N18 Collected Errors/Typos in the Book of Ruin

TopsyKretts

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Dec 29, 2017
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A dedicated thread to discuss the contents of the new Book of Ruin!

Previous discussions:
  • N19 Rulebook (Dark Uprising)
  • Book of Judgement (Enforcers)

Here is a summary of various findings (contributed by several members here).

INTERNAL CONFLICTS
  • Razor-sharp talons (page 50, 101): The first matches Khimmerix's weapon (Str S+1, AP -2, D3, Rending), the second is a brand new, much weaker weapon profile (Str +1, AP -1, D 1, Rending).
    • Solution: Count the new weapon profile as "Custom razor-sharp talons".
  • Scouring Pyromancy Wyrd Power (page 34, 99): The first is similar to the old one from Book of Perils, which was later fixed in Book of Book of Judgement. The later is the correct one, as fixed in Book of Judgement. Neither are 'Continuous Effect', but the bad one counts as a carried weapon 'while maintained'. The correct one is fired immediately when successfully making the Wyrd Power. The good one on page 99 is also different from all previous Scouring by having AP -2.
    • Solution: Use the new profile, fired immediately (not carried, maintained or CE) when successfully making the Wyrd Power.
  • Extra arm (page 43-45): Different Extra Arm Special Rules. The Alpha has a newer wording, while the wording for Acolytes and Neophytes was copied from PDF.
    • Solution: Apply the new wording universally.
  • Assail (page 34, 48, 79, 99): The version on page 99 (copied from The Book of Judgement page 117 or 124) is different from the others (page 34, 48 and 79) (copied from The Book of Judgement page 25).
    • Solution: ?
EXTERNAL CONFLICTS (CONFLICT WITH PREVIOUS PUBLICATIONS)
  • Venomous bite (page 101): A new unique weapon (AP -2, Melee, Toxin), however Cyberachnid already have this weapon with a different profile (identical to stiletto knife).
    • Solution: Count the new weapon profile as "Custom venomous bite".
  • Throwing knives (page 94): Incorrect profile for throwing knife. Missing silent and has Str S (toxin weapons usually shouldn't have Str).
    • Solution: Use the correct profile from the rulebook.
  • Flame Blast (page 99): Technically different from the one found in The Book of Judgement on page 117 (says 'weapon with the Melee trait' instead of 'close combat weapon', but may count as a clarification) and completely different from the one found in The Book of Judgement on page 124 (says 'ranged weapon'). This could be intentional as the fighters are carrying different weapons, but still...
    • Solution: Apply to any weapons/attacks?
  • Freeze Time (page 99): Different from the one found in The Book of Judgement on page 117. It now applies 'during the following round' instead of 'for the remainder of this round' and its range has been reduced to 6" (instead of 12"). Of note, there is a reference in the Book of ruin to the powers from the N18 rulebook (those from the Ghast Harvest scenario, on page 171), that use the same wording as the Book of Judgement. So it may technically count as an internal inconsistency.
    • Solution: ?
  • Hierarchy of the Damned and the Loss of a Leader (page 25-26): Specialists get priority over regular gangers in the rulebook (but don't in the book of ruin).
    • Solution: Use the priority that includes Specialists.
  • Corpse Grinder Cult Icon (page 123): Listed under Gang Equipment. Does not specify what action type Enrage is (Simple/Basic/Double). In conflict with Dark Uprising rulebook.
    • Solution: Enrage is a Simple action and Fighter Equipment.
  • Outlaw gangs (p6 & ): Cannot purchase gang-specific Exotic Beasts or Brutes.
    • Comment: Why make the distinction for Brutes and not Hangers-on? While gang-specific Hangers-on didn't exist then, they do now. And this wording is reused for new gang variants like Malstrain Corrupted.
ERRORS
  • Abomination of Badzone 12 is not immune to Pinning and can't make an action to stand up. Should probably be immune to Pinning, either by a special rule (similar to Spawn), or given Nerves of Steel since it automatically passes Cool checks (except Nerves of Steel has unclear interactions with Seismic trait).
    • Solution: Apply same rule as spawn, making it immune to Pinning.
  • Hermaphage Magos (page 50): Doesn't specify Non-sanctioned. The fighter is an Outlaw Bounty Hunter with several Wyrd Powers. Alyce Shivver is also Outlaw Bounty Hunter with several Wyrd Powers, but is specified to be Non-sanctioned.
    • Solution: Hermaphage Magos should be Non-sanctioned also!
  • Spearing spines and bony growths (page 101): Melee weapon with 1" long range, but missing the Versatile trait.
    • Solution: Should probably have Versatile!
  • House Favours (page 106): "Note that the House Favours table included here is the same as the one on page 148 of the Necromunda Rulebook, and has been included for completeness". Wrong, it is NOT the same! On a 13+, old gives equipment for 100 credits, new is 150 credits.
    • Solution: Use the new one with 150 credits (more money, yay!).
  • House & Outlaw Favours (page 107-108: Mix between "campaign cycle" and "campaign week".
    • Solution: Replace cycle with week.
  • Chaos Favours (page 110): Dark Omens specifies the Demagogue (title of Chaos Cult Leader) to perfrom the Lead Ritual post-battle action. However other Chaotic gangs (Corrupted gangs & Corpse Grinder cult) don't have a Demagogue. And Corpse Grinder Cult can't even perform the Lead Ritual post-battle action (which may be an error of itself).
    • Solution: Replace Demagogue with Leader (universally applicable). Possibly allow Corpse Grinder Cult Leaders to make the Lead Ritual.
  • Demolition Charge (page 32, 46): Both Chaos cults and Genestealer cults have to pay 65 credits to purchase Demolition charges from their respective Equipment Lists while they only cost 50 credits in the trading post. This error has been copy/pasted from the pdf (demo charge were 50 credits for Genestealer Cults in the original WD article).
    • Solution: Use 50 as cost.
  • Meeeeeeeeeat! scenario (page 83): Specifies how many tactics cards the "defender can choose. But there are no attacker or defender in this scenario.
    • Solution: Use Custom(2) for all players.
  • Hierarchy of the Damned (page 25): Still references the Cult Leader skill from the original article. This skill as been replaced by the Devotionspecial rules in the pdf (the problem already existed in the pdf though).
    • Solution: Apply Devotion as the new name universally.
  • Turf War (page 41): "If using a Genestealer Cults gang in a Turf War Campaign, the following rules apply" -WTF?!?
    • Solution: Replace with Dominion.
  • Daemonic Incursion (page ): The 7+ result states that fighters can become possessed, excluding the rules for the Daemon to jump to new fighters. What happens if the possessed fighter is taken Out of Action by something other than a melee weapon, or the 5+ exorcism roll fails? According to the rules of Possessed Fighters, exorcism is only when taken out of action in close combat / coup de grace AND rolling 5+. Otherwise it jumps.
    • Solution: Exorcism in this scenario applies any Out of Action (regardless of attack) and is always successful (no roll).
  • Mutations could be interpreted as also applying to pets (nothing seems to prevent it?). But they interact badly with how most/all pets are.
    • Solution: Pets cannot gain mutations?

