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N18 Collected Errors/Typos in the House of Artifice

TopsyKretts

Hive Guilder
Tribe Council
Dec 29, 2017
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Here we go again!

Previous discussions:


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

INTERNAL CONFLICTS
  • Infra-Sight specifically only mentions Pistol, Basic and Special weapons in the equipment lists, but also lists Heavy Weapons under Weapon Accessories.
    • Comment: Is this an universal update to infra-sight, or simply another mistake?
  • Cyberachnid: 0-3 for leader and specialist champ, 0-2 for old champs.
    • Comment: Why is this different?

EXTERNAL CONFLICTS (CONFLICT WITH PREVIOUS PUBLICATIONS)
  • Throwing Knives (Armoury): Str S.
    • Comment: This is a Toxin weapon, Str S doesn't make any sense here. Are they STILL copy-pasting long outdated incorrect weapon profiles from 2-3 years ago?
  • Lasgun combi (meltagun/plasmagun): This is removed and replaced by laspistol combi (meltagun/plasmagun).
    • Comment: Was the original lasgun combi a mistake all this time? Is this an update or an error? The combi was lasgun in Gang War 3 and N18, but now in N20 HoA it is laspistol instead (with the same meltagun/plasmagun combi options).
  • Hangers-on & Brute Rep limitation table (p50): The last line is missing from the Hangers-on/reputation table (+1 per additional 5 rep).
    • Comment: Apparently, this gang can never have more than 24 rep :p This is repeated from Orlock (House of Iron).
ERRORS
  • Twin-linked trait: Re-roll any number of ammo dice.
    • Comment: What is ammo dice? Dice for ammo checks? Or Firepower dice? Most probably Firepower dice.
  • Lisbeth's Twin Linked heavy las carbine: Does not have the new Twin-linked trait.
    • Comment: The servo-suit brute got Twin-linked both as a special rule and as a weapon trait for the weapon itself. Lisbeth got neither :cry: Or should we infer that the trait applies to all weapons with "twin-linked" in the name? That would include stimmer's twin-linked grenade launcher.
  • Lisbeth's Arachni-rig servo-suit: This is listed as wargear.
    • Comment: What does this wargear do?
  • Cyberteknika: Pay half its cost to repair any damage (a failed 4+ roll after a lasting injury in the same body location).
    • Comment: How to round this? An universal rounding rule (up to nearest 5 credits) would be useful (could specify any exceptions where applicable).
  • Rad cannon emplacement (gang terrain): This is another botched gang terrain. So many mistakes, they need to be divided:
    • Conflicting weapon profiles (internal and external conflicts): Page 99 (Emplacement) and page 113 (Armoury). The emplacement version's range is improved from 16"-32" to 24"-48" and gained Fixed. This is also conflicting with all previous publications.
      • Comment: Arguably the emplacement version is a different weapon, in which case it MUST have an unique name (ID). Then Fixed would make sense.
    • Fixed & Unwieldy.
      • Comment: Unlike all previous Fixed weapons, this one got Unwieldy. Probably forgot to remove?
    • No specification of deployment.
      • Comment: How is this deployed? Defender's deployment zone like all other Fixed weapons?
  • Energy Sink: Reduce strength within 3" (to a minimum of 1), but no minimum strength after reduction within 6".
    • Comment: Very minor, but an attack with Melta/Power/Plasma/Las can actually be Strength 1, in which case, would it be reduced to 0 if within 6"? Probably not.

NOTES
  • Gadgeteer (Tech skill): Can trade Plentiful for Knockback, Pulverise, Rending or Shock. Alternatively, can gain Rapid Fire (+1) if already having Rapid Fire (X).
    • Commment: If choosing Rapid Fire (+1), does the weapon NOT lose Plentiful?
  • Photogenic Engineer: Apply to all carried las weapons: +1 S & Unstable or re-roll failed Ammo checks.
    • Comment: Can the fighter choose for each action?
  • Catallus (Alliance): Fearless Allies rule can protect a Law-Abiding gang from becoming Outlaw.
    • Comment: Nobles can be allied with Outlaw gangs, but this rule is only useful for Law-Abiding gangs.
  • Plasma Grenade: Still got Unstable (unchanged).
    • Comment: This is the single worst item in the game! And now included in the house equipment list...
  • Thermal Mines (Melta trap): Correct application of the Melta trait (specifies short and long range).
    • Comment: Finally rules are written with an understand how Melta trait works :giggle:
  • 2 new scenarios:
    • Comment: The defender can in almost all cases avoid losing and forcing a draw by voluntarily fail the bottle test and flee the battlefield.
CHANGES AND IMPROVEMENTS
  • Twin-linked is a weapon trait now.
    • Comment: Time to clean up and remove the special ability then? This can trait can be applied to Stig-shambler's twin-linked heavy stubber, replacing its special rule.
  • Twin-linked heavy stubber lost Unwieldy and gained Twin-linked.
    • Comment: Too bad it wasn't done universally to Lisbeth's weapon also.
  • Explicitly specifies the exact number of fighters in the Guild :D
  • Imperial Imposters now protects against changing Alignment (instead of becoming an Outlaw gang).
    • Comment: This makes a lot more sense, since only Outlaw gangs can use this alliance.
  • Web projector (Cyberachnid) got Silent.
    • Comment: Makes sense, better late than never I guess.
  • Melta trap: No longer has Melta trait.
    • Comment: At last!
  • Increased cost of las-plas & las-melta combi.
    • Comment: Laspistol / melta combi (previously lasgun) up 10 credits (from 120 to 130). Laspistol / plasma combi (previously lasgun) up 20 credits (from 75 to 95). A welcoming change.

