Skills

Ideally, all skills should be equivalently useful, but some skills as written in the official rules are significantly better or worse than average and thus we made adjustments in an attempt to make every skill viable.

For the most part we try to remain in the spirit of the skills as written in the official rules, but have tweaked many of them to some degree, and entirely re-written a few.

A few were fine as written but were changed to integrate with our customized Pre and Post-Battle Sequences and Post-Battle Actions. Some were fine in Sector Mechanicus but useless in Zone Mortalis and were adjusted to provide at least a little utility in both styles of play.

For convenience the skills as we use them are collated for reference here.

Agility

1) Catfall: When this fighter falls or jumps down from a ledge they count as having moved half the vertical distance. In addition, if this fighter is not Seriously Injured or taken Out of Action by a fall, make an Initiative test for them; if it is passed they remain standing rather than being Pinned. If this fighter must make an Initiative check to avoid falling into a Pitfall they automatically pass their check.
2) Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. Additionally, when this fighter moves across a barricade, it does not cost 2'' of their move.
3) Dodge: If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no effect, otherwise continue to make a save roll as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack; instead it allows the fighter to move up to 2'' before seeing whether they are hit (not through obstructions or within 1'' of an enemy fighter).
4) Mighty Leap: Ignore the first 2'' of the distance when measuring the distance of a gap this fighter attempts to leap over, or when jumping down. When leaping or jumping down 2'' or less if there is an Initiative check required this fighter automatically passes it. Additionally the Stepping Up rule is modified for a fighter with this skill; the fighter may Step Up an additional +2''.
5) Spring Up: If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a free Stand Up action.
6) Sprint: As a Double Action the fighter may take three Standard Moves. If the fighter moves at least 12'' on the battlefield during this action, ranged attacks against them take an additional -1 penalty to hit until the fighter's next activation.

Brawn

1) Bulging Biceps: This fighter removes the Unwieldy 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. The fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence.
2) Bull Charge: When this fighter makes close combat attacks as part of a Charge action, any Melee attacks they use gain the Knockback trait and are resolved at +1 Strength.
3) Burly: This fighter's unarmed attacks have the Melee and Knockback traits. If this fighter has one or zero close combat weapons they gain the Dual Weapons bonus dice; the additional dice gained is an unarmed attack. Additionally when this fighter is the target of an attack with the Knockback or Drag traits, they are only knocked back or dragged on a natural 6.
4) Crushing Blow: If this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Crushing Blow (Simple): Pick an Engaged target, and choose one of your Melee weapons. The target must make an Initiative check with a -1 penalty (if able). If the check is failed or cannot be made, the target suffers a hit resolved using the selected weapon with +1 Strength, +1 Damage, -1 AP, and the Knockback trait added.
5) Headbutt: If this fighter is Engaged, they can use the following action:
Headbutt (Simple): Pick an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their current Toughness to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
6) Iron Jaw: When this fighter would be Seriously Injured in close combat, roll a D6 and then add this fighter's current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash). On a 7+ this fighter is not Seriously Injured, and takes a Flesh Wound instead.

Combat

1) Combat Master: This fighter never suffers penalties to their hit rolls for interference, can always grant assists regardless of how many enemy fighters they are engaged with, and is considered to have a 360° vision arc in close combat.
2) Counter-Charge: If this fighter is Active and Readied, when an enemy fighter gets into base to base contact with a friendly fighter within 6'' of this fighter (by any means) this fighter may interrupt that fighter's action to Counter-Charge. This fighter loses their Ready marker, then immediately makes a Charge action targeting the enemy fighter. If the enemy fighter is Seriously Injured or taken Out of Action by this fighter's Charge the enemy fighter's turn ends immediately, otherwise the enemy fighter's action resumes from the point it was interrupted.
3) Parry: The fighter can parry attacks as though they were carrying a weapon with the Parry Trait. If they already have one or more weapons with this Trait, they can parry one additional attack. The parry granted by this skill may be used on an attack that is not normally able to be parried, such as an attack made by a weapon with the Entangle or Power traits.
4) Pistoleer: The fighter may ignore the standard rule that only one Attack dice can be allocated to a pistol (a weapon with the Pistol trait) when determining Attack dice in close combat. Additionally if they are armed with two pistols, they are considered to be Dual Wielding and gain an additional Attack dice. Finally, the Short Range Accuracy modifiers of this fighter's pistols do apply to hit rolls in close combat.
5) Rain of Blows: This fighter treats the Fight action as Simple rather than Basic.
6) Step Aside: If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative check for them. If the check is passed, the attack misses. This skill can only be used once per enemy in each round or close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them.

