is in the target's field of view).
Suggested solution: add all of the above rules from the related items as noted, re-worded to fit the Ceremite Shield of course.
Page 117
The Gyrinx Cat's special rule "Small Target" is different from the same rule possessed by the Necromunda Giant Rat from page 93 of the Book of Peril. It lacks the effect which makes the model immune to stray shots.
Suggested solution: apply the same wording as the Giant Rat.
Page 121
The Threadneedle Worms description says it is removed from both a fighter's card and the gang's stash when used, It cannot exist in both those places. Additionally the table has gaps and overlapping ranges, it reads:
1 - The Worms Turn
3-4 - A Few Live Worms
4-5 - A Few More Live Worms
6 - A Can Full of Worms
Suggested solution: Ignore references to the stash. Change the second entry on the chart to, "2-3 - A Few Live Worms".
Page 20
Void-born Scum clearly have an incorrect characteristic profile. (I am obligated to inform you that lead designer Andy Hoare has confirmed these characteristics are indeed correct, via a Facebook post in a closed group. This does not answer the question of if their weapons and the amount of fighters are correct. The consensus here at the YakTribe is that we believe all 3 of those things cannot be correct)
Suggested solution: use the characteristic profile for Factoria Workers on page 22.
Page 25
The Scouring psychic power is different from the one listed in the Chaos Cults gang, it lacks the Continuous Effect rule and is lower strength.
Suggested solution: assume this is an update and apply it to Chaos Cult gangs as well.
Page 33
Magnacles are missing from the Enforcer equipment list.
Suggested solution: add them to the list.
Page 47
Willpower is listed twice on the advancement chart, incorrectly replacing Leadership on the second line.
Suggested solution: change Willpower on the second line to Leadership.
Page 52
The scenario table references page 91 of the Necromunda Rulebook, when it should actually reference the very next section on the same page of the Book of Judgement.
Suggested solution: replace "page 91 of the Necromunda Rulebook" with "below".
Page 52
The "Determining the Attacker and Defender" section references page 90 of the Necromunda Rulebook, when it should actually reference page 44 of The Book of Judgement. Additionally when it references the Wastes Territory on page 200 of the Necromunda Rulebook, it should also reference the Whisper Brokers Racket on page 76 of The Book of Judgement.
Suggested solution: replace "page 90 of the Necromunda Rulebook" with "page 44", and add to the parenthetical text: "...or the Whisper Brokers Racket - see page 76."
Page 53:
The Draw Intrigues rules conflict with their description on page 63. Here you are instructed to have both players read all 6 cards and any card may be claimed by any player, while on page 63 players are told to only read the three cards they draw and can only claim their cards. Also the page reference is off by 1.
Suggested solution: replace the first sentence of this paragraph with the one under "Drawing Intrigues" on page 63. Change the the page reference in the next sentence to "Page 63".
Page 57
The Purchase Equipment rules mention nothing about common item's availability from the Black Market, and neither do the following sections on Rare or Illegal items. As written there is no way to purchase these items.
Suggested solution: Allow gangs to purchase Common items in the Black Market Trading Post as if they were Common items in the regular Trading Post.
Page 66
The Intrigue Stand Alone must be played on an enemy fighter, but the effect and reward make it clear it should apply to a friendly fighter.
Suggested solution: replace the word "enemy" with "friendly".
Page 69 and 70
The Intrigues "Cut Off The Head" and "Watch From The Shadows" have their flavor text mixed up.
Suggested solution: swap their flavor text.
Page 76
Xenos Beast Trafficking has a "Special" Boon that gives 2D6x10 credits. Since you have to choose the highest "Income" Boon if more than one is available, RAW this allows multiple Income Boons, since one of them is labeled "Special".
Suggested solution: Change the second enhanced boon's type from "Special" to "Income" .
Page 81
Gambling Empire has an enhanced boon with the "Income" type which does not give income.
Suggested solution: Change the enhanced boon's type from "Income" to "Special" .
Page 86
Both The Resurrection Game and Peddlers of Forbidden Lore lack the stipulation that you must control both linked rackets in order to gain their second enhanced boons.
Suggested solution: require the ownership of both linked rackets.
Page 87
Estus Jet's fighter card has the incorrect stats for her throwing knives; it is missing the Silent trait, and has a strength value.
Suggested solution: use the correct stats from Gangs of the Underhive.
Page 87
Estus Jet's fighter card has the incorrect stiletto knife stats; it is listed as having +1 to hit but this bonus was removed in Gangs of the Underhive, and it has a strength value.
Suggested solution: use the correct stats from Gangs of the Underhive.
Page 91
Cor Coran is armed with a forged Guilder seal, but he has no way of visiting the Trading Post.
Suggested solution: Cor Coran may make a Trade action as if he is a champion after a battle in which he took part.
Page 92
Vunder Gorvos' Stub gun has the (outdated) Pistol trait instead of the (currently used) Sidearm trait.
Suggested solution: Replace Pistol with Sidearm, what did you expect to see here?
Page 92
Vunder Gorvos' wargear contains "2x Gold plated and Master-crafted Stub guns'' but his card shows 1x Stub gun, 1x Shotgun and 1x Sword. As a Hive Scum he is allowed to have 3 weapons, not 4.
Suggested solution: Remove the 2x.
Page 93 and 94
No weapon is asterisked in the Black Market Trading post on Page 94, and Page 93 is missing the the usual reference to asterisked weapons taking two weapon slots, as seen in the Trading post and all Gang composition rules.
