Acrobatic: When this fighter is Active they may ignore enemy fighters while moving or charging. In effect, this allows them to move over other fighters. Note that this fighter must still adhere to the 1'' rule when their movement is complete. Additionally when this fighter moves across a barricade, it does not cost 2'' of their move.
Adaptable: Once per battle at any point during the Battle Sequence,
the controlling player of this fighter may select any one other skill from the standard skill categories (Agility,
Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant).
This fighter gains that skill until the end of the current round's End Phase or the end of the Wrap Up step
of the Post-Battle Sequence, whichever comes first.
Artifex: During the Post-Battle Sequence, this fighter may select an item from the Trading Post and then take the following Post-Battle Action:
Craft Item (Post-Battle Action): Make an Intelligence check. If this check is successful subtract D6 x 15 credits from the selected item's cost (to a minimum cost of 0 credits); you may purchase the selected item at this reduced price (if able) and add it to the fighter card of any fighter in the gang who has Equipment Access that allows them to be equipped with the selected item.
Blade Savant: This fighter gains +1 to hit with traditionally bladed close combat weapons such as swords, axes, and knives but not chainswords or similar mechanical weapons. Additionally, all of this fighter's applicable weapon profiles gain the Accurate trait.
Bow Savant: This fighter gains +1 to hit with a bow of any type. Additionally, all of this fighter's bow weapon profiles gain the Penetrating and Deadly traits.
Bring It On!: If this fighter is Active and Readied, this fighter may choose to lose their Ready marker to interrupt the action of an enemy fighter that is up to 12'' away and within line of sight that has either declared a Shoot action or a Charge action that does not target this fighter. The interrupted enemy fighter must immediately make a Willpower check with a -2 penalty. If the enemy fighter passes this check they resume their action as normal. If the enemy fighter fails this check, they target this fighter with their ranged attack (even if out of range) or must attempt to Engage this fighter (and no other) if charging.
Captivater: When this fighter takes an enemy fighter Out of Action in close combat or from no further than 6'' away and
this fighter is not Engaged with any other enemy fighters, this ability may be used unless the enemy fighter is ineligible to be Captured.
Instead of making a Lasting Injury roll for the enemy fighter being put Out of Action the controlling player of this fighter may choose to remove this fighter and the enemy fighter from the battlefield; if this option is chosen this fighter gains the normal XP for taking the enemy fighter Out of Action plus 1 additional XP, and the enemy fighter is Captured.
Chainsword Savant: This fighter gains +1 to hit with a chainsword of any type. Additionally, all of this fighter's chainsword weapon profiles gain the Deadly traits.
Counter-Attack: When the fighter makes Reaction attacks in close combat, they roll one additional Attack dice for each of the attacker's attacks that failed to hit or failed to wound.
Crusher: When this fighter makes close combat attacks as part of a Charge action, any Melee attacks they use gain the Pulverize and Intimidating traits.
Demolitionist: When this fighter is set up onto the battlefield, select a Frag Trap or Melta Trap Tactics Card and play it on them. Additionally if this fighter would trigger a trap that does not normally allow an Intelligence check before triggering (including by opening caskets or interacting with scenario specific objects that have traps placed on them or in them), before determining if the trap triggers this fighter may make an Intelligence check; if this check is passed the trap is disarmed and does not trigger.This fighter starts play with a Frag Trap, Melta Trap, or Gas Trap Tactics Card. When encountering a trap that triggers automatically, may make a successful Intelligence check to prevent the trap from triggering.
Determined: If this fighter is in Recovery at the beginning of the Choose Crews step of the Pre-battle Sequence they may recover immediately. Additionally, if this fighter's gang has Bottled Out this fighter does not have to make a Nerve test to Ready.
Exfiltrate: If this fighter is not Engaged and is not Seriously Injured, they can use the following action:
Extract (Double): This fighter (along with anything they are carrying) is removed from the battlefield; no Lasting Injury roll is made for them and they will be available for the gang's next battle. This fighter is considered to be Out of Action, but in scenarios where gangs gain Victory Points based upon opposing gang fighters that are Out of Action, no Victory Points are gained from this fighter going Out of Action in this way. If this fighter carried an objective item off the battlefield, their gang claimed that item.
