N18 More Book of Desolation Questions

Neil McLellan

Ganger
Jun 16, 2018
156
156
43
Orange Park, FL
Do Spyrers get Ferryman in an Underhells campaign? I see no rules saying they do not, but there is a bit in the lore section saying they “eschew” them. Of course there is also lore saying Haera’s single target flash weapon is the most powerful weapon in the universe, so I dunno how good the communication lines between the rules writers and the lore writers are.

Speaking of flash weapons, when a Spyrer is hit with a flash weapon, fails Initiative check, and has two ready markers do they only lose one? Likewise if the same happened but they had no markers would they get one or zero on next turn? I was disappointed that the description of Flash in the back of Book of Desolation is the same as previous not acknowledging some gangers now have more than one. If you squint it says “Ready Marker” not “Ready Markers” so I guess only one and think that probably works better?
 
Spyrers have a rule saying any rules that remove Ready markers only remove a single Ready marker. That should address the question for Flash. There are of course other rules that prevents activations completely like Mind Lock, which RAW would still work and can effectively remove 2 Ready makers from Spyrers.

Ferryman is available to all gangs who choose the archeotech allegiance. Have not found any exceptions for any gangs yet.
 
Spyrers have a rule saying any rules that remove Ready markers only remove a single Ready marker. That should address the question for Flash. There are of course other rules that prevents activations completely like Mind Lock, which RAW would still work and can effectively remove 2 Ready makers from Spyrers.

Ferryman is available to all gangs who choose the archeotech allegiance. Have not found any exceptions for any gangs yet.
Oh yeah, thanks, I see it now.
hrm I guess even Nomads get Ferryman If playing Underhells (and correct faction.)
 
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Roaming Horrors arrive at the start of rounds.

Roaming Horrors (p82):
In a scenario that uses Roaming Horrors, the player with Priority rolls on one of the tables that follows before the Ready Gang step.

Roaming Horrors (p83):
At the start of each round (unless noted by the scenario) Horrors will begin to appear...

Underhells Encounter scenario (p96):
If a weapon with the Blast (3"/5"/*) trait was fired during the round, add 1 to the roll to generate Roaming Horrors.
Surely, it is supposed to be during the previous round? Normally it will be impossible to fire any blasts before activating any fighters.
 
What does 'add 1 to the roll to generate Roaming horrors' is? Say, I roll 56 on a D66, does it become 61? And 66 stays 66 I presume?
Roaming Horrors arrive at the start of rounds.

Roaming Horrors (p82):


Roaming Horrors (p83):


Underhells Encounter scenario (p96):

Surely, it is supposed to be during the previous round? Normally it will be impossible to fire any blasts before activating any fighters.
 
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