Skills

Free-for-all

The Free-for-all campaign format uses the modified Skill Categories described in this document. These guidelines should be referred to when fighters in a Free-for-all campaign are able to select a Skill or randomly roll a Skill.

Fighter types that have their own custom Skill Lists can also select from their own Skill Lists as indicated; however refer to the Disallowed Skills section for details on a few Skills that are not permitted in the Free-for-all campaign format.

Standard Skills

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: This fighter ignores up to 2'' of total distance per round when stepping up, crossing obstacles or difficult terrain, leaping across a gap, or jumping down. If this fighter must make an Initiative check to avoid falling after leaping across a gap they automatically pass their check.
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. Activated: If Pinned: Stand Up for free on successful Initiative check.
6) Sprinter: If this fighter moves at least 12'' on the battlefield during their activation (not including inches of movement lost to difficult terrain, going over obstacles, etc), until the fighter's next activation ranged attacks against them suffer a -1 penalty to hit. Additionally, this fighter gains the ability to make the following action:
Sprint (Double): This fighter can move up to triple their current Movement characteristic in inches.

Brawn

1) Bulging Biceps: This fighter ignores the Unwieldy trait on 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 gain the Melee and Knockback traits, and during the Pick Weapons and Determine Attack Dice steps of close combat this fighter may choose to make a secondary unarmed attack to gain the Dual Weapons bonus dice.
Additionally, this fighter gains +1 Strength when making the Exert action and when resisting being involuntarily moved (for instance, when they are the target of an attack with the Knockback or Drag traits). However, other fighters gain +1 to Detect this fighter.
Burly: Unarmed attacks gain Melee & KB, grant Dual Weapon dice. +1 on Exert, +1 S vs KB / Drag. Other fighters gain +1 to Detect you.
4) Crusher: When this fighter makes close combat attacks as part of a Charge action, any Melee attacks they use gain the Potent and Intimidating traits.
5) Intimidating Appearance: When an enemy fighter must make a Leadership, Cool, Willpower, or Intelligence check (including Nerve tests), they suffer a -2 penalty if this fighter is within 12'' and visible to them.
6) Iron Jaw: If this fighter would be taken Out of Action by a close combat attack with an Out Cold result, they may roll a D6 and add their current modified Toughness to the result; on a 8+ this fighter instead suffers a Flesh Wound and remains in play. Additionally, this fighter has +1 Toughness vs unarmed attacks.
Iron Jaw: +1 Toughness vs unarmed attacks, and if would be Out Cold via close combat stay in play on 7+ roll of (D6 + modified T).

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 this fighter must make a Cool or Willpower check they may roll an extra dice and discard a dice of their choice from their result before determining the outcome. Finally, this fighter gains a +1 bonus to Detect enemy fighters.
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. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
3) Counter-Charge: When an enemy fighter Engages a friendly fighter within 6'' of this fighter, if this fighter is Active and Readied they may interrupt the enemy 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 or in response to taking the Disengage action, they may attempt an Initiative check to cancel the hit on success. This skill may be used up to once during this fighter's own activation, and up to once per opposing fighter's activation.

Cunning

1) Backstabber: Any close combat weapons used by this fighter gain the Backstab trait; weapons that already have the trait add 2 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''. 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. Additionally, there is a -1 penalty to Detect this fighter.
3) Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect and a -1 penalty to hit them with ranged and close combat attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
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: While this fighter is Readied and able to make a Shoot action, if a non-Hidden enemy fighter within their line of sight and vision arc declares an action, this fighter may lose their Ready marker to interrupt and make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their declared action fails. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
6) Skirmisher: Engaged fighters do not get to make free close combat attacks against this fighter when this fighter makes a Disengage action.
While this fighter is Standing and Readied, if they are Engaged by an enemy fighter making a Charge action, after that action is complete and before the enemy fighter may use the free Fight action granted by a successful Charge, this fighter may choose to lose their Ready marker to make a Disengage action.
Skirmisher: Deny enemies free hits on Disengage. If Engaged while Active & Ready may lose Ready marker to Disengage.

Ferocity

1) 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.
2) Hard Charger: When this fighter makes a Charge action they gain an additional D3'' of movement, and automatically pass any Initiative tests they may be required to make while moving during their Charge (such as when leaping across a gap).
Hard Charger: +D3'' movement and auto-pass Initiative tests when charging.
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.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
5) True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
6) Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.

