N18 Squat Prospector Cred Generation

Oct 16, 2024
10
11
3
Ottawa
My local Killteam group is starting out with a Necromunda campaign and I've been playing around with some Squat lists. The claim jumper is usually an auto include for obvious economic and melee reasons.

But I was thinking, how much cred generation (from "There's Always Another Secret") is too much. Would it be worth it to take it on my champions as well to try and max out creds so I can drop boltguns on my rank and file/buy cool stuff or would that be too greedy and too much of a sacrifice? Also wondering if there's a better cred generating method for the Squats (Besides "Where There's Scrap, There's Creds" since we're not using vehicles) as I need the creds to run Urson Grimjarl as much as possible so I can self-justify buying his model.

Drop your thoughts,

Thanks : )
 
We in't have laughably available things like Psy-Ghuuls or Death Maidens to work with, so creds are where it's at.

However, the chief concern is how much do you want to dedicate to chasing n×( D6*10 credits + ammo cache/D6 credits) per game?

For my part, the Claim Jumper is good enough. Unless you're intending them as a bruiser, in which case getting an extra "There's always another secret" would help.

But really, as they can't gain XP, dedicating them to chasing loot crates is enough. The 5+ to thieve an opponents territory is also a fair asset too.

Now if you could buy Autoveyors as pets freely? Now you'd maybe want a fair few of them!

But for the champs, I feel like loading out on them is not as useful as you could be getting with them.
 
Out spending your opponent(s) usually wins a campaign (see all the post about excessive credit generation running away with campaigns).
 
The current edition(s) advance gangs through credits far more than through experience. Especially in comparison to the original editions. More credits equals not only more bodies but better equipment, and makes a huge swing in these campaigns. As such, having a reliable income that doesn't depend on winning every scenario or on random territory generation, can either push you into the lead, or else prevent the effects of some bad luck. This seems quite valuable.

In the current campaign system(s), every table is supposed to have two (or more) loot crates in every scenario. IF you can get to both, with the right gang members, that can add up. "There's Always Another Secret" is is less reliable than the Fixer skill, as it has more caveats. It might be better to have that skill on one fast gang member (relatively fast - a Juve with a movement advance, say), than spread out across several slow gang members, due to those caveats. Got to be in the right place in time for that skill to pay off.
 
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There is not such a thing as too much credit if you plan on focussing on the economic path to win the game.
The guide was very helpful thanks,

The current edition(s) advance gangs through credits far more than through experience. Especially in comparison to the original editions. More credits equals not only more bodies but better equipment, and makes a huge swing in these campaigns. As such, having a reliable income that doesn't depend on winning every scenario or on random territory generation, can either push you into the lead, or else prevent the effects of some bad luck. This seems quite valuable.

In the current campaign system(s), every table is supposed to have two (or more) loot crates in every scenario. IF you can get to both, with the right gang members, that can add up. "There's Always Another Secret" is is less reliable than the Fixer skill, as it has more caveats. It might be better to have that skill on one fast gang member (relatively fast - a Juve with a movement advance, say), than spread out across several slow gang members, due to those caveats. Got to be in the right place in time for that skill to pay off.
We in't have laughably available things like Psy-Ghuuls or Death Maidens to work with, so creds are where it's at.

However, the chief concern is how much do you want to dedicate to chasing n×( D6*10 credits + ammo cache/D6 credits) per game?

For my part, the Claim Jumper is good enough. Unless you're intending them as a bruiser, in which case getting an extra "There's always another secret" would help.

But really, as they can't gain XP, dedicating them to chasing loot crates is enough. The 5+ to thieve an opponents territory is also a fair asset too.

Now if you could buy Autoveyors as pets freely? Now you'd maybe want a fair few of them!

But for the champs, I feel like loading out on them is not as useful as you could be getting with them.
Out spending your opponent(s) usually wins a campaign (see all the post about excessive credit generation running away with campaigns).
seems like the general consensus is I should be cashing creds due how strong it is for gang upgrades but running cred generation as every skill would be a little much/redundant and have some core cash earners would be a better idea. I think I'll adjust accordingly and run a claimjumper + a champ kitted for money making and use the rest of the units fielded to make sure they get where they need to go/maybe do the mission. Very helpful info, thank you.