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====Advancing your Gang==== Leaders and Champions can buy stat points and skills (skills are special rules and/or actions only available to the model that has them) for experience points (which you mostly earn by murdering the enemy, but also by Rallying, ironically meaning it can be optimal to get your models to fail their Cool checks, so you can Rally them later for experience), which also raises their credit value for game effects like being sold off by enemy gangs; when they do so, they pay a base experience amount, plus 2 per Advancement (an Advancement is any time they buy one of these things). "Specialists" are basically unlucky (or lucky, depending on your point of view) Gangers who can do the same thing; this is how you promote one of them to Champion. Typically, Leaders have cheaper access to more skills (particularly the Leadership skills) than the other roles, while Champions have cheaper access to something than the others. Experience costs vary by what you are buying - some stats cost more than others, some skills cost more than others depending on your role and House, and so on. Juves and non-Specialist Gangers do not have to pay escalating costs for Advancements, but have some restrictions to go along with that. Juves typically have the least access to cheap skills, compared to Leaders, Champions, and Specialists, and if you end a campaign (referred to as a Turf War) with any Juves that have 5 or more Advancements, they must promote to Champion, immediately forcing them to begin paying Advancement taxes. Non-Specialist Gangers have no access to skills at all, but buy stats by paying a non-escalating cost and then rolling 2d6; if they roll a 2, a 12, or any result that would force a stat above its maximum, they promote to Specialist, gaining access to skills but being forced to pay Advancement taxes. Any other result, depending on what it is, raises your choice of one of 2 stats. The nature of the table is that, starting with their second Advance, they pay less experience per stat gain than anyone but a Juve, but can't buy skills at all, and run a constant risk that slowly goes up over time of promoting to Specialist and being forced to pay taxes. =====Skills===== Leaders and Champions bought new start with one Primary skill of their choice; for everyone else, there are 4-5 ways to gain skills as an Advancement. For all of the options below, the way to handle rolling a random skill you already have is to re-roll it, which is identical to rolling a smaller die type (1d1, 1d2, 1d3, 1d4, or 1d5, although the d4 or the d5 will require non-d6 dice on hand - the easiest way to handle both cases at once is to keep a d20 around), but isn't actually supported by the rules. All of them cost experience points and add to the fighter's credit cost - aside from the downside of making the entire gang's rating go up, this also makes the fighter a larger liability, since they're worth more to the enemy when captured. *Pay 6xp and gain 20 credits in value to gain 1 random skill from a chosen Primary skill tree. *Pay 9xp and gain 20 credits in value to gain 1 chosen skill from a chosen Primary skill tree. *Pay 9xp and gain 35 credits in value to gain 1 random skill from a chosen Secondary skill tree. *Pay 12xp and gain 40 credits in value to change roles from Specialist to Champion and gain 1 random skill from a chosen Primary skill tree. *Pay 15xp and gain 50 credits in value to gain 1 random skill from a chosen skill tree. Typically, Juves have 1 Primary skill set and 2 Secondary, while Specialists have 2 Primaries and 2 Secondaries, and neither has Leadership as a Primary or Secondary. Champions have 2 Primaries and 3 Secondaries, while Leaders have 3 Primaries and 2 Secondaries, but the "additional" skill set they have is always Leadership - Secondary for Champions and Primary for Leaders. That said, it is typical for roles to have other "unique" skillsets within their House - for example, only Goliath Juves have any access to Agility (which they do as a Secondary); as of the current set of 6 gangs, only 2, Escher and Orlock, have skillsets such that Leader>Champion>Specialist>Juve - for everyone else, there's at least one exception, such that promotion can make the Fighter worse at collecting skills they were going after. Skill sets are listed below by name, but these groupings only ''trend'' towards being similar to each other, and a single skill set may provide wildly distinct abilities - for example, under Cunning, Backstab makes you more useful with a melee weapon, while Overwatch makes you more useful with a ranged weapon - and at least one skill, "Savvy Trader" under Savant, is capable of providing absolutely no buff at all (it makes the Fighter better at finding rare items, but only Champions, Leaders, and/or Fighters with the separate Connected skill are capable of even attempting to find rare items). {| class="wikitable" style="text-align: center;" |+ Skill Sets by Name ! D6 !! Agility !! Brawn !! Combat !! Cunning !! Ferocity !! Leadership !! Shooting !! Savant |- | 1 || Catfall || Bull Charge || Combat Master || Backstab || Berserker || Commanding Presence || Fast Shot || Ballistics Expert |- | 2 || Clamber || Bulging Biceps || Counter-attack || Escape Artist || Impetuous || Inspirational || Gunfighter || Connected |- | 3 || Dodge || Crushing Blow || Disarm || Evade || Fearsome || Iron Will || Hip Shooting || Fixer |- | 4 || Mighty Leap || Headbutt || Parry || Infiltrate || Nerves of Steel || Mentor || Marksman || Medicae |- | 5 || Spring up || Hurl || Step Aside || Lie Low || True Grit || Overseer || Precision Shot || Munitioneer |- | 6 || Sprint || Iron Jaw || Rain of Blows || Overwatch || Unstoppable || Regroup || Trick Shot || Savvy Trader |} Later expansions added unique skill categories usable only by specific gangs, such as the Savagery, Palanite Drill and Muscle skill categories.
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