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Necromunda Skills BRAWN

1. BULL CHARGE
AGILITY When the fighter makes close combat attacks as part of a
1. CATFALL Charge action, any weapons with the Melee trait they use
When this fighter falls or jumps down from a ledge, they gain the Knockback trait and are resolved at +1 Strength.
count the vertical distance moved as being half of what it
actually is, rounded up. In addition, if they are not Seriously 2. BULGING BICEPS
Injured or taken Out of Action by a fall, make an Initiative This fighter may wield an Unwieldy weapon in one hand
test for them – if it is passed, they remain Standing rather rather than the usual two. Note that Unwieldy weapons
than being Prone and Pinned. still take up the space of two weapons with regards to how
many a fighter may carry.
2. CLAMBER
When this fighter climbs, the distance they move is not 3. CRUSHING BLOW
halved. In other words, they always count as climbing up or Before rolling to hit for the fighter’s close combat attacks,
down a ladder. the controlling player can nominate one dice to make a
Crushing Blow. This cannot be a dice that is rolling for a
3. DODGE weapon with the Pistol trait. If that dice hits, the attack’s
If this fighter suffers a wound from a ranged or close Strength and Damage are increased by one.
combat attack, roll a D6. On a 6, the attack is dodged and
has no further effect; otherwise, continue to make a save 4. HEADBUTT
or resolve the wound as normal. If the fighter is Standing and Engaged, they can make the
following action: Headbutt (Basic) – Pick an Engaged enemy
If the model dodges a weapon that uses a Blast marker or fighter and roll two D6. If either result is equal to or higher
Flame template, a roll of 6 does not automatically cancel than their Toughness, they suffer a hit with a Strength
the attack – instead, it allows the fighter to move up to 2" equal to this fighter’s +2, resolved at Damage 2. However, if
before seeing if they are hit. They cannot move within 1" of both dice score lower than the enemy fighter’s Toughness,
an enemy fighter. this fighter instead suffers a hit equal to their own Strength,
resolved at Damage 1.
4. MIGHTY LEAP
When measuring the distance of a gap this fighter wishes 5. HURL
to leap across, ignore the first 2" of the distance. This If the fighter is Standing and Engaged, they can make the
means that a fighter with this skill may leap over gaps of 2" following action: Hurl (Basic) - Pick an enemy fighter
or less without testing against their Initiative. All other rules Engaged by, and in base contact with, this fighter or a
for leaping over gaps still apply. Seriously Injured enemy fighter within 1" of this fighter.
Make an Initiative check for the enemy fighter. If failed, the
5. SPRING UP enemy fighter is hurled. Move the enemy fighter D3" in a
If this fighter is Pinned when they are activated, make an direction of your choice, if they were Standing they become
Initiative check for them. If the check is passed, the fighter Prone and Pinned after moving. If they come into base
may make a Stand Up (Basic) action for free. If the check is contact with a Standing fighter or any terrain, they stop
failed, the fighter may still stand up, but it costs one action, moving and suffer a Strength 3, Damage 1 hit. If they come
as usual. into base contact with another fighter, that fighter also
suffers a Strength 3, Dmg 1 hit, becomes Prone & Pinned.
6. SPRINT
If this fighter makes two Move (Simple) actions when 6. IRON JAW
activated during a round, they can use the second to Sprint. This fighter’s Toughness is treated as being two higher than
This lets them move at double their Movement normal when another fighter makes unarmed attacks
characteristic for the second Move (Simple) action. against them in close combat.
COMBAT CUNNING
1. COMBAT MASTER 1. BACKSTAB
The fighter never suffers penalties to their hit rolls for Any weapons used by this fighter with the Melee trait also
interference, and can always grant assists, regardless of gain the Backstab trait. If they already have this Trait, add 2
how many enemy fighters they are Engaged with. to the attack’s Strength rather than the usual 1 when the
Trait is used.
2. COUNTER-ATTACK
When this fighter makes Reaction attacks in close combat, 2. ESCAPE ARTIST
they roll one additional Attack dice for each of the When this fighter makes a Retreat (Basic) action, add 2 to
attacker’s Attacks that failed to hit (whether they missed, the result of their Initiative check (a natural 1 still fails).
were parried, etc). Additionally, if this fighter is Captured at the end of a
battle, and if they are equipped with a skin blade, they may
3. DISARM add 1 to the result of the dice roll to see if they can escape.
Any weapons with the Melee trait used by the fighter also
gain the Disarm trait. If a weapon already has this Trait, 3. EVADE
then the target will be disarmed on a natural roll of a 5 or If an enemy targets this fighter with a ranged attack, and
6, rather than the usual 6. this fighter is Standing and Active and not in partial cover or
full cover, there is an additional -1 modifier to the hit roll,
4. PARRY or a -2 modifier if the attack is at Long range.
The fighter can parry attacks as though they were carrying
a weapon with the Parry trait. If they already have one or 4. INFILTRATE
more weapons with this Trait, they can parry one additional If this fighter should be set up at the start of a battle, they
attack. may instead be placed to one side. Then, immediately
before the start of the first round, their controlling player
5. RAIN OF BLOWS may set them up anywhere on the battlefield that is not
This fighter treats the Fight action as Fight (Simple) rather visible to any enemy fighters, and not within 6" of any of
than Fight (Basic). In other words, this fighter may make them. If both players have fighters with this skill, take turns
two Fight (Simple) actions when activated. to set one up, starting with the winner of a roll-off.

