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Skirmish Skills

This is a simplified skill list that streamlines the available Skills with an eye towards streamlined resolution, and removal of skills that are only relevant in Campaign play.

Fighter types that have their own custom Skill Lists can also select from their own Skill Lists as indicated; however refer to the Disallowed Skills section for details on a few skills that are not permitted if this list is being used.

Standard Skills

Standard skills are divided into eight 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 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 you must make an Initiative check you may instead roll equal to or under your Strength. Any penalties that would have applied to the Initiative check instead reduce your Strength for this roll. Additionally, immediately after you are Engaged by an opponent you can turn to face that opponent.
1) Athletic: Instead of Initiative check, roll <= Strength. Immediately after Engaged, may turn to face opponent.
2) 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.
3) 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.
4) 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.
5) 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.
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 reduces 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. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
4) Mark Target: Once per 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 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.
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 traditionally bladed weapons such as swords, axes, daggers, and knives but not chainswords, shockswords, or similar mechanical weapons. 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) 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.
2) 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.
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) 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.
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.

Disallowed Skills

Some skills are dropped from this format due to lack of relevance, diminished utility, or complexity. In the case that a fighter would ordinarily start with one or more of the restricted skills, that skill is swapped for another, or alternately the controlling player may pick a replacement for each such skill from a fighter's skill categories when adding that fighter to their gang's roster.

No Capture

The Escape Artist skill is replaced by the similar Skirmisher skill, and the Captivator skill is replaced by the Force of Will skill.

Force of Will: If this fighter would suffer a Wound they may make a Willpower check. If the check is passed this fighter suffers a Flesh Wound instead of a Wound.

No Hired Guns

The Connected skill is replaced by the Intimidating Appearance skill.

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.

No Lasting Injuries / Recovery

The Determined skill is replaced with Iron Jaw. The Resilient skill is replaced with Unstoppable.

No Trading Post

The Fixer and Savvy Trader skills are unavailable. Except for Hangers-on, no fighter type starts with these skills so it is not necessary to provide alternatives.