General Skills are outside of the standard Skill Categories (Agility, Brawn, etc), and are available to all characters who have Skill Access of any kind. Any fighter may choose a General Skill instead when they would choose a Primary Skill, and any fighter may choose a Skill from the General Skill list instead when they would otherwise be forced to randomly roll a Primary or Secondary Skill.
General
1) Dodge: If this fighter is not Seriously Injured and would be hit by an attack (even an auto-hit attack), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter.
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) 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 ability). Additionally, there is a -1 penalty to Detect this fighter while they are Prone.
4) Medicae: During the End Phase immediately before Recovery Tests are made, if this fighter is Active they may make a Standard Move or if they are 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) 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.
6) Pugilist: This fighter gains +1 to hit with unarmed attacks and their unarmed attacks have the Melee and Knockout traits.
If this fighter uses zero close combat weapons in an exchange they gain the Dual Weapons bonus dice and all of their attack dice for the exchange are unarmed attacks.
Standard Skills are divided into eight Skill Categories: Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, and Savant. Different types of fighters may have Secondary or Primary Skill Access to one or many of these Skill Categories. Additionally, any fighter may select one of these skills using the "choose a Skill from any Skill Category" Advancement option in campaign formats where it is allowed.
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) Forward Advance: When this fighter is set up onto the battlefield following general or scenario specific deployment instructions, they may immediately make a Standard Move + D3''.
4) Mighty Leap: When this fighter leaps across a gap or jumps down, ignore the first 2'' of the distance when measuring. This fighter automatically passes any Initiative checks required when this skill is used. Additionally, this fighter may Step Up an additional +2''.
5) Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. 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. This 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 attacks they use that have the Melee trait also 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.
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, and when this fighter takes the Exert action they may add +1 to their Strength check. However, other fighters gain +1 to Detect this fighter.
4) 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.
5) 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.
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 Focus: This fighter does not have to make Nerve tests when nearby friendly fighters are Seriously Injured or taken Out of Action. Additionally when another fighter (friend or foe) is taken Out of Action within line of sight and the vision arc of this fighter, you may discard one Flesh Wound that this fighter has suffered.
2) 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.
3) Counter-Charge: If this fighter is Active and Readied, when an enemy fighter Engages a friendly fighter within 6'' of this fighter this fighter may interrupt that fighter's action. This fighter loses their Ready marker, then immediately makes a Charge action targeting the enemy fighter. If the enemy fighter is not Seriously Injured or taken Out of Action by this Charge, their action resumes from the point it was interrupted.
4) Parry: This fighter can parry attacks as though they were carrying a weapon with the Parry trait. If they already have one or more weapons with that trait, they can parry one additional attack. Additionally, 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 Power or Entangle traits.
5) Rain of Blows: This fighter treats the Fight action as Simple rather than Basic.
6) Step Aside: If this fighter is hit in close combat, they can attempt to step aside. Make an Initiative check for this fighter. If the check is passed the attack misses. This skill can only be used once per enemy in each round of close combat – in other words, if an enemy makes more than one attack, this fighter can only attempt to step aside from one of them.
Cunning
1) Backstabber: 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 applicable. Additionally, there is a -1 penalty to Detect this fighter.
2) Bushwacker: When this fighter uses the Charge action if they declare an opposing fighter as their target and are not in that fighter's vision arc, they may take a Double Move for their Charge instead of a Standard Move + D3''. Attacks made as part of this Charge to which the Backstab trait is applicable cannot be parried.
3) Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 penalty to their hit rolls for all attacks (ranged and close combat) that target this fighter. Additionally, there is a -1 penalty 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) 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.
6) Skirmisher: When this fighter makes a Disengage action, enemies the fighter was Engaged with do not make free attacks against them. Additionally, if this fighter is Engaged by an enemy fighter while they are Standing and Readied, this fighter may choose to lose their Ready marker to interrupt the enemy fighter's action to make a Disengage action.
Ferocity
1) Berserker: When activated, prior to changing facing this fighter may pick an enemy fighter within line of sight and within their vision arc as their target, and declare a Charge against that target. If they do, this fighter may take a Double Move for their Charge (instead of a Standard Move + D3'') and automatically passes any Initiative, Cool, or Willpower test they may be required to make during their Charge (such as when leaping across a gap or engaging an enemy with the Fearsome skill). This fighter must engage their selected target with this Charge if able, and may not engage any other enemy fighter as part of this Charge.
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 take a Standard Move (instead of up to 2'' as normal), may Engage one or more enemy fighters when doing so, and automatically pass 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 this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is 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: This fighter can group activate one more fighter than they normally could. For instance, a Leader can activate three other fighters instead of two while a Champion can activate two other fighters instead of one. If this fighter does not already have a Group Activation ability, they gain the following:
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 4''.
2) Inspirational: Friendly fighters within 12'' and line of sight of this fighter may roll an extra dice when making a Cool or Willpower check (including Nerve tests) and discard a dice before resolving their roll.
3) Iron Will: This fighter counts as two (2) fighters for the purposes of Bottle tests while they are on the battlefield and not Seriously Injured or Broken.
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) 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.
6) Tactical Guidance: When this fighter leads a Group Activation, one other participating fighter may reroll a single failed roll they make during their activation.
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) 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.
3) 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.
4) Marksman: This fighter may Check the Range before selecting their target(s) while taking a Shoot action and is not affected by the rules for target Priority.
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, Rapid Fire, Scattershot, or Template traits.
6) Trick Shot: This fighter ignores the first -1 penalty that would affect them when making a ranged attack. This skill cannot be used with weapons that have the Template trait.
Savant
1) Ballistics Expert: When this fighter takes a Shoot action with a Ranged weapon, the Short range of the weapon gains +3'' and the Long range of the weapon gains +6''. This skill cannot be used with weapons that have the Template or Versatile traits.
2) 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.
3) Fast Learner: When this fighter gains XP during the Battle Sequence, they may make an Intelligence check. If the check is successful this fighter gains 1 additional XP.
4) Munitioneer: When you set this fighter up onto the battlefield, you may also set up D3 ammo caches within 4'' of them.
5) 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.
6) Weapon Savant: When a fighter gains this ability, the controlling player must choose one of the following:
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.
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.
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.
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.
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.
A few Skills are not permitted in the Free-for-all campaign format, in some cases due to lack of relevance or diminished utility, and in other cases due to a desire to simplify certain elements of the game. The following sections detail the various specific reasons why some Skills have been excluded and which Skills are affected.
Fighters in a Free-for-all campaign cannot select any of the listed Skills. In the case that a fighter would ordinarily have one or more of the restricted Skills for some reason, the controlling player must pick a replacement for each such Skill when adding that fighter to their gang's roster.
No Capture
The Free-for-all campaign format excludes the notion of capturing the fighters of opposing gangs, and therefore the Cunning Skill Escape Artist is replaced by the similar Skirmisher Skill, and the Elite Skill Captivater is simply dropped from this format.
No Hired Guns
The Free-for-all campaign format excludes Hired Guns, thus the Savant Skill Connected doesn't do anything, and is therefore dropped from this format.
Simplified Battle Sequence
The Free-for-all campaign simplifies the Battle Sequence, and therefore several Skills that grant fighters additional custom Action options have been dropped. Specifically, the Crushing Blow, Headbutt, Hip Shooting, and Overseer Skills are dropped from this format.
Simplified Post-Battle Sequence and Trading Post
The Free-for-all campaign simplifies the Post-Battle Sequence and Trading Post, and therefore the Savant Skills Fixer and Savvy Trader are dropped from this format.