6. STEP ASIDE 5. LIE LOW


If the fighter is hit in close combat, the fighter can attempt While this fighter is Prone, enemy fighters cannot target
to step aside. Make an Initiative check for them. If the them with a ranged attack unless they are within the
check is passed, the attack misses. This skill can only be attacking weapon’s Short range. Weapons that do not have
used once per enemy in each round of close combat – in a Short range are unaffected by this rule.
other words, if an enemy makes more than one attack, the
fighter can only attempt to step aside from one of them. 6. OVERWATCH
If this fighter is Standing and Active, and has a Ready
marker on them, they can interrupt a visible enemy
fighter’s action as soon as it is declared but before it is
carried out. This fighter loses their Ready marker, then
immediately makes a Shoot (Basic) action, targeting the
enemy fighter whose action they have interrupted. If the
enemy is Pinned or Seriously Injured as a result, their
activation ends immediately, and their action(s) are not
made.
FEROCITY LEADERSHIP
1. BERSERKER 1. COMMANDING PRESENCE
When this fighter makes close combat attacks as part of a When this fighter activates to make a group activation, they
Charge (Double) action, they roll one additional Attack dice. may include one more fighter than normal as part of the
group (i.e., a Champion could activate two other fighters
2. FEARSOME instead of one, and a Leader could activate three).
If an enemy wishes to make a Charge (Double) action that
would result in them making one or more close combat 2. INSPIRATIONAL
attacks against this fighter, they must make a Willpower If a friendly fighter within 6" of this fighter fails a Cool
check before moving. If the check is failed, they cannot check, make a Leadership check for this fighter. If the
move and their activation ends immediately. Leadership check is passed, then the Cool check also counts
as having been passed.
3. IMPETUOUS
When this fighter consolidates at the end of a close 3. IRON WILL
combat, they may move up to 4", rather than the usual 2". Subtract 1 from the result of any Bottle rolls whilst this
fighter is on the battlefield and is not Seriously Injured.
4. NERVES OF STEEL
When the fighter is hit by a ranged attack, make a Cool 4. MENTOR
check for them. If it is passed, they may choose not to be Make a Leadership check for this fighter each time another
Pinned. friendly fighter within 6" gains a point of Experience. If the
check is passed, the other fighter gains two Experience
5. TRUE GRIT points instead of one.
When making an Injury roll for this fighter, roll one less
Injury dice (for example, a Damage 2 weapon would roll 5. OVERSEER
one dice). Against attacks with Damage 1, roll two dice – If the fighter is Standing and Active, they can attempt to
the player controlling the fighter with True Grit can then make the following action: Order (Double) – Pick a friendly
choose one dice to discard before the effects of the other fighter within 6". That fighter can immediately make two
are resolved. actions as though it were their turn to activate, even if they
are not Ready. If they are Ready, these actions do not
6. UNSTOPPABLE remove their Ready marker.
Before making a Recovery check for this fighter in the End
phase, roll a D6. If the result is 4 or more, one Flesh Wound 6. REGROUP
they have suffered previously is discarded. If they do not If this fighter is Standing and Active at the end of their
have any Flesh Wounds, and the result is a 4 or more, roll activation, the controlling player may make a Leadership
