N18 Collected Errors/Typos in the Book of Ruin

Another small internal inconsistency, copy/pasta error:

The Hierarchy of the Damned brown box (page 25) still references the Cult Leader skill from the original article. This skill as been replaced by the Devotion special rules in the pdf.
The problem already existed in the pdf though.

The Hierarchy of the Damned and the Loss of a Leader brown boxes on the next page also contradict each other as Hierarchy of Damned references the usual Loss of a Leader rules from the N18 rulebook. The difference is that specialists get priority over regular gangers in the rulebook, but don't in the book of ruin.


Also, did you guys notice the Genestealer cults gangs in Turf War campaigns brown box on page 41?
I think somebody didn't get the memo...
 
Did they print a 3rd Scouring renamed to "Psychic Vomit"?!? But why? Str 2, D1, Blaze, Template. Fired immediately after successfully making the wyrd power.
 
Thought I'd keep track of the many versions of Scouring we've been blessed with!

VersionOriginates fromRelated toContinuous Effect?NoteStrengthAPDamageTraits
1White Dwarf April 2018Chaos CultNoWhile active3-1Blaze, Template
2Chaos Cult pdf v1 & v2Chaos CultYesWhile maintained3-1Blaze, Template
4Book of PerilMortanna Shroud & Thaetos 23-2NoWhile maintained2-1Blaze, Template
5Book of JudgementMind-locked WyrdNoFired immediately 2-1Blaze, Template
6Book of RuinChaos CultNoWhile maintained2-1Blaze, Template
7Book of RuinPossessed HiverNoFired immediately2-21Blaze, Template
8Book of RuinPossessed Fighter (Scourge renamed to Psychic Vomit)NoFired immediately2-1Blaze, Template
 
Well, if you assume, that the Scouring from Posessed Hiver profile is the "correct" variant finally (which seems to be the case LOGICALLY, however we all know better than to use logic in Munda rules...), then Psychic Vomit does make sense - it IS different (no -2 AP) and thus has a different name to distinguish between them.
Which, if you think about it, should have been the case from the start, if the intent was to make slightly different variants of the same thing for different psychers (i.e. Lesser Scouring, Scouring, Greater Scouring etc.).

It's better not to ponder too much, what actually was the intent, though. Might turn you into a Chaos Spawn eventually. Just sayin'.
 
Yes, it is actually the correct way of doing it! But I don't feel confident this is actually what they intended. No clear answer, but this is what I will do:

Psychic Vomit is the same as Scourge, and Scourge uses the new profile with AP -2. It gives a nice little boost to this Psychic Power, and probably won't make much difference. This decision will of course change after the next book.
 
Thought I'd keep track of the many versions of Scouring we've been blessed with!

VersionOriginates fromRelated toContinuous Effect?NoteStrengthAPDamageTraits
1White Dwarf April 2018Chaos CultNoWhile active3-1Blaze, Template
2Chaos Cult pdf v1 & v2Chaos CultYesWhile maintained3-1Blaze, Template
4Book of PerilMortanna Shroud & Thaetos 23-2NoWhile maintained2-1Blaze, Template
5Book of JudgementMind-locked WyrdNoFired immediately2-1Blaze, Template
6Book of RuinChaos CultNoWhile maintained2-1Blaze, Template
7Book of RuinPossessed HiverNoFired immediately2-21Blaze, Template
8Book of RuinPossessed Fighter (Scourge renamed to Psychic Vomit)NoFired immediately2-1Blaze, Template

Come to think of it, version 7 (which logically looks like it's the one "correct" Scouring) actually looks decent. It's an instant autohit, with a potential to hit several targets, 5+ to wound vs. regular mooks and also negates most starting armours, there's also the chance to burninate the target when you inevtably fail to kill it :)

I'd actually gladly take that on my Wytch, if it was like that when I first started m Cultists. Too bad that was in the dark days of Community Site PDF cultists... And since then friends gave me a VS box as a present, so I think I know which gang I'll be running in the next campaign...