Force of Will: If this fighter would suffer a Wound they may make a Willpower check with a -1 penalty. If the check is passed this fighter suffers a Flesh Wound instead of a Wound.
Got Your Six: Once per round if this fighter is Standing and Active, as soon as a visible enemy fighter declares a Charge action but before it is carried out, this fighter may interrupt the enemy fighter's Activation to perform a Shoot action targeting the enemy fighter whose action has been declared. If the enemy fighter is Pinned or Seriously Injured by this attack, their action is not made and their turn ends immediately.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Headshot: When this fighter makes a ranged attack against an enemy fighter whose head is visible they may choose to take a -2 penalty to their hit roll. If they do and hit the target, their attack gains the Pulverize and Deadly traits, and is resolved at +1 Strength and +1 Damage. This cannot be used in conjunction with weapon profiles that have the Area, Rapid Fire, Scattershot, Blast, or Template traits.
Heavy Metal: While this fighter is equipped with a Heavy weapon they suffer a -1'' Move penalty but gain +1 to hit with Heavy weapons, +1 to Ammo checks with Heavy weapons, and their Armor save roll is improved by 1 (if the fighter does not already have a Armor save roll, they instead gain an Armor save of 6+).
Hit and Run: After taking their attacks as part of a Charge action and before enemies take their reaction attacks, this fighter may make a free Disengage action. If this fighter has any movement remaining to them and are still Standing after disengaging, they may use that remaining movement immediately (the 1'' rule applies).
Hive Attunement: When activated this fighter may attempt a Willpower check. If this check is successful the fighter is considered to have a 360° vision arc, gains a +1 bonus to Detect, can attack through smoke clouds, and is unaffected by low-light and darkness conditions. These bonuses expire the next time the fighter is activated.
Huntmaster: When this fighter or a friendly {animal type} within 12'' takes an opposing fighter Out of Action, this fighter may make a Leadership check. If the check is successful this fighter gains 1 additional XP. Note: {animal type} must be selected when this skill is taken and cannot be changed afterwards.
Hurler Savant: This fighter gains +1 to hit with thrown objects such as Javelins, Thrown Daggers, Hurlys, and Grenades. Additionally, this fighter gains +1 Strength for purposes of determining range and damage for thrown objects where relevant to the individual items' weapon profiles.
Intimidating Appearance: All enemy fighters within 12'' and line of sight of this fighter suffer a -1 penalty to all Cool checks and Willpower checks (including Nerve tests). Enemy fighters within 6'' and line of sight suffer an additional -1 penalty.
Lightning Reflexes: If this fighter is engaged by an enemy fighter while Standing and Readied, this fighter may choose to lose their Ready marker to interrupt that enemy fighter's action. If they do, this fighter immediately makes close combat attacks against the interrupted enemy as if this fighter had successfully made a Charge action against that enemy. Afterwards, if the enemy fighter remains Engaged with this fighter they may make reaction attacks versus this fighter (instead of any attacks they otherwise would have made).
Low-crawler: This fighter treats both the Crawl (Double) action and the Crawl Through (Double) action as Simple rather than Double. Additionally, this fighter may make a free Stand Up action after making a Crawl or Crawl Through action if they are not Seriously Injured. Finally, there is a -1 penalty to Detect this fighter while they are Prone.
Mark Target: Once per battle, when activated this fighter may select an enemy fighter within line of sight and Mark them (put a marker next to the selected fighter or on their fighter card). For the duration of the battle members of this fighter's Crew (including themselves) may ignore Target Priority when shooting at that enemy fighter and gain +1 to hit that enemy fighter with all attacks.
Motivated: When activated this fighter may attempt a Willpower check. If this check is successful the fighter gains one additional action
that they may use during this activation, but if the check is failed the fighter has one less action available to them during this
activation.
Packleader: Group Activation (3): only {animal type} fighters within 12'' of this fighter. Note: {animal type} must be selected when this skill is taken and cannot be changed afterwards.
Pistol Savant: This fighter gains +1 to hit with a pistol of any type (a weapon profile with the Pistol trait), for both ranged and close combat attacks. Additionally, all of this fighter's pistol weapon profiles gain the Scathing trait.
Point Blank: This fighter may use a Basic or Special weapon in close combat as if it has the Pistol trait. This skill cannot be used with a weapon profile that has the Blast or Template traits.
Prepared: This fighter removes the Scarce trait from one weapon they are equipped with that has the trait; text from the trait itself and other rules text that refers to the trait do not apply to this fighter for that weapon. Additionally this fighter gains +1 to ammo checks made with that weapon. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence.
Resilient: When this fighter suffers a Lasting Injury, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Grievous Injury result.
Retribution: When this fighter makes Reaction attacks in close combat they may re-roll all misses and all failed wounds. In both cases, the re-rolled results must be taken.
Robust: When this fighter makes a Recovery Test for themselves they always count as being assisted even when alone, and may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, this fighter may immediately stand up.
Scattershot Savant: Attacks with the Scattershot trait made by this fighter also gain the Penetrating and Knockback traits. Additionally, after making a successful hit with an attack that has the Scattershot trait this fighter may roll an extra D6 and choose the highest dice as their Scattershot result.
Sentinel: This fighter has a 360° vision arc, gains a +1 bonus to Detect enemy fighters, and has a special 4+ unmodified save against all attacks made by Hidden opponents. Additionally, this fighter ignores partial cover within 12''
Shadow: This fighter may be set up onto the battlefield Hidden, even if the scenario does not normally permit this. When this fighter is activated if they are at least 6'' away from and outside line of sight from all enemies, they may become Hidden if they are not already. Finally, there is a -1 penalty to Detect this fighter.
Shredder: When this fighter makes close combat attacks against another fighter each of their unparried Melee attacks with a hit roll of a natural 6 automatically wound (no wound roll needs to be made); the target fighter may still make armor saves against these attacks but suffers a Flesh Wound for each successful armor save instead of cancelling the attack entirely.
Sic 'Em: If this fighter is Active, they can attempt to make the following action: Note: {animal type} must be selected when this skill is taken and cannot be changed afterwards.
Order (Basic): This fighter must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select a friendly {animal type} within 12'' of this fighter. The selected {animal type} can immediately make two actions as though it were their turn, even if they are not Ready. If they are Ready, these actions do not remove their Ready status.
Springing Charge: This fighter may declare a Charge action while Pinned; this fighter may take a free Stand Up action at the beginning of their activation when they use this option.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional D3'' of distance whenever they take a Double Move or Charge action.
Tactical Guidance: When this fighter leads a Group Activation, one other participating fighter may reroll a single failed roll they make during their activation.
Tactician: When this fighter is set up onto the battlefield, the controlling player may choose any one Tactics Card available to the gang and add it to their hand (in addition to any other Tactics Cards already in their hand). If the chosen Tactics Card must be played on one of the controlling player's fighters, it must be played on this fighter.
Tactician: +1 Tactics Card. If the chosen Tactics Card must be played on a fighter, it must be played on this fighter.
Teamwork: When this fighter participates in a Group Activation, one other participating fighter may apply a +1 bonus to a single D6 roll they make during their activation.
Trigger Happy: When this fighter rolls to hit with a weapon that has the Rapid Fire trait, they may roll one additional Firepower dice. However, if the attack results in two or more failed Ammo checks, the gun has jammed and cannot be used for the rest of the battle.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway but not within 1'' of any enemy models (if this is not possible, this action cannot be taken).
Vet: This skill only has an effect in the Pre-battle Sequence. If this fighter is available at the beginning of the Choose Crews step of the Pre-battle Sequence, for each {animal type} fighter in your gang that is in Recovery you may roll a D6. Each {animal type} fighter that gets a result of 3+ recovers and is available for this battle. Note: {animal type} must be selected when this skill is taken and cannot be changed afterwards.