CHANGES AND IMPROVEMENTS
  • Hardened Flak is fixed from previous version in Book of Judgement. AP is reduced by 1, to a minimum of -1.
  • Witch can no longer be randomized as the focus of Dark Ritual.
  • Genestealer Cult (page 43-44): Leader (Alpha) got +1 Str, Champion got -1 Str.
  • Genestealer Cult Flamer cost increased from 100 to 140.
 
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I'll start by adding that the favours of the chaos gods are now extended. Looks more interesting than the single effect offered in previous chaos rules. New chaos god favours are also available to more gangs now. The leader must still make a dark ritual to gain these bonuses.
  • Corpse Grinder Cult: Khorne only (duh)
  • Chaos: any (can change between battles)
  • Corrupted gangs (House gangs and possibly also Bounty Hunter gangs?): Any (cannot change after choosing the first)
Khorne:
  • Re-roll failed wound roll once per round (same as before)
  • +1S to Spawns
  • +1A to Leader
Nurgle:
  • Re-roll a Recovery roll once per round (same as before)
  • +1T to Spawns
  • +1W to Leader
Slaneesh:
  • Activate 2 fighters instead of 1, once per round (same as before)
  • Roll 2D6 and choose the highest when moving Spawns
  • +2"M to Leader
Tzeentch:
  • Ignore all negative modifiers when making a Shoot (Basic/Double) action once per round (same as before)
  • 4+ save to Spawns
  • Leader gains a random wyrd power.
I think these add more flavor to the favours!

