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.