Cunning

1) Backstab: Any close combat weapons used by this fighter gain the Backstab Trait; weapons that already have the Trait add 3 to the attacker's Strength rather than 1 when the Trait is used. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
2) Escape Artist: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. In addition, if this fighter is Captured at the end of a battle roll a D6. On a result of 2 or more, they slip away and return to their gang unharmed.
3) Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 modifier to their hit rolls for all attacks (ranged and close combat) that target this fighter. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.
4) Infiltrate: In scenarios that allow fighters to Infiltrate, this fighter may Infiltrate. Some scenarios may provide alternate instructions, but by default at the end of the Deploy step of the Pre-Battle Sequence, in priority order the controlling player may set up this fighter anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. Infiltrate: Fighter may Infiltrate, if scenario permits. In priority order set up fighter so that they are not visible to or within 6'' of any enemy fighters (unless scenario specific guidelines are given).
5) Lie Low: While this fighter is Prone, enemy fighters cannot target them with ranged attacks unless they are within the attacking weapon's Short range. Weapons that do not have a Short range are unaffected by this rule.
6) Overwatch: If this fighter is Active and Readied, they can interrupt a visible enemy fighters action as soon as it is declared but before it is carried out. This fighter loses their Ready marker, then immediately makes 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.

Ferocity

1) Berserker: When this fighter uses the Charge action, if they declare an opposing fighter in their line of sight as their target and can move in an unobstructed straight line to that target, they may take a Double Move instead of a Standard Move + D3''. Additionally, if this fighter successfully engages their target immediately discard one Flesh Wound from this fighter's card.
2) Fearsome: If an enemy attempts to Engage this fighter, they must make a Willpower check. If the check is failed they stop 1'' away from this fighter, cannot Engage, and their action ends immediately.
3) Impetuous: When this fighter Consolidates at the end of a close combat, they may move up to their Movement (instead of up to 2''). While Consolidating, this fighter automatically passes any Initiative, Cool, or Willpower test they may be required to make (such as when leaping across a gap or Engaging an enemy with the Fearsome skill).
4) Nerves of Steel: When the fighter is hit by a ranged attack you may choose to make a Cool check for them, if it is passed they are not Pinned.
5) True Grit: When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1 roll two dice and the player controlling the fighter with True Grit then chooses one to discard before resolving the dice effects.
6) Unstoppable: In the End Phase immediately after Recovery tests are made, you may discard one Flesh Wound that this fighter has suffered.

Leadership

1) Commanding Presence: If a group is activated, and this fighter is chosen to lead the group, it can include one more fighter than normal (ie, a Champion could activate two other fighters instead of one, or a Leader could activate three, and other types of fighters may activate one other fighter).
2) Inspirational: If a friendly fighter within 12'' 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.
3) Iron Will: This fighter's gang subtracts 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
4) Mentor: Make a Leadership check for this fighter each time another fighter within 12'' gains XP during the Battle Sequence. If the check passes, that fighter gains 1 additional XP.
5) Overseer: If the fighter is Active, they can attempt to make the following action:
Order (Double): This fighter must make a Leadership check; if the check fails nothing happens and this fighter's activation ends immediately. If the check succeeds, the controlling player may pick a friendly fighter within 12'' of this fighter. The selected fighter 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.
6) Regroup: If this fighter is Active at the end of their turn, you may make a Leadership check for them. If it passes, each friendly Broken fighter within 12'' recovers from being Broken.

Shooting

1) Fast Shot: This fighter treats the Shoot action as Simple rather than Basic, as long as they do not attack with an Unwieldy weapon for either action.
2) Gunfighter: If the fighter attacks with two pistols (two weapons that each have the Pistol trait), they do not suffer the standard -1 penalty to their hit rolls. The fighter may target a different enemy with each pistol.
3) Hip Shooting: If the fighter is Active, they can make the following action:
Run and Gun (Double): The fighter makes a Double Move, and may attack with a Ranged weapon at any point along their move. This skill may not be used with weapons that have the Unwieldy trait. The fighter suffers a -1'' M penalty when using this action.
4) Marksman: This fighter is not affected by the rules for target Priority. Additionally when this fighter takes an Aim action with a Ranged weapon, the Short range of the weapon gains +2'' and the Long range of the weapon gains +4''.
5) Precision Shot: The Armor Penetration of Ranged attacks made by this fighter are increased by 1 step. For instance, AP - becomes AP -1, AP -1 becomes AP -2, and so on. Additionally, when this fighter's Ranged attacks miss their target the Stray Shots rules do not apply. This skill cannot be used with weapons that have the Blast, Template, or Scattershot traits.
6) Trick Shot: When this fighter makes Ranged attacks they reduce any penalties due to cover by 1 step. Thus a -1 penalty becomes - and a -2 penalty becomes -1. Additionally the fighter does not take a penalty for making Ranged attacks against targets that are Engaged.