Edit: Corpse Grinder Cult may not have access to Chaos Gods Favours after all :cry:
 
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I'll start by adding that the favours of the chaos gods are now extended. Looks more interesting than the single effect offered in previous chaos rules. New chaos god favours are also available to more gangs now. The leader must still make a dark ritual to gain these bonuses.
  • Corpse Grinder Cult: Khorne only (duh)
  • Chaos: any (can change between battles)
  • Corrupted gangs (House gangs and possibly also Bounty Hunter gangs?): Any (cannot change after choosing the first)
Khorne:
  • Re-roll failed wound roll once per round (same as before)
  • +1S to Spawns
  • +1A to Leader
Nurgle:
  • Re-roll a Recovery roll once per round (same as before)
  • +1T to Spawns
  • +1W to Leader
Slaneesh:
  • Activate 2 fighters instead of 1, once per round (same as before)
  • Roll 2D6 and choose the highest when moving Spawns
  • +2"M to Leader
Tzeentch:
  • Ignore all negative modifiers when making a Shoot (Basic/Double) action once per round (same as before)
  • 4+ save to Spawns
  • Leader gains a random wyrd power.
I think these add more flavor to the favours!
Yes, I agree, these make it feel like a proper gang starting to (covertly) worship Chaos and their leader starting on the path of all Chaos champions:)
My Goliaths are Pit-fighter maniacs already, so as soon as I heard normal gangs could get corrupted I was thinking about turning them to Khorne worship (base 4 Attacks Leader seems pretty juicy). That said I might very well end up converting 'alternate' leaders for most of my existing gangs to represent their 'recent' turn to chaos and the 'favour' of the specific dark God to the leader, while the gangers remain more or less 'normal'.
At present I am thinking about:
- Khorne Goliath leader with a Skull mask (from the Corpse grinders kit) armed either Paired heavy Chain cleavers (if available) or a Heavy Rock cutter (to maximise those base 4 attacks) - probably both.
- Nurgle Orlock leader, converted from one of the Fat players from the Nurgle Blood bowl team, armed with a Grenade launcher (with Choke grenades and Synth still) and maybe the Needle injector weapon from the black market.
- Slaanesh Escher leader with a pair of 'multi-hit cursed daggers' from Black market.

BTW, if you have the BoR at hand, could you 'spoil' what are the supposed new House/Criminal/Chaos/Gene stealer favor tables like (based on the previewed table of contents of the book)? Are these new versions of House favours or do they substitute the benefits for being Law abiding/Outlawed from BoJ?
Another detail that interests me is what is in the Trading post Appendix (how many items of what types)?
Thanks and cheers!
 
If you make a Khorne Goliath leader for your corrupted gang, who's gonna stop you from equipping paired heavy chain cleavers! Gotta break those rules!!!

Edit: aaaaand heavy chain cleaver is available on the Trading Post. 80 credits, Rare 7. No Paired available (yet), so no discount or double attacks bonus... But still, break those rules and buy the paired!
 
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No idea. Probably some overlap with Corpse Grinder Cult, Savagery skills and Armoury. And 6 of the scenarios.

Turns out Enforcer armour is available in the Trading Post, but CGC armour is not... weird.

Hardened flak: 20, Rare 10
Layered flak: 20, Rare 8
Hardened layered flak: 35, Rare 11
 
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I always forgot about my Nurgle favor. Definitely won't forget the lucky games when I have +1 wound!

The spawn buffs have some fun synergy with the Chaos exclusive tactics card (leader goes OOA or seriously injured - pass a willpower check to become a spawn)
 
CGC armour is not available in trading post (as far as I've read). At least not in Book of Ruin. I think they only got 1 unique, the Plate Mail, which is basically a slightly improved Furnace Plate, so not a big loss.
 
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CGC armour is not available in trading post (as far as I've read). At least not in Book of Ruin. I think they only got 1 unique, the Plate Mail, which is basically a slightly improved Furnace Plate, so not a big loss.
Sorry I was asking about the weapons like the chain cleavers and flensing saw, are they in the trading post?

Thank you for checking!
 
No idea. Probably some overlap with Corpse Grinder Cult, Savagery skills and Armoury. And 6 of the scenarios.

Turns out Enforcer armour is available in the Trading Post, but CGC armour is not... weird.

Hardened flak: 20, Rare 10
Layered flak: 20, Rare 8
Hardened layered flak: 35, Rare 11
That's crazy. Layered Flak is better than Hardened Flak but easier to get hold of and the same price?

Ugh, time for more Trading Post tweaks for my campaign!
 
Could depend on your interpretation of Hardened Flak: RAW it's 'minimum AP 1', at least in the Book of Judgement, and so actually improves your save on AP0 and lower. So you're getting a 4+ save against anything without an AP value (i.e. most weapons), and a 3+ against AP0 blasts, which would make it a little more balanced compared to Layered flak at the same price.
 
Cheese masks are DEFINITLY not available!

Better check my rules summary for updates, I've added all there.
 
Nicely spotted error in the Book of Judgement! Updated to minimum AP -1! Here is RAW:

"Additionally, when an enemy fighter makes a ranged attack against a fighter wearing hardened flak armour, the Armour Penetration of the weapon used is decreased by 1, to a minimum of -1."

Looks like a paid stealth errata here.
 
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