![]() It would be a terrible shame to waste 9 or 12 XP on a skill that you can’t or don’t want to use. ![]() The usefulness spread with skills in Necromunda is atrocious, just like everything else. ![]() Just to reiterate: do not randomly generate skills. It’s also 12 XP to randomly generate any skill, but again, don’t randomly generate skills. It is 9 XP for a fighter to choose a primary skill and also 9 XP to randomly generate a secondary skill. A random skill from one of the fighter’s primary skills is 6 XP, but that’s not important because random skills are a bad idea. Stat upgrades cost between 3 XP for +1 willpower and intelligence (which are dump stats 95% of the time) and 12 XP for +1 wound or attack. Generally people tend to buy stat upgrades rather than skills because most stat upgrades are cheaper than picking a skill, and randomly choosing a skill for a fighter is a very bad thing to do, as the usefulness spread is similar to what we wrote about in our tactics cards article. Leaders and champions (or their analogs in non-house gangs) each get to start the campaign with one from their primary skill lists. Skills are gained in two ways in Necromunda: chosen at character creation and bought using experience points. Skills are also grouped into Primary and Secondary skills. Because the usefulness spread is so dire in skill choice, some gangs have access to extremely good skills, while some gangs (Cawdor) might as well not even consider skills for their non-leader fighters. And within each gang Leaders, Champions, Juves and Specialists (gangers that rolled a 2 or 12 on their upgrade table) can select from prescribed choices. ![]() In this foray into Necromunday, we’ll attempt to bring a little bit of order and analysis to the available skills in Necromunda so that you can better prepare yourselves for the challenges the Underhive brings.Įach gang will have a different set of skills to choose from. Like most things in Necromunda, some skills are awesome, and some are like a New York Jets fan’s SAT scores: bad. They represent the different ways experienced fighters have learned to cope with the dangers of the Underhive. In Necromunda, skills are non-ability statistic ways of improving your fighters. ![]()
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