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 we have entirely re-written or replaced a few.

We've also added a bunch of specialized, niche, and interesting skills that don't belong to any of the Standard Categories, which we refer to as Elite skills.

We also isolated some skills that were rarely taken as well as a couple of skills that interfered with random selection due to assumptions regarding equipped weapons into a General skills Category to widen their availability or avoid the unfortunate outcome of a fighter getting stuck with a random Skill that they simply cannot use.

Finally, we split off skills which are primarily relevant within the larger context of a campaign. Most of these are resolved in either the Pre-Battle or Post-Battle Sequence into a Campaign Category, or interact with the Captured Fighter mechanic.

Detect Modifiers

Our house rules increase the impact and importance of stealthiness, with allowance for Hidden fighters and featuring various scenarios where sneaking around can play a significant role. Consequently, the Detect action features prominently in such situations. Rather than make a set of new skills to cater to this niche, Detect modifiers have been tacked on to some skills in addition to their primary benefits, where thematically relevant.

Such modifiers are cumulative...thus a fighter with Combat Focus and Combat Master has +2 to Detect enemy fighters, while a fighter with Backstabber and Evade imposes a -2 penalty on those attempting to Detect them.

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) Crushing Blow: If this fighter is Engaged and is able to make a close combat attack, they can make the following action:
Crushing Blow (Double): Select an opposing fighter you are engaged with and a Melee or Unarmed attack available to you. 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 attack with +1 Strength, +1 Damage, an additional -1 AP, and the Potent trait added.
5) Headbutt: If this fighter is Engaged, they can make the following action:
Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their current Toughness (including modifiers such as from Flesh Wounds or a stimm-slug stash) 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: 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) 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
3) 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 is still Standing after disengaging, they can move D3'' in a direction of their choice immediately (the 1'' rule applies).
4) Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not visible to or within 6'' of any enemy fighters. However, some scenarios provide alternative instructions. 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: When this fighter makes a Disengage action, opposing fighters they are engaged with cannot attempt to take a free close combat attack against them. Additionally, 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) 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 select 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.
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) 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.
2) Hip Shooting: If this fighter is Active, they can make the following action:
Run and Gun (Double): This fighter makes a Standard Move, adding +D3'' to the distance they can move. At any point along their move this fighter may make a single free Shoot action resolved normally, using a weapon they are equipped with that does not 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) Prone Shooter: 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.
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 Tactics Cards 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.

Campaign Skills

While the vast majority of skills are tactical in nature and apply during the Battle Sequence, other skills instead offer some special consideration to fighters who possess the skill at a specific step in either the Pre-Battle Sequence or the Post-Battle Sequence, or interact with the Captured Fighter mechanics.

Campaign skills are outside of the standard Skill Categories (Agility, Brawn, etc), and are available to all characters who have Skill Access of any kind. When a fighter is permitted to choose any Primary Skill they may choose a Campaign Skill instead.

This category of skills should generally be excluded in formats such as Skirmish where there is no long term continuity, or in formats where the Pre-Battle and Post-Battle Sequences have been simplified.

Campaign

1) Artifex: During the Post-Battle Sequence, this fighter may select an item from the Trading Post with Rarity 10 or less 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.
2) 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.
3) 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. Force 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.
4) Escape Artist: If this fighter is Captured at the end of a battle, they slip away from their captors at the beginning of the Escaping Capture step of the Post-Battle Sequence. This fighter returns to their gang unharmed with all of their gear intact, and gains an additional 1 XP immediately (if able).
5) Fixer: 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 as if they are a Champion.
6) Savvy Trader: If this fighter takes a Seek Rare Item action in the Post-Battle Sequence, you roll 3D3 + 6 to determine the rarity of the item available to them. If this fighter takes a Sell Equipment action in the Post-Battle Sequence, they count as being two fighters taking the action.

Elite Skills

Elite skills are outside of the standard Skill Categories (Agility, Brawn, etc).

Some types of fighters may explicitly include some of these skills in a custom Skill Category that allows fighters of that type Primary Skill access to specific Elite skills where noted. For instance, the Delaque Ambusher Prospect gains Primary Skill access to some Elite skills via their custom Delaque Ambusher Skill List.

