View Full Version : [Necro] NNRC Skills

11-03-2006, 01:27
Has anyone else downloaded the experimental revised skills list from the Necro site? What do you think of them?

11-03-2006, 19:20
Like all of them, except Disarm which is still based on luck opposed to character skill

11-03-2006, 21:41
If we are talking about the same thing, Chemist sucks, as do the new "Heavy Skills". I keep seeing Specialist producing what I'd call inferior "fan rules" rather than solid additions to the game.

I don't see why the original Goliaths and Orlocks were dropped in favour of the new, and quite honestly pap, models and I don't see why Arbites were included as a gang at all. To be honest I want Necromunda in the hands of somebody who'll look after it properly, not turn it into a poorly conceived revision of itself.

12-03-2006, 01:25
Whats wrong with the heavy skills?

Heavies don't have to just become packed full of techno-skills anymore, or end up with 2 or 3 useless muscle skills trying to pick up bulging biceps. They can actually become more proficient with their weapons.

As for chemist, i don't like it either, but i can't think of a good techno skill to takes it place.

As to disarm, i think probably because it would make it even more powerful against ranged guys (which is not the point of the skill). If it was to damage not destroy you wouldn't get people trying to disarm heavy weapons. Or if it specified hth weapons and pistols only. Then i would see no problem with WS vs WS.

With disarm, the main problem i have is it still permanently destroys an item your opponent has. At least now it's only if you win, so that the emphasis is more on disarming hth weapons to ensure that. However anyone with disarm can still do some damage if let near someone with an expensive weapon, they don't have to be a hth monster (particularly as expensive ranged weapons aren't usually on hth monsters themselves).

The Judge
12-03-2006, 20:07
Most of them seem alright - but yet again Marksman cannot be taken by heavies. I don't want the extra range - I just want a heavy to be able to target someone other than the nearest enemy model.

12-03-2006, 23:57
I think thats just an oversight

13-03-2006, 12:07
I think the skills are really good, especially making leader and heavy skills separate. Although I agree disarm is a really annoying skill. Losing 200 credits of heavy weapon isn t much fun. Also its unrealistic (in a bad way), if someones fighting for their life its pretty unlikely you care about a heavy weapon thats not being used. Fair enough disarming close combat weapons, thats useful in a fight but not sabotaging heavy weapons.

13-03-2006, 12:25
In my campaign, we make our characters take LD tests not to shoot at the nearest model.

Makes the LD increase actually worth it.

14-03-2006, 15:35
Disarm should be weapons used in melee only. Who wants to use monkey grip now?

Marksman to me means a model with the skill can pick any target he can see, but only the listed weapons can get the extreme range

Chemist isn't that bad. Combat stimms/drugs are not that bad if not for some of the side effects

14-03-2006, 16:07
In our Necromunda campaign it is very rare for anyone to get into combat, unless it's a co-op scenario of some kind.

Moving and firing is the name of our game.

14-03-2006, 16:38
Shooting is easy but melee is where the exp scores are though!

Bubble Ghost
14-03-2006, 16:39
As a Goliath player I don't like the look of Berserk Charge. In Necromunda and 2nd ed. 40K, having too many attacks is a handicap because of the fumble rule (since every 1 counts as a fumble, but only each 6 after the first is a critical hit, they don't even out, and on balance if you have loads of attacks you'll almost certainly get more fumbles than critical hits, dragging your score down). Not being able to parry on top just makes an alleged "skill" into a pair of big fat drawbacks. I'd feel seriously peeved if I rolled that.

The Heavy skills look quite good - now, as mentioned, you might actually manage to get Bulging Biceps. As for Chemist,I think it's only going to be much use if you have millions of gangers to do stuff post-game - the rare trade/territory working is usually too valuable to swap for a 1-in-6 chance of creating a luxury item of limited usefulness.

Overall I really like the look of these. The difference in usefulness of the skills was actually one of the things I took a masochistic enjoyment in; the fact that they weren't equally good somehow added a bit of personality and involvement. But for better or worse these new ones are probably better balanced.

And the note at the end. Classic post-Underhive Necromunda: in the grim darkness of the far future there are no proofreaders. "They play a vital roll", do they?