Savant

1) Ballistics Expert: This fighter may Check the Range before they decide to take a Shoot action. Additionally, when this fighter takes an Aim action they gain an additional +1 modifier to their hit roll.
2) Connected: This skill only has an effect in the Pre-Battle Sequence. In the Choose Crews step of the Pre-Battle Sequence after crews are selected, if this fighter is part of the gang's Crew you may choose to do any one of the following immediately before Crew Rating is calculated:
  1. Hire up to three Hive Scum for 15 credits each to become part of the gang's Crew for this battle.
  2. Hire one Merc at half their normal credit cost to become part of the gang's Crew for this one battle.
  3. Allow one Hangers-on on the gang's roster to become part of the gang's Crew for this battle.
Connected: If this fighter is in the gang's Crew, in the Pre-Battle Sequence Choose Crews step after crews are selected and before Crew Rating is calculated, you may use one of the following options to add more fighter(s) to the gang's Crew: A) Hire 1-3 Hive Scum for 15 credits each; B) Hire 1 Merc at 1/2 credit cost for this battle only; C) Include a Hangers-on from the gang's roster.
3) Fixer: This skill only has an effect in the Post-Battle Sequence. If this fighter is not Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to. Fighters who are not normally able to take Post-Battle Actions that have this skill are able to take one Post-Battle Action.
4) Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active or Pinned they may make a Half Move towards a Seriously Injured friendly fighter. When this fighter assists a friendly fighter who is making a Recovery test this skill allows a single Out of Action dice result to be rerolled.
5) Munitioneer: When an Ammo check is failed for this fighter or a friendly fighter within 6'', it can be re-rolled.
6) Savvy Trader: This skill only has an effect in the Post-Battle Sequence. If this fighter takes a Seek Rare Item action you roll 3D3 + 6 to determine the rarity of the item available to them. If this fighter takes a Sell Equipment action they count as being two fighters taking the action.

Elite Skills

Elite skills are outside of the standard skill categories (Agility, Brawn, etc).

Some of the optional gang lists such as the Arbites or the Ratskins may include some of these skills in a gang list specific skill category that allows fighters of that type of gang Primary skill access to specific Elite skills where noted.

The Arbitrator may allow named Mercs, Bounty Hunters, and other such Hired Guns or Dramatis Personae to have one or more of these skills at their discretion.

Otherwise, thse skills may only be taken using the "pick a skill from any skill category" Advancement option.

They may only be taken using the "pick a skill from any skill category" Advancement option.

Elite

Adaptable: Once per battle at any point during the Battle Sequence, the controlling player of this fighter may pick 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.
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. Instead of making a Lasting Injury roll for the enemy fighter being put Out of Action, the controlling player of this fighter may put both this fighter and the enemy fighter Out of Action, removing both 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 by the controlling player's gang.
Demolitionist: If this fighter is part of a Crew, the controlling player may select a Frag Trap, Melta Trap, or Gas Trap Tactics Card and play it on this fighter at the start of the battle. Additionally if this fighter discovers a placed Booby Trap or similar trap (including by opening caskets or interacting with Scenario specific objects that have traps placed on them or in them), before determining if the device triggers this fighter may make an Intelligence check; if the fighter passes their check the device does not trigger
Fast Learner: When this fighter would gain XP for taking an opposing fighter Out of Action, they may make an Intelligence check. If the check is successful this fighter gains 1 additional XP.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. Additionally, when one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
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 +1 to detect hidden enemies, can attack through smoke clouds, and is unaffected by low-light and darkness conditions. These bonuses expire the next time the fighter is activated.
Low-crawler: When this fighter uses the Crawl (Double) action while Pinned or Seriously Injured, they make a Standard Move instead of a Half Move. When this fighter uses the Crawl Through (Double) action to move through a Ductway, once the fighter has been set up on the other side of the Ductway they may make a free Take Cover (Basic) action.
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.
Point Blank: This fighter may use a Basic weapon in close combat as if the Basic weapon has the Pistol trait. This cannot be used with weapons that have the Blast or Template traits.
Prone Shooter: This skill allows a fighter to shoot normally while Pinned. While this fighter is Pinned they may take the Shoot action with a ranged weapon as if they were Active. Normally a Pinned model has no vision arc but a fighter using this skill does for purposes of taking a Shoot action; a vision arc template should be placed on the battlefield to mark the fighter's vision arc.
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Sentinel: This fighter has a 360° vision arc, gains a +1 bonus to detect hidden enemy fighters, and has a special 4+ unmodified save against all attacks made by hidden opponents.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional 2'' of distance whenever they take a Double Move.
Tactician: This skill only has an effect in the Pre-Battle Sequence. If this fighter is in a gang's Crew, during the Draw Tactics Cards step of the Pre-Battle Sequence the controlling player may choose any one Tactics Card available to the gang, in addition to any other Tactics Cards available to them for the battle. 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.
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).