2nd skill for a St6 Beast of Nurgle
- Orin
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2nd skill for a St6 Beast of Nurgle
Hi,
I have a Beast of Nurgle whose first skill roll was a double 6. He's now getting close to his second skill roll and I seem to have a lot of options. I'm really thinking about giving him either Multiple Block to really wreak some havoc, or Break Tackle, so he can wander into cages and pin everyone within tentacle reach.
Of course, there's always the tried and true Block skill, but since he's making 3 die blocks most of the time anyway, it's not on my short list.
If I roll a double he'll either get Pro or Spikes (I really want this guy to stay in the field).
What do you think?
I have a Beast of Nurgle whose first skill roll was a double 6. He's now getting close to his second skill roll and I seem to have a lot of options. I'm really thinking about giving him either Multiple Block to really wreak some havoc, or Break Tackle, so he can wander into cages and pin everyone within tentacle reach.
Of course, there's always the tried and true Block skill, but since he's making 3 die blocks most of the time anyway, it's not on my short list.
If I roll a double he'll either get Pro or Spikes (I really want this guy to stay in the field).
What do you think?
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- VorTeX
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If you roll any doubles i would go with pro too. Very very nice on that big guy.
If no doubles than i would go with block even if he makes 3 dice blocks most of the time. Really annoying if you roll pushes and pow/block result and cannot knock over the other player if he hasnt block.
My beast on Fumbbl now has Mighty Blow, Regenerate, Foul Appearance, Really Stupid, Big Guy, Tentacles, Infect, Razor Sharp Claws, Block, Pro, Multiple Block, Guard....
I love this one.... 
If no doubles than i would go with block even if he makes 3 dice blocks most of the time. Really annoying if you roll pushes and pow/block result and cannot knock over the other player if he hasnt block.
My beast on Fumbbl now has Mighty Blow, Regenerate, Foul Appearance, Really Stupid, Big Guy, Tentacles, Infect, Razor Sharp Claws, Block, Pro, Multiple Block, Guard....


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- Orin
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As always, Block is a tempting option. I don't really need it now, but if I take Multiple Block, then I'll need it to use Multiple Block safely.
Claw or RSC. I think RSC because the injury roll is what really counts. It doesn't matter for an elf's armour if you roll an 8 or a 10, but it does matter for the injury. But if you have the max number of rotters already, then Claw will be better.. choices, choices
Claw or RSC. I think RSC because the injury roll is what really counts. It doesn't matter for an elf's armour if you roll an 8 or a 10, but it does matter for the injury. But if you have the max number of rotters already, then Claw will be better.. choices, choices
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"What!? No more Dauntless Ogres!?"
"What!? No more Dauntless Ogres!?"
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I forget - does the Beast start with stand firm? If not, then I would strongly recommend that trait if you roll a double. That will make that player a lot more of a pain for everyone, and will in return give you even more opportunities to roll blocks.
As a normal skill, however conventional that seems to you Orin, block is by far the wisest choice in my opinion. Having that skill more than divides by two your chances of getting knocked over - I would definitely not ignore this if I were you.
As a normal skill, however conventional that seems to you Orin, block is by far the wisest choice in my opinion. Having that skill more than divides by two your chances of getting knocked over - I would definitely not ignore this if I were you.
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- Joemanji
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Take Block, believe me! I was in exactly the same position recently; my krox got +1 ST for his first roll, and for his second I chose Multiple Block. Big mistake.Orin wrote:As always, Block is a tempting option. I don't really need it now, but if I take Multiple Block, then I'll need it to use Multiple Block safely.



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- Sharky2k
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