one additional dice for the Recovery check and choose one check for them. If this check is passed, each friendly fighter
to discard. that is currently subject to the Broken condition and is
within 6" immediately recovers from being broken.
SHOOTING SAVANT
1. FAST SHOT 1. BALLISTICS EXPERT
This fighter treats the Shoot action as (Simple) rather than When this fighter makes an Aim (Basic) action, make an
(Basic), as long as they do not attack with a weapon that Intelligence check for them. If the check is passed, they
has the Unwieldy trait (note that even if a skill or wargear gain an additional +1 modifier to their hit roll.
item allows a fighter to ignore one aspect of the Unwieldy
trait, Unwieldy weapons retain the Trait). 2. CONNECTED
This fighter can make a Trade action during the post-battle
2. GUNFIGHTER sequence, in addition to any other actions they make
If this fighter uses the Twin Guns Blazing rule to attack with (meaning they could even make two Trade actions). They
two weapons with the Sidearm trait, they do not suffer the cannot do this if they are unable to make actions during the
-1 penalty to their hit rolls and can, if they wish, target a post-battle sequence.
different enemy model with each weapon with the Sidearm
trait. 3. FIXER
In the Receive Rewards step of the post-battle sequence, as
3. HIP SHOOTING long as this fighter is not Captured or In Recovery, their
If the fighter is Standing and Active, they can make the gang earns an additional D3x10 credits. Note that they do
following action: not need to have taken part in the battle to gain this bonus.
Run and Gun (Double) – The fighter may move up to
double their Movement characteristic and then make an 4. MEDICAE
attack with a ranged weapon. The hit roll suffers an When this fighter assists a friendly fighter who is making a
additional -1 modifier, and Unwieldy weapons can never be Recovery test, re-roll any Out of Action results. If the result
used in conjunction with this skill. of a re-rolled dice is also Out of Action, the result stands.

4. MARKSMAN 5. MUNITIONEER
The fighter is not affected by the rules for Target Priority. In Whenever an Ammo check is failed for this fighter, or
addition, if the hit roll for an attack made by the fighter another fighter from their gang within 6", it can be re-
with a ranged weapon (that does not have the Blast trait) is rolled.
a natural 6, they score a critical hit and the weapon’s
Damage is doubled (if they are firing a weapon with the 6. SAVVY TRADER
Rapid Fire trait, only the Damage of the first hit is doubled). When this fighter makes a Trade action in the post-battle
sequence, add 1 to the result of the dice roll to determine
5. PRECISION SHOT the availability of Rare items on offer at the Trading Post on
If the hit roll for a ranged attack made by this fighter is a this visit. Additionally, the cost of one item may be reduced
natural 6 (when using a weapon that does not have the by 20 credits on this visit. Note that this means one item,
Blast trait), the shot hits an exposed area and no armour not one type of Item. A single power sword may be
save can be made. purchased for 30 credits, but a second power sword will
still cost 50 credits.
6. TRICK SHOT
When this fighter makes ranged attacks, they do not suffer
a penalty for the target being Engaged or in partial cover. In
addition, if the target is in full cover, they reduce the
penalty to their hit roll to -1 rather than -2.

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