Suggested solution: add the asterisk paragraph from page 116 of Gangs of the Underhive to page 93 of The Book of Judgement, and give all heavy weapons in the black Market an asterisk.
Page 98
Gaen Gorvos' fighter card has the incorrect stats for her throwing knives; it is missing the Silent trait, and has a strength value.
Suggested solution: use the correct stats from Gangs of the Underhive.
Page 99
Jonny Razor's fighter card has the incorrect stats for his throwing knives; it is missing the Silent trait, and has a strength value.
Suggested solution: use the correct stats from Gangs of the Underhive.
Page 100
Stun grenades for the Subjugation pattern grenade launcher have the Grenade trait. Just like in Gangs of the Underhive they do not have Blast (X).
Suggested solution: replace the Grenade trait with the Blast (3") trait, or decide that they they should not have Blast, that's actually out of the scope for this list as it is also missing Blast in Gangs of the Underhive, so I made an assumption.
Page 101
The heavy concussion ram appears to be missing the Blast trait when compared to the concussion carbine.
Suggested solution: add either Blast (3") or Blast (5").
The stats for the Goredrinker Awe are clearly incorrect, it rivals most two-handed & unwieldy close combat weapons with neither of those penalties, an easily mitigated Reckless trait, and only 20 credits cost.
Suggested solution: ban the Goredrinker Axe until it receives errata.
Page 104
The Rak' Gol Razor Gun has the Toxin trait, but also has a strength and damage value.
Suggested solution: Suggested solution: either ignore the strength and damage, or live in a world where a Toxin weapon can do normal damage in addition to Toxin effects, and work out the correct order in which to apply both effects.
Page 105
The Neural Flayer has the Concussive trait, there is no Concussive trait but there is a Concussion trait.
Suggested solution: change the trait to Concussion.
Page 105
The Neural Flayer has the Fear trait on both firing modes, but Gas only on the Full Blast. Fear has no effect without the Gas.
Suggested solution: remove the Fear trait from the Short Burst profile. As it is currently written Short Burst having the Fear Trait does not break anything as it is simply ignored because no Injury roll is made, it it's simply sloppy editing.
Page 107
The Withertouch Pistol has the Toxin and Melta traits, and has a strength and damage value. Melta triggers when the target is reduced to zero wounds, while Toxin does not reduce the wounds value of a target at all.
Suggested solution: Ignore the portion of the Melta trait in which wounds are mentioned, and have it trigger when the Toxin trait would cause an injury dice to be rolled. Also, either ignore the strength and damage, or live in a world where a Toxin weapon can do normal damage in addition to Toxin effects, and work out in which order to apply both effects. If you choose to have it do damage as well as toxin, only apply Melta as it would originally work.
Page 108
Desire's Needle and Whisperbane knife both show the hit bonus under the Short range modifier, rather than under Long range.
Suggested solution: move the hit modifiers to the long range band.
Page 108
Desire's Needle has the Toxin trait, but also has a strength and damage value.
Suggested solution: either ignore the strength and damage, or live in a world where a Toxin weapon can do normal damage in addition to Toxin effects, and work out in which order to apply both effects.
Page 108
Desire’s needle has both the Power and Toxin traits. Toxin does not cause damage and Power increases damage by 1 on a natural 6 to hit.
Suggested solution: see the above notes on Desire's Needle, or better yet just ban the thing, it was clearly written without any knowledge of Necromunda rules for damage and weapon traits!
Page 111
Gas shells for various weapons have strength and damage characteristics, but the rules for Gas say they do not pin or roll to wound.
Suggested solution: either ignore the strength and damage, or live in a world where a Gas weapon can do normal damage in addition to Gas effects, and work out in which order to apply both effects.
Page 113:
The Ceramite shield lacks the rule that allows a fighter to equip a Ceramite shield in addition to a regular suit of armour (see Armoured Bodyglove and Scrap Shield). Additionally, it doesn't have a rule that states you should check whether the wielder was Standing before the attack to see if they get the armour bonus (which makes it useless against most ranged attacks, since the fighter will be Pinned by the time they get to make an armour save — the Energy/Assault shield Weapon trait does have a rule to that effect). It also lacks the rule that changes where the attack originates from for weapons with the Blast trait (again, see Energy/Assault shield). Finally, it states the attack must originate "in their line of sight", which is different from the more sensible "within their vision arc" found on Energy shield. ("within their line of sight" means you can draw LoS to the attacker, regardless of facing, while "within their vision arc" means the attacker is in the target's field of view).
Suggested solution: add all of the above rules from the related items as noted, re-worded to fit the Ceremite Shield of course.
Page 117
The Gyrinx Cat's special rule "Small Target" is different from the same rule possessed by the Necromunda Giant Rat from page 93 of the Book of Peril. It lacks the effect which makes the model immune to stray shots.
Suggested solution: apply the same wording as the Giant Rat.
Page 121
The Threadneedle Worms description says it is removed from both a fighter's card and the gang's stash when used, It cannot exist in both those places. Additionally the table has gaps and overlapping ranges, it reads:
1 - The Worms Turn
3-4 - A Few Live Worms
4-5 - A Few More Live Worms
6 - A Can Full of Worms
Suggested solution: Ignore references to the stash. Change the second entry on the chart to, "2-3 - A Few Live Worms".
Last edited: