skills

  1. G

    Bug Two Bugs (Subjugator Shotgun & Road Sergeant Skill)

    Just a couple of bugs/Errors I've found and wanted to make a record of. The Orlock gang leader has Savant as a secondary skill in Yaktribe, where House of Iron has it marked up as Primary. Secondly the Subjugator ranks can buy Enforcer Boltguns/Shotguns.
  2. JawRippa

    Radical YCE: skill tables

    So after some tinkering, here is a 1.1 draft for the reworked skill tables. My goal was to make it possible to roll randomly on any skill table with no chance of duds. You can select skills in two ways: pick from primary (but you can't pick a skill which someone else in your gang already knows)...
  3. A

    Bug Custom Skills Error 500

    Hi guys! I am trying to add in the Muscle group skills for Goliath's House of Chains rules. I have been able to get in all the skills without any descriptions without issue, however, whenever I try to add in any of the descriptions that're longer than 2 lines I get: This page isn’t working...
  4. Flashard

    N18 First build attempt: Enforcers

    Really like the look of the forum so far (one of the NM group I just joined pointed me towards it) and the list building / printing tools are awesome. Decided to go for Palanites (which I incorrectly pronounce Palatines on a regular basis) for our upcoming campaign as I like the story around...
  5. R

    N18 Precision hit skill + Rapid fire

    Do you have input on what happens to a rapid fire shot that rolls natural 6 to hit and more than one hit on the number of hits. (Can also hit two different targets) Do they all ignore armour or just some? :/ Opinions?
  6. Thorgor

    N18 Goonhammer article on skills

    The good folks at Goonhammer are at it again. This time, they talked about skills. I was particularly happy to read their final thoughts at the end, as it's a truth I've hardly seen expressed outside this forum before. Their ranking of skills could also prove an invaluable starting point for...
  7. JawRippa

    N18 Skill rework

    A lot of skills are basically a stat advance with condition (Ex: Berserker charge: gain an additional attack on charge. So +1A advance is strictly better.), while others just lazily copy weapon traits (Backstab, Disarm, Parry). Few skills are just no-brainers (Overseer, Nerves of Steel, Fast...
  8. Kairae

    N18 True Grit and Injury rolls without Damage

    True Grit says: "Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit, can then choose one dice to discard before the effects of the other are resolved." How does this work against attacks without Damage (Toxin and Gas) or Injury rolls caused by...
  9. Kyreid

    Van Saar 2nd champion skill?

    Hello all, I wanted to pick everyone’s brains on a skill for my second champion. We have just started a campaign and at the end of my first game I acquired a second champion. I already have a champion with plasma gun and fast shot and a leader with overlord. The second champion is equipped with...
  10. spafe

    Escher leader skills

    So, having settled on my load out for the Voodoo Dolls (here: https://yaktribe.games/underhive/print/gang/795), I'm thinking about the starting skills for my leader. This is for a campaign that will be starting in a month or 2, and will be a long running one. My thoughts were therefore initially...
  11. C

    Basic weapon loadout for starting Van Saar.

    Currently playing around with my first Van Saar list. Played a few games of Underhive and enjoyed it. Want to start a gang and have picked Van Saar on the grounds I like their look and they're shooty. (I usually always go close combat in 40k). We shall be following N17 rules... So, basically...
  12. Kairae

    When I think about you, I Inspire myself!

    Can a fighter with Inspirational affect themselves? “If a friendly fighter within 6’’ of this fighter fails a Cool check, make a Leadership check for this fighter. If it passes, the Cool check is also treated as having been passed.” I think, RAW, they can:: because the fighter is always...
  13. L

    NCE Weak NCE skills

    Hey, Does anyone think some of the revised NCE skills (particularly agility) are sorta crappy? Agility - Jump pack - rubbish ability! You can only use it in the start of YOUR turn. Meaning, it is almost useless for defending against a close combat monster who charged you, as you'll most...
  14. T

    New Skill Ideas

    It's that time again when I try suggest new/different skills for some of the tables. Namely Ferocity and Muscle, because I think they are a bit weak (minus body slam). Ferocity table - Unload (v2): 1/round after resolving a ranged attack with a pistol or basic weapon, you may make a second...
  15. Eldarin

    Shadow Wars Skills Table

    They fixed the nonsense that was Marksman. I'm amazed.
  16. Hanson666

    Bulging Biceps and Strength 4

    Can a Ganger with the Bulging Biceps skill and strength 4 hit an opponent at strength 5? I normally use the NCE rules. Thanks for any answers :^)
  17. enyoss

    Escher gang: which skill tree to help get into combat?

    I wasn't sure whether to put this thread in this section or the tactics section. Still, seeing as it does relate directly to a gang I'm running right now, I thought I'd put it here (plus, this section gets more traffic :)). Anyway, I'm in a quandry with which skill trees to take with one or two...
  18. L

    Balancing techno

    What do people think of the idea of items created by the (techno) inventor skill only being usable by the gang who made it? It would stop ridiculous exploits like selling OIAM lascannons and skyrocketing ahead of the opposition. It also makes sense that merchants would be less keen to buy some...
  19. SirFrog

    Rerolls and order

    So, after reading this thread on hand-to-hand fighting, I went back and re-read the rules concerning re-rolls, and concluded that they do indeed state that you can only re-roll any given dice once. There's been at least one thread on the issue previously, but I'm seriously miffed about re-rolls...
  20. Blood Donor

    NCE Journeyman Skills Journeyman Skills v.1.01

    A re-edited, re-worked version of the Hive Ken Skills, Journeyman Skills allow regular House gangers to take on extra-curricular vocations during campaign play if they roll up a New Skill from any of the 2, 3-4, 10-11, or 12 results from the 2D6 Skill Advances table. Providing an interesting...