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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 into a Campaign Category. These are skills that are resolved in either the Pre-Battle or Post-Battle Sequence, or that interact with the Captured Fighter mechanic.

Free-for-all

The Free-for-all campaign uses a simplified skill list.

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 (bonuses and penalties) 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, Savant, and Shooting. 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 they count as having moved half the vertical distance (for all purposes), and if they would be Pinned after doing so, they instead remain Standing and may continue their action. Also, this fighter automatically passes Initiative checks to avoid falling into Pitfalls.
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. Also, it does not cost 2'' of this fighter's movement to go across terrain that is no more than 1'' tall and wide.
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 activation when stepping up, crossing obstacles or Difficult Terrain, leaping across a gap, or jumping down. This fighter may choose to automatically pass one Initiative check they are forced to make when using this ability (if any).
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: When this fighter moves as part of a Double action they can move up to an additional D3+1'', and ranged attacks against them suffer a -1 penalty to hit until their next activation.

Brawn

1) Athletic: When this fighter must make an Initiative check they may instead roll equal to or under their Strength. Any penalties that would have applied to the Initiative check instead reduce their Strength for this roll. Additionally, immediately after this fighter is Engaged by an opponent they can turn to face that opponent.
1) Athletic: Instead of Initiative check, roll <= Strength. Immediately after Engaged, may turn to face opponent.
2) Bulging Biceps: Choose one weapon this fighter is equipped with that has the Unwieldy trait. For this fighter, that weapon is treated as if it does not have the trait. This fighter can change which weapon they apply this skill to during the Update Roster step of the Post-Battle Sequence. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions.
3) 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.
4) Burly: This fighter's unarmed attacks gain the Melee and Knockback traits. Additionally, this fighter gains +1 Strength when making the Carry Heavy and Exert actions and when resisting being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits). Other fighters gain +1 to Detect this fighter, and can target them regardless of Priority.
5) Crushing Blow: When this fighter rolls a natural 6 to wound with an unarmed or melee attack, that attack gains +1 Damage and the Pulverize trait.
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.
6) 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: When this fighter must make a Leadership, Cool, Willpower, or Intelligence check, they may roll an extra dice and discard a dice of their choice from their result before determining the outcome. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.Roll extra dice & discard one on Ld, Cl, Wil, Int checks. +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. 360° vision arc in close combat, immune to interference, always assists, +1 bonus to Detect enemy fighters.
3) Counter-Charge: If this fighter is Active and Readied when a friendly fighter is Engaged by an enemy, they can lose their Ready marker to interrupt that enemy's action and Charge them. After this Charge, the enemy fighter resumes their action if they are able.
4) Parry Master: While Engaged, this fighter gains an additional Parry (even when unarmed) and can Parry attacks that are not normally able to be parried due to traits such as Entangle or Power. Additionally, this fighter can Parry attacks as if they have a 360° vision arc.
5) Rain of Blows: When this fighter makes the Fight action, each of their missed attacks reduce the target's number of Reaction attacks by 1 (minimum 0).
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.1/activation (self and enemies) if hit in HtH or while Disengaging, succeed on Initiative check to cancel hit.

Cunning

1) Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks 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.All your Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
2) Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with all attacks.
2) 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. After resolving that action, if this fighter is still Active they may immediately take a Standard Move (the 1'' rule applies).When charging, you may Disengage before Reactions, then make a Standard move if still Active.
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 within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. 4) Infiltrate: This fighter may Infiltrate, if scenario permits.
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 activation ends immediately. 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.
6) 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 activation ends immediately.Enemies must succeed on Willpower check to Engage this fighter, ending their activation on failure.
2) Hard Charger: When this fighter makes a Charge action, they gain +D3'' of movement and may choose to automatically pass one Initiative or Willpower check they must make when resolving the Charge (if any).
2) Hard Charger: When Charging: +D3'' movement, auto-pass one Initiative or Willpower check.
3) Impetuous: Once per round during their activation, when this fighter could Consolidate at the end of a close combat they may instead make a free Charge action.1/your activation: if you could Consolidate you can instead Charge.
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.
4) 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.
5) 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).
6) 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. 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: When another friendly fighter within 12'' and line of sight of this fighter must make a Cool or Willpower check they gain a +1 bonus to the roll.
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. Additionally, this fighter does not have to make a check to become Ready if their gang has failed a Bottle Test. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters. Readied without check after failed Bottle Test.
4) Overseer: When this fighter is activated, they may grant a friendly fighter up to 9'' away and within their line of sight a Ready marker. If they do, their activation ends immediately and the selected friendly fighter may activate immediately.
5) Regroup: At the beginning of the End Phase of the Battle Sequence before Bottle Tests are made, if this fighter is on the battlefield and is not Prone, they may attempt a Leadership check. If they succeed, all Broken fighters of their gang within line of sight are no longer Broken.
6) Tactical Guidance: When this fighter leads a Group Activation, each other participating fighter may apply a +1 bonus to a single test, check, hit roll, wound roll, or armor save they make during their activation. This bonus is applied after the roll, before determining the outcome.

Savant

1) Ballistics Expert: During the Declare the Shot step of the Shooting Sequence, when this fighter selects a weapon profile that has a Short and Long Range, it temporarily gains +3'' Short Range and +6'' Long Range while the attack is resolved.
2) Munitioneer: At the beginning of the Choose Crew step of the Pre-Battle Sequence, D3 Ammo Cache wargear items are added to the gang's Stash if this fighter is not Captured, Critically Injured, or in Recovery.
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 proceed as if the check was successful.
3) 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. 4) 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, each other participating fighter may reroll a single failed roll they make during their activation. Also, while this fighter is Active, they provide the proximity bonus for Rally tests to friendly fighters within 9'' (instead of the usual 3'').
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 Strength-based bladed weapons such as swords, axes, daggers, and knives but not fixed-Strength bladed weapons such as chainswords. Additionally, all of this fighter's applicable weapon profiles gain the Scathing trait if they don't have it, while weapons that already have it trigger the Scathing trait on a hit roll of a natural 5 or 6.
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 trait.
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: When this fighter makes an attack that has the Sidearm trait, they gain +1 to their hit roll, and the attack gains the Rending trait (if it does not already have it).
Scattershot Savant: This fighter gains +1 to hit with attacks that have the Scattershot trait. Additionally, when determining the number of wound rolls 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.

Shooting

1) Fast Shot: This fighter treats the Shoot action as Simple rather than Basic. This skill cannot be used with weapons that have the Unwieldy trait.
2) Hip Shooting: Once per activation, when this fighter makes the Shoot action with a profile that does not have the Unwieldy trait, they may make a Standard Move before or after they attack.
3) Marksman: When making a Shoot action, this fighter is not affected by target Priority and may Check the Range before selecting their target(s). Additionally, the Armor Penetration of ranged attacks made by this fighter is increased by 1 step. For instance, no AP becomes AP -1, AP -1 becomes AP -2, and so on. This skill cannot be used with weapons that have the Blast, Scattershot, or Template traits.
4) Precision Shot: When this fighter makes a ranged attack, they may ignore the first -1 penalty to hit it would suffer from (if any), and may ignore the Stray Shots rules if that attack misses the target. This skill cannot be used with attacks that have the Blast, Burst, 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 fighter 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.

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 (even an auto-hit such as by a Template or Blast marker), 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: When making the Shoot action using two different weapons with the Sidearm trait, this fighter does not suffer the standard -1 penalty to hit, and may target a different enemy with each weapon.
3) Lie Low: After this fighter completes a Move (Simple) action, they may become Pinned. Ranged attacks targeting this fighter when they are Prone suffer a -1 penalty at all ranges (not just Long Range). Finally, 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 that have Sidearm trait:
  • In the Determining Attack Dice step this fighter ignores the standard rule that only one Attack dice can be allocated to a Sidearm, and they gain the Dual Weapons additional dice if using two Sidearms.
  • In the Make the Hit Rolls step, when resolving an attack with a Sidearm this fighter may add that attack's Short Range Accuracy modifier 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 they gain the Dual Weapons bonus dice and all of their attack dice 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 Actions step of the Post-Battle Sequence, this fighter may select an item from the Trading Post with Rarity 10 or less and then take the following action:
Craft Item (Post-Battle Action): Make an Intelligence check with no penalty. On success, multiply the result of the roll by 5. The cost of the item is reduced by this total (to a minimum of 0), and additional credits can be spent from the gang's Stash to lower the cost further if necessary. If the cost of the chosen item has been reduced to 0, it is successfully crafted and added to the gang's Stash immediately.
2) Captivator: When an enemy fighter within 6'' is about to go Out of Action due to injury while this fighter is Standing and not Engaged by a different enemy fighter, this fighter may instead interrupt. If they do, this fighter and that enemy fighter are both removed from the battlefield; both fighters are Out of Action but are unharmed (no Lasting Injury rolls are made), and the enemy fighter is Captured. Standard XP rewards apply to both the capturing fighter and the fighter who inflicted the injury.
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, the controlling player may choose to do 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 battle.
  3. Force one Hangers-on on the gang's roster to become part of the gang's Crew for this battle.
3) 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 D3 XP immediately (if able).If Captured, escape with gear during Post-Battle Sequence, and gain +D3 XP.
5) Fixer: Post-Battle Sequence: Not dead, Captured, in Recovery, or Critically Injured: take +1 Post-Battle Action as if a Champion.During the Post-Battle Sequence, if this fighter is not dead, Captured, in Recovery, or Critically Injured, they may take one more Post-Battle Action than they normally would be able to (resolved as if they are a Champion). Fighters with this skill who are not normally able to take Post-Battle Actions are able to take one Post-Battle Action.
6) Savvy Trader: Post-Battle Sequence: Not dead, Captured, in Recovery, or Critically Injured: Seek Rare Item (w/ +2 rarity) and Seek Buyer as a single action.During the Post-Battle Sequence, if this fighter is not dead, Captured, in Recovery, or Critically Injured, they can take both a Seek Rare Item and a Seek Buyer action as a single action. When this fighter takes the Seek Rare Item action, they add +2 to the roll to determine what rarity of item is available.

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 but must still end their movement in a location where the 1'' rule is observed, unless they are currently allowed to Engage opponents (if charging or consolidating, for instance). Additionally, when this fighter moves across a barricade or pipe it does not cost 2'' of their movement.Ignore other fighters while moving. Moving across barricades / pipes does not cost 2'' of move.
Adaptable: Once per battle, 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 round, or the Battle Sequence ends (whichever comes first).
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 Rarity 10 or higher gained during the battle or as a reward.
Berserker: When this fighter declares a Charge action, they may choose an enemy fighter in their vision arc and line of sight as their target to gain +2'' Movement, +1 Attack, and +2 Willpower until the start of their next activation. If they do, this fighter must attempt to Engage and Fight the chosen target with their Charge.
Berserker: When Charging: pick target in vision arc / LoS. Must move towards / Engage target if possible. Until start of next activation: +2'' M, +1 A, +2 Wil.
Blade Savant: This fighter gains +1 to hit with Strength-based bladed weapons such as swords, axes, daggers, and knives but not fixed-Strength bladed weapons such as chainswords. Additionally, all of this fighter's applicable weapon profiles gain the Scathing trait if they don't have it, while weapons that already have it trigger the Scathing trait on a hit roll of a natural 5 or 6.
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!: When an enemy fighter within 12'' and line of sight declares a Shoot or Charge action that does not target this fighter, this fighter can lose their Ready marker to interrupt that enemy's action. The interrupted enemy fighter must succeed on a Willpower check with a -4 penalty or target this fighter with their ranged attack (even if out of range) or must attempt to Engage this fighter and no other if charging.
Brutal Charge: When this fighter makes close combat attacks as part of a Charge action, any unarmed or melee attacks they use gain the Potent and Intimidating traits.
Bulwark: Entrench is a Basic action for this fighter (instead of Double), and the benefits of that action for this fighter include +1 Strength to resist being involuntarily moved (such as when they are the target of an attack with the Knockback or Drag traits), and immunity to being Pinned when hit by ranged attacks. This fighter retains the combined benefits of making the action while they remain Standing at their current location upon the battlefield (instead of until their next activation).
Bushwhacker: When this fighter makes a Fight action against exactly one Engaged enemy, they may immediately move into base contact anywhere around that enemy, provided they fit and remain Engaged. They may change facing. Additionally, this fighter gains +1 to hit with attacks that have the Backstab 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 trait.
Counter-Attack: When making Reaction attacks, this fighter does not suffer a penalty for turning to face their opponent. Additionally, when resolving their Reaction attacks this fighter can reroll failed wound rolls once each.
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, Blast, Rapid Fire, Scattershot, or Template traits.
Demolitionist: When this fighter is set up onto the battlefield, add one demolitionist item (Frag Trap, Melta Trap, Satchel Charge, Timed Explosive) of your choiceFrag Trap, Melta Trap, Satchel Charge, or Timed Explosive to their fighter card. During the Wrap Up step of the Post-Battle Sequence, this item is deleted if unused. If a trap or bomb is triggered within 3'' of this fighter (including by opening caskets or interacting with scenario-specific objects that have traps placed on them or in them), the controlling player may roll a D6. On a 3+, it does not trigger and is removed from the battlefield.
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, once per battle if this fighter fails a Leadership, Cool, or Willpower check they may instead succeed.Join crew even if in Recovery. 1/battle: cancel your failed Ld, Cl, or Wil check, auto succeeding instead.
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: This fighter gains +1 XP the first time they activate during a battle, the first time they inflict a Wound during a battle, and when a battle ends while they are still on the battlefield.+1 XP/battle when first activated, after first Wound inflicted, and if on battlefield when battle ends.
Fast Reloader: Once per activation, if this fighter has a weapon profile that is Out of Ammo and can be reloaded, they can make one free Reload action.
Force of Will: For each individual Wound this fighter would lose, they may make a Willpower check. If the check is passed this fighter suffers a Flesh Wound instead of the 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''.
Headbutt Mastery: This fighter treats the Headbutt action as Simple rather than Basic, and gains a +1 bonus on their check when making a Headbutt action.
Heavy Metal: While this fighter is equipped with a Heavy weapon they suffer a -1'' Movement 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 an 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: Enemy fighters suffer a -1 penalty on all Leadership, Cool, Willpower, and Intelligence checks they make if this fighter is within their line of sight and is not Hidden.
Lightning Reflexes: When this fighter is Engaged by an enemy while Standing and Readied, they may choose to lose their Ready marker to interrupt that enemy, ending their activation. Then this fighter may make a free Fight (Basic) action targeting that enemy.
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,1/Battle: when activated this fighter may select an enemy fighter or battlefield object within line of sight that is not already marked, and mark that target. For the duration of the battle, all members of this fighter's Crew (including themselves) may ignore Target Priority when shooting at the marked target, and gain +1 to wound the marked target 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; make an Injury roll for them if they are now at 0 Wounds.
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: When this fighter makes an attack that has the Sidearm trait, they gain +1 to their hit roll, and the attack gains the Rending trait (if it does not already have it).
Point Blank: This fighter may use a Basic or Special weapon in close combat as if it has the Sidearm trait. This skill cannot be used with a weapon profile that has the Blast, Template, or Unwieldy traits.
Resilient: This fighter treats a Grievous Injury as Out Cold, and a Permanent Injury as a Grievous Injury. This skill does not apply to a Critical Injury.
Retribution: If this fighter would be put Out of Action in close combat (including by Coup de Grace), they may first make their Reaction attacks against the fighter that put them Out of Action (if able) and then go Out of Action.
Robust: When this fighter makes a Recovery Test for themselves, they may reroll a single dice once before resolving the outcome. 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 determining the number of wound rolls 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, when an opposing player would choose this fighter's facing, the controlling player determines this fighter's facing instead.
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.
Shield Master: If this fighter is equipped with a shield, it provides an additional +1 Armor save roll improvement (2+ maximum). While this fighter is Standing, if they are within 1'' of the line along which the range between an enemy attacker and their target(s) was measured, the target(s) gain +1 to their armor save.
Shredder: Once per close combat sequence, 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 a Flesh Wound is inflicted upon that fighter. If this reduces the opposing fighter to 0 modified 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: When this fighter is activated, they may grant a friendly {animal type} up to 12'' away and within their line of sight a Ready marker. If they do, their activation ends immediately and the selected {animal type} may activate immediately. Note: {animal type} must be selected when this skill is taken and cannot be changed afterwards.
Snap Shot: Once per round, if this fighter is Active and an enemy fighter moves into their line of sight or becomes no longer Hidden while in their line of sight, this fighter may interrupt to make a Shoot action targeting that enemy fighter if they are also within this fighter's vision arc. If the enemy fighter is Pinned or Seriously Injured by this attack, their activation 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.
Stimmer: When this fighter is set up onto the battlefield, add one stimmer item (AE, Biostim, Frenzon, or Sluggo stash) of your choice to their fighter card. During the Wrap Up step of the Post-Battle Sequence, this item is deleted if unused. Also, this fighter cancels the first Flesh Wound they would suffer during the activation in which they use one or more stimmer items.
Strider: This fighter's movement is unaffected by Difficult Terrain, and they may move up to +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 and then discard one before resolving the attack.
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.
Veterinarian: 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.
Well Equipped: This fighter has no Equipment Access restrictions, and can buy items of Rarity 9 or less from the Trading Post as if they are Common. They can carry up to six weapons, and any number of Grenades. Also, when this fighter is added to the Crew during the Pre-Battle Sequence (before Crew Rating is determined), items can be moved between their fighter card and the gang's Stash.