From Core Rules. Read this book’s lore. Readable tables and original source diagrams.
SKILLS
The following pages present the full list of all of the skills available to models. This section is split into six lists, one for each Skill Set. Each entry lists the skill by name, and then its rules. Each skill also states which models may use the skill.
The following table summarises each of the Skill Sets. Choosing a skill is as simple as just picking one from the Skill Set. To randomly generate a skill, roll a D6 on the table below (if a skill is generated that cannot be used by the model or that the model already has, re-roll until a usable skill is generated):
| D6 | Agility | Brawn | Combat |
|---|---|---|---|
| 1 | Catfall | Bull Charge | Berserker |
| 2 | Clamber | Bulging Biceps | Combat Master |
| 3 | Dodge | Fearsome | Headbutt |
| 4 | Mighty Leap | Iron Jaw | Heavy Blows |
| 5 | Spring Up | Nerves of Steel | Rain of Blows |
| 6 | Sprint | Unstoppable | Two-weapon Fighter |
| D6 | Cunning | Savant | Shooting |
|---|---|---|---|
| 1 | Backstab | Connected | Fast Shot |
| 2 | Counter-attack | Fast Reload | Gunfighter |
| 3 | Cut-throat | Iron Will | Hip-shooting |
| 4 | Infiltrate | Medicate | Marksman |
| 5 | Lie Low | Mentor | Precision Shot |
| 6 | Overwatch | Munitioneer | Sharpshooter |
AGILITY
1. CATFALL (FIGHTER OR WALKER ONLY)
When this model falls or jumps down from a ledge, they count the vertical distance as being one level less than normal (see page 69). In addition, if they are not Seriously Injured/Damaged or taken Out of Action by a fall, make an Agility test for them - if it is passed, they do not become Suppressed.
2. CLAMBER (FIGHTER ONLY)
When this Fighter climbs, the distance they move is not halved. In other words, they always count as climbing up or down a ladder.
3. DODGE (FIGHTER OR VEHICLE)
If this model suffers a Wound from a shooting or close combat attack (including as a result of the Unstable trait), roll a D6. On a 6, the attack is dodged and has no further effect; otherwise, continue to make a save or resolve the Wound as normal. If the model dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack - instead, it allows the model to move up to 2" before seeing if they are hit. They cannot move within 1" of an enemy model.
4. MIGHTY LEAP
(FIGHTER OR WALKER ONLY)
When measuring the distance of a gap a model wishes to leap across, ignore the first 2" of the distance. This means that a model with this skill may leap over gaps of 4" or less without making an Agility test. All other rules for leaping over gaps will apply.
5. SPRING UP (FIGHTER ONLY)
If this Fighter is Suppressed when they are activated, make an Agility test for them. If the test is passed, the Fighter is no longer Suppressed and may perform two actions as normal.
6. SPRINT (FIGHTER OR WALKER ONLY)
While Active, this model may perform the Sprint action:
Sprint (Double): The model may move a distance equal to their Movement characteristic plus two times their Initiative characteristic in inches. Any effect that replaces a model's Initiative characteristic with a different number for the purpose of the Dash action also replaces it for this skill.
BRAWN
1. BULL CHARGE (FIGHTER OR VEHICLE)
When the model makes close combat attacks as part of a Charge action, any close combat weapons they use gain the Knockback (6+) trait and are resolved at +1 Strength.
2. BULGING BICEPS (FIGHTER ONLY)
When performing a Braced Shot action, the Fighter may move a distance equal to their Initiative characteristic in inches either before or after resolving the ranged attack.
When attacking with a weapon with the Heavy trait in close combat, the Fighter may declare a Secondary weapon as long as the Secondary weapon does not also have the Heavy trait.
3. FEARSOME (FIGHTER OR VEHICLE)
This model is subject to the Fearsome Condition (see page 48).
4. IRON JAW (FIGHTER OR VEHICLE)
This model's Toughness characteristic is treated as being 2 higher than normal when resolving Hits from a close combat attack with an AP characteristic of '-'.
5. NERVES OF STEEL (FIGHTER OR VEHICLE)
When the model is hit by a ranged attack, they may make a Cool check. If the check is passed, they are not Suppressed by the attack.
6. UNSTOPPABLE (FIGHTER OR VEHICLE)
Each time this model activates, before performing any actions with them, make a Willpower check. If the check is passed, they recover 1 Wound lost earlier in the battle.
COMBAT
1. BERSERKER (FIGHTER OR WALKER ONLY)
This model is subject to the Frenzy Condition (see page 48).
2. COMBAT MASTER
(FIGHTER OR WALKER ONLY)
The model never suffers penalties to their Hit rolls for interference, and can always grant assists, regardless of how many enemy models they are Engaged with.
3. HEADBUTT (FIGHTER ONLY)
This Fighter is considered to be armed with the following weapon:
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Headbutt | E | - | S+1 | - | 1 | Additional Attack (1), Melee |
- SR
- E
- LR
- -
- Str
- S+1
- AP
- -
- L
- 1
4. HEAVY BLOWS (FIGHTER ONLY)
When using a weapon with the Heavy trait in close combat, increase this Fighter's Strength characteristic by 1.