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, these skills may only be taken using the "choose a Skill from any Skill Category" Advancement option.

They may only be taken using the "choose a Skill from any Skill Category" Advancement option in campaign formats where it is allowed.

Elite

Acrobatic: While moving voluntarily, this fighter may ignore other fighters and the 1'' rule. However, unless they are allowed to Engage opponents by some other means (such as if they are moving as part of a Charge action), this fighter must still end their movement in a location where the 1'' rule is observed. 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 or the Post-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, as applicable.
Archeotech Seeker: At the end of a battle this fighter participated in, they gain D3+1 additional XP if their gang ended the battle in control of one or more items of Archeotech gained during the battle.
Berserker: When this fighter could make a Charge action they may instead pick a non Seriously Injured enemy fighter within their vision arc and line of sight as their target and make the following action:
Berserk Charge (Double): The fighter attempts to move into base contact with their target. The maximum distance the fighter may move as part of this action is double their current Movement characteristic. The fighter must take as direct of a route as they can to their target, but can favor a route that does not require Initiative checks over one that does. If a Cool or Willpower check is necessary to Engage the target (if the target has the Fearsome skill for instance), this fighter automatically passes the check.
If the fighter failed to move into base contact with their target, they must end their movement at least 1'' away from all enemy fighters. Otherwise, they may take a free Fight (Basic) action against their target and gain two additional Attack dice for Charging (instead of one) in the Determine Attack Dice step of the close combat sequence.
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge. +1 extra Charging Attack dice on success.
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.
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 rolling only 1D6 (instead of the usual 2D6). 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.
Bushwacker: When this fighter could make a Charge action they may instead pick an enemy fighter within their vision arc and line of sight as their target and make the following action:
Bushwacking Charge (Double): The fighter attempts to move into base contact with their target and no other enemy fighters. The maximum distance the fighter may move as part of this action is double their current Movement characteristic.
If the fighter fails to move into base contact with their target and no other enemy fighter, they must end their movement at least 1'' away from all enemy fighters. Otherwise, resolve the following:
  • Target is Seriously Injured: this fighter may take a free Coup de Grace (Simple) action against them.
  • Target was Pinned: the target stands up and becomes Engaged as normal but this fighter's controlling player determines the target's facing, then this fighter may take a free Fight (Basic) action against them.
  • Target was Standing: this fighter may take a free Fight (basic) action against them.
If the fighter does take a free Fight (Basic) action against their target as part of this charge, all attacks they make to which the Backstab trait applies gain +1 to hit.
Berserker: Pick target w/i vision arc for Charge to Double Move & auto-pass any Cool, or Willpower tests to complete Charge.
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.
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.
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.
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 and join the gang's Crew. 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 Active or Pinned, they can make 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.
Exfiltrate: If Active or Pinned, may leave battlefield safely with carried items as a Double action.
Fast Learner: Each time this fighter gains XP during the Battle Sequence and / or gains an XP reward for participating in a battle, they gain an additional 1 XP.
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.
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''.
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+).
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 (if relevant) damage for thrown objects.
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.
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.
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.
Motivated: Once per activation, this fighter may take 1 additional action if they have at least 1 Wound remaining. If this fighter is still on the battlefield when that action ends, they suffer 1 Wound. If this reduces the fighter to 0 Wounds or if they were already at 0 Wounds remaining, make an Injury roll for them.
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 Rending 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.
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 it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.
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.
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: Once per close combat exchange, when this fighter hits with at least one close combat attack against an opposing fighter who does not have an Armor Save or a Field Save, before rolling to wound you may inflict a Flesh Wound on that fighter. If such a Flesh Wound reduces an opposing fighter to 0 Toughness they suffer a Memorable Death, and this fighter gains 1 XP in addition to any other XP they might get for taking the fighter Out of Action.
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.
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.
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.
Strider: Movement unaffected by difficult terrain, +D3'' movement on Double Move & Charge.
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.