Finally managed to sit down and start reading through the lore sections properly.
I don't think I've seen anyone mention it yet, but the uh... divisive bit of lore from the preview about turning a bit of the Spire into a space ship is handled in way that I think will bother people less.
It's in the timeline section under the heading 'An Unreasonable Request' for one thing. House Van Saar accepted the contract, but "decades of work and untold millions of credits later" admit that they've failed... though they've actually managed to secret monitoring devices all over the Imperial House's inner sanctum. Not quite as silly as the preview made it seem, right? (Not that there's anything wrong with a bit of silliness in Necromunda)
One of the famous names of the house vanishing after possibly inventing a time machine, and someone claiming to be them appearing thousands of years later to try to deliver warnings of an attack on the House is pretty cool too.
And though the Archeoteks are underwhelming in places rules wise, the background's much better. Frequently mad scientists, varying between terrifyingly cold rationality and fanatical devotion to the STC that wouldn't be out of place in the Mechanicus. Either way, you shouldn't take your eyes off them for a moment incase they accidentally drain power from this entire hab block, or trap half the gang hideout in a stasis field. Having them follow a warped version of Asimov's three laws is also a nice reference.
Anyone else got some favourite lore from the book?