5. RAIN OF BLOWS (FIGHTER OR WALKER ONLY)
The first time each activation this model resolves a Fight action,.if they are still Engaged with an enemy model they may perform an additional Fight action , as a Free action.
6. TWO-WEAPON FIGHTER
(FIGHTER OR WALKER ONLY)
In close combat, this model makes two attacks with their Secondary weapon as opposed to the normal one.
CUNNING
1. BACKSTAB (FIGHTER ONLY)
All weapons with the Melee trait used by this Fighter gain the Backstab trait (see page 161). If they already have the Backstab trait, add 2 to the weapon's Strength rather than the usual 1 when the trait is used.
2. COUNTER-ATTACK
(FIGHTER OR WALKER ONLY)
When an enemy model resolves a Fight action involving this model, this model may make an additional attack with their weapon. This additional attack is resolved at the same Initiative as the enemy model's attacks.
3. CUT-THROAT (FIGHTER ONLY)
When performing a Coup de Grace action, after both players have rolled their D6, this Fighter may re-roll their dice.
4. INFILTRATE (FIGHTER ONLY)
If this Fighter should be set up at the start of a battle, they may instead be placed to one side. Then, immediately before the start of the first round, their controlling player may either set them up anywhere on the battlefield that is not visible to any enemy models and not within 9" of any of them, or in their gang's deployment zone. If both players have Fighters with this skill, take turns to set them up one at a time, starting with the winner of a roll-off.
5. LIE LOW (FIGHTER ONLY)
While this Fighter is Suppressed, enemy models cannot target them with a ranged attack unless they are within the attacking weapon's Short Range.
6. OVERWATCH (FIGHTER OR VEHICLE)
If this model is Active and has a Ready marker and Line of Sight of the targeted model, they can interrupt an enemy model's action as soon as it is declared but before it is carried out. This model loses their Ready marker and then immediately performs a Shoot action, targeting the enemy whose action they have interrupted. If the enemy is Suppressed or Seriously Injured/Damaged as a result, their activation ends immediately and their action(s) are not made.
SAVANT
1. CONNECTED (FIGHTER OR VEHICLE)
This model can perform a Visit Trading Post Action during the Post-cycle Sequence that adds 1 TP instead of the normal amount, in addition to any other actions they make (meaning they could even make two Visit Trading Post Actions). They cannot do this if they are unable to perform actions during the Post-cycle Sequence.
2. FAST RELOAD (FIGHTER OR VEHICLE)
When performing the Reload action, this model may reload all weapons they are carrying.
3. IRON WILL (FIGHTER OR VEHICLE)
Subtract 1 from the result of any of your Bottle checks whilst this model is on the battlefield.
4. MEDICATE (FIGHTER ONLY)
While Active or Suppressed, this Fighter may perform the Heal Ally action:
Heal Ally (Single): Select a friendly Fighter within 1" who is not Seriously Injured. They regain 1 Wound lost earlier in the battle.
5. MENTOR (FIGHTER ONLY)
Make a Leadership check for this Fighter each time another friendly model within 6" gains XP. If the check is passed, the other model gains an additional 1 XP.
6. MUNITIONEER (FIGHTER ONLY)
While Active or Suppressed, this Fighter may perform the Distribute Ammo action:
Distribute Ammo (Single): All friendly Fighters within 6" of this Fighter may immediately make an Intelligence check. Each Fighter that passes the check may perform a Reload action as a Free action, even if it is not their activation. This action does not require them to be Ready and does not remove their Ready marker.
SHOOTING
1. FAST SHOT (FIGHTER OR VEHICLE)
This model may perform two Shoot actions in each activation.
2. GUNFIGHTER (FIGHTER ONLY)
A Fighter with this skill may fire two weapons with the Light trait as part of a single Shoot action. Each weapon may fire at a different target; both targets must be declared before any dice are rolled and both attacks are fully resolved one after another in an order of the player's choice.
3. HIP-SHOOTING (FIGHTER ONLY)
All ranged weapons without the Heavy trait this Fighter is equipped with gain the Assault trait.
4. MARKSMAN (FIGHTER OR VEHICLE)
This model applies a +1 modifier to all Hit rolls when making a ranged attack at a target between a weapon's Short and Long Ranges.
5. PRECISION SHOT (FIGHTER OR VEHICLE)
If the Hit roll for.a ranged attack made by this model is a natural 6 (when using a weapon that does not have the Blast or Rapid Fire (X) trait), the shot hits an exposed area and no Armour save can be made.
6. SHARPSHOOTER (FIGHTER OR VEHICLE)
When performing the Aimed Shot action, this model applies a +2 modifier to their Hit roll instead of +1.
INHERENT
HIT & RUN (FIGHTER OR VEHICLE)
After a model with this skill has completed a Fight action, they may always consolidate even if they are still Engaged. During this consolidation they may move within 1" of enemy models, but they must end it at least 1" away from enemy models.
INSPIRING (FIGHTER ONLY)
A Fighter with this skill may perform the Group Activation action as a Free action.
JUGGERNAUT (FIGHTER OR VEHICLE)
When a model with this skill is hit by a ranged attack, they are only Suppressed if they either lose a Wound or an Injury dice is rolled and applied to them.