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 use this fighter's Leadership Characteristic when making a Cool, Willpower, or Intelligence check.
3) Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
4) Mentor: At the beginning of the Advance Fighters step of the Post-Battle Sequence, this fighter may give some or all of the XP they earned in this battle to one or more other advanceable fighters from their gang's Crew who participated in the battle, distributed as the controlling player sees fit.
5) Regroup: At the begining of the End Phase of the Battle Sequence before Bottle Tests are made, if this fighter is on the battlefield and is not Seriously Injured or Broken, they may attempt a Leadership check. If they succeed, all Broken fighters of their gang within line of sight may attempt a Nerve test. Those who succeed are no longer Broken, and gain 1 XP immediately for successfully rallying.
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) Crack Shot: When this fighter rolls a natural 6 to hit with a ranged weapon, the attack gains +1 Strength and +1 Damage. This skill cannot be used with attacks that have the Area, Scattershot, Blast, or Template traits.
2) Fast Shot: This fighter treats the Shoot action as Simple rather than Basic. This skill cannot be used with attacks that have the Unwieldy trait.
3) Marksman: This fighter may Check the Range before selecting their target(s) while taking a Shoot action, is not affected by the rules for target Priority, and does not suffer the -1 penalty for shooting at an Engaged fighter. This skill cannot be used with weapons that have the Template or Scattershot traits.
4) 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.
5) Snap Shot: Once per round if this fighter is Active and a previously non-visible enemy fighter becomes visible to them, this fighter may interrupt to make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their turn ends immediately. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.
6) Trick Shot: When making a ranged attack, this fighter gains +D3 to hit a target in Partial or Full cover.

Savant

1) Ballistics Expert: When this fighter selects a weapon profile during the Declare the Shot step of the shooting sequence, the selected weapon profile temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved. This skill cannot be used with weapons that have the Template or Versatile traits.
2) Munitioneer: If this fighter is part of your Crew, at the end of the Choose Crew step of the Pre-Battle Sequence D3 Ammo Cache wargear items are added to the gang's Stash.
3) Prepared: This fighter adds +1 to all Ammo checks they attempt. Additionally, once per battle if this fighter fails an Ammo check they may cancel the outcome and proceed as if the check was successful.
Prepared: 1x/battle ignore Out of Ammo. +1 on all Ammo checks.
4) Tactician: When this fighter is set up onto the battlefield, the controlling player may recombine their deck and discard pile (if any). They may then choose any one Tactics Card from their deck and add it to their hand. Finally, the controlling player reshuffles their Tactics Cards deck. Tactician: When fighter enters play: choose 1 Tactics Card from deck or discard & add to hand; reshuffle deck & discard.
5) 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.
6) Weapon Savant: When a fighter gains this skill, the controlling player must choose one of the following options:
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 Scathing trait.
Bow Savant: This fighter gains +1 to hit with bows and crossbows. Additionally, all of this fighter's bow and crossbow weapon profiles gain the Potent trait.
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 (if relevant) damage for thrown objects.
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 Rending trait.
Scattershot Savant: This fighter gains +1 to hit with attacks that have the Scattershot trait. Additionally, when rolling the number of hits for the Scattershot trait this fighter may roll an extra dice and discard one before determining the result.
If a fighter randomly rolls this result and already has one or more of the above options, the controlling player may either choose an option the fighter does not have or roll again, as they prefer.

General Skills

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 such as a Template), you may roll a D6. If a 6 is rolled this fighter is not hit and the attack has no effect on this fighter. This does not apply against hits that do not originate from an attack, such as some environmental dangers.
2) Gunfighter: When making the Shoot action using two different Pistols, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
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 following rules changes apply to this fighter when they are engaged in close combat while armed with one or more weapons with the Pistol trait:
  • in the Determining Attack Dice step this fighter may:
    • ignore the standard rule that only one Attack dice can be allocated to a pistol
    • gain the Dual Weapons additional dice if using two pistols
  • in the Make the Hit Rolls step this fighter may:
    • add the Short Range Accuracy modifier of allocated pistols to their hit rolls
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.

Disallowed Skills

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 Escape Artist Skill is replaced by the similar Skirmisher Skill, and the Captivater Skill is dropped from this format.

No Hired Guns

The Free-for-all campaign format excludes Hired Guns, thus the Connected Skill is 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 Fixer and Savvy Trader Skills are dropped from this format.