UNIVERSAL 'HOUSE OF ...' HOUSE GANG CODEX ISSUES
These are flaws in the universal structure of house gangs and can be expected to be repeated for all house gang codexes:
  • Gang Hierarchy specifies Cool tests for fleeing the battlefield is in the End phase. This is a change from start of the round.
  • House Agents:
    • What happens when Petitioning for House Agent and the gang gets fined (2D6*10 credits), but can't pay?
    • The fined result (16+) will never trigger because no gang with 10+ Reputation is going to roll for Petition.
    • Since House Agents have a variable cost, what is their contribution to gang rating? Their Equipment rule state the free equipment you get for them should be accounted for when determining Gang Rating, but what is the base value of the House Agent? Generic has a rating of 40 or 80 credits? Special Character has rating of 100 or 200?
  • Bounty Hunter (Generic):
    • Can equip items from the Trading Post, but does not specify any limitation in Rarity. The old (universal) generic Bounty Hunter could use items with rarity 10 or less.
  • Promotion: Specialist (Gangers) can be promoted to Champion, but refers to old promotion rules when only the single original Champion fighter type existed. It is unclear what types of Champions a Specialists can be promoted to now, since there are 2 types. Comparing promotion of prospects (new 'specialist' juve fighter), this varies depending on gang:
    • Goliath: Prospect can be promoted to Champion or Stimmer
    • Escher: Prospect can be promoted to Champion only (not Death-maiden for obvious fluff reasons)
    • Orlock: Prospect can be promoted to Champion or Arms Master
    • Van Saar: Prospect can be promoted to Champion or Archeotek
 
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TopsyKretts

Hive Guilder
Tribe Council
Dec 29, 2017
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4,467
193
Norway
There are some issues with new Tech skills and Cyberteknika too, but I need the book first to have a closer look.
 
Aug 9, 2015
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Very minor cut and paste typo for criminal allies... dont seem to be able to add screen shot from tablet, but first para on benefits for “Imperial Imposters” talks about “Fallen Houses” instead.

Note now talks about preventing alignment change rather than only becomin an outlaw... but, other than the awesome Master Charlatan, still not sure what the point in this alliance is other than thematic.
 
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Apr 10, 2018
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Note now talks about preventing alignment change rather than only becomin an outlaw... but, other than the awesome Master Charlatan, still not sure what the point in this alliance is other than thematic.

I've found them quite useful in Law and Misrule campaigns. It's a bit more protection from the consequences of using the Charlatan, and leaves more freedom to claim the 'best' Intrigues in most games.

More on topic of me:
Twin-linked weapons have had an issue since GotU, and unfortunately nothing seems to have changed for HoA. They let you re-roll Ammo dice. But uh... what's an ammo dice? My group played it as being the Firepower dice, but I could also see someone deciding it let you re-roll the dice of an ammo check.
Don't think a clarification of that ever showed up in an FAQ, and even if it did the clarification didn't make it into the new book.
 
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TopsyKretts

Hive Guilder
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Dec 29, 2017
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I believe it is the Firepower dice yes. Allowing more shots. Because it says you must accept the 2nd (re-rolled) result. This is an universal rule of all re-rolls, but would only be a negatve effect when re-rolling FIrepower dice, not dice for ammo checks?
 
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Thorgor

Of The YAQ
Oct 12, 2015
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Page 50: the last line is missing from the Hangers-on/reputation table (apparently, Van Saar gangs can never have more than 24 rep :p)
This is actually a repeated typo from House of Iron (page 50)

Compare to House of Blade (page 48) or House of Chains (page 62) that both have the complete table.
 
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TopsyKretts

Hive Guilder
Tribe Council
Dec 29, 2017
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Good catch! Not something most people would notice. Normally I wouldn't care about a silly detail like this, but considering the tall list of mistakes we already got, this has to be added.