Quite ironically, the Blessing of Khorne makes this new Scouring even better :D
 
Some oddities in the last scenario "End Times":
  • The Spontaneous Mutation effects go up to 7+, but only a single D6 is rolled. Seems like there's a missing modifier of sorts? Any idea what that could be?
  • Daemonic Incursion (7+) states that fighters can become possessed, but excludes the rules for the Daemon to jump to new fighters. "Note that unlike the Daemonic Possession scenario, these Daemons will not jump between bodies and remain in play until they are exorcised by an Underhive Exorcism or the battle ends.". 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.
Some minor nuances/nuisances:
  • Some scenarios cover the conditions for Win-Draw-Lose to the fullest extent. But others, while having tie breakers to win, do not cover draw/lose. Maybe implicit?
  • The conditions for when the battle ends can vary between end of a round to start of a round. Does this matter? It could potentially make a difference, but gut feeling says this is just inconsistent / random.
 
  • The Spontaneous Mutation effects go up to 7+, but only a single D6 is rolled. Seems like there's a missing modifier of sorts? Any idea what that could be

The 7+ is from the End Times table, not from the Spontaneous Mutation's sub-table. Basically that just means, that at turn six every downed ganger starts to explode with Daemonic goodness. Yay!
There are seemingly just six variants of Random Mutations.

  • Daemonic Incursion (7+) states that fighters can become possessed, but excludes the rules for the Daemon to jump to new fighters. "Note that unlike the Daemonic Possession scenario, these Daemons will not jump between bodies and remain in play until they are exorcised by an Underhive Exorcism or the battle ends.". 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.

Classic N18 rules writing, y'know what I mean? ;)
RAW it's definitely unclear how exactly the posessed gangers behave, when they go OoA, however that's far from the first such instance, so TO THE HOUSERULE CAVE, I say.
Two ways to handle that seem obvious from the get go, maybe your group will come up with something else, but anyway agree before you try :)
1. The ganger going OoA is just removed from the board as normal, the Daemon doesn't jump and is for all intents and purposes also removed, and the ganger, who caused the OoA (if there was such a ganger) receives 1d3 XP in the end of this scenario (see XP reward in scenario description later). If the OoA was caused by a Melee attack or a CdG, check if the Exorcism is successful on a 5+, but in any other case the fighter going OoA still causes the 5" blast as per Daemonic Incursion result on the End Times table, so the Daemon effectively "jumps" in this fashion, provided there's somebody close enough.
2. The second way requires way more bookkeeping and is probably better for an arbitrated scenario. You can ignore any OoA results which are not also successful Exorcisms and stand up downed possessed fighters every turn, only giving bonus XP successful exorcisms. The 5" blast still occurs when an OoA is rolled as more Daemons breach the veil. This variant is way more brutal and, possibly more fun, depending on your preferences. Most everyone might end up possessed.
 
The 7+ is from the End Times table, not from the Spontaneous Mutation's sub-table. Basically that just means, that at turn six every downed ganger starts to explode with Daemonic goodness. Yay!
There are seemingly just six variants of Random Mutations.
Oh yeah, I see it now!!! Damn, that's a confusing layout, being split up on 2 different pages!

This is how it's supposed to be read:

  • Round 1-3: Insanity Reigns
  • Round 4-6: Spontaneous Mutation, roll a D6 for each Insane fighter:
    • 1: +2S
    • 2: +2"M
    • 3: +1A
    • 4: +1I
    • 5: +2T
    • 6: +3A
  • Round 7+: Daemonic Incursion
 
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Similar theme as the "Blaze of Glory", a scenario which marks the finale for one or more gang. I'm really tempted to try it, but my campaign never ends, so anxious to how it will go afterwards.
 
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It's a nice final.game of the campaign if you had time to play it. With the possibility that any guys who make it or can be rehired at a discount in the next campaign
 
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