So after some tinkering, here is a 1.1 draft for the reworked skill tables. My goal was to make it possible to roll randomly on any skill table with no chance of duds. You can select skills in two ways: pick from primary (but you can't pick a skill which someone else in your gang already knows) or you can randomly pick from secondary or primary and get a random +1 mental stat as a reward.
Note that these skills are desinged to be used with the YCE core rulebook.
Suggestions and criticism are welcome. Do you see any obvious duds or must-haves?
Edit: added Agility, Brawn, Ferocity and Cunning.
Edit x2: made a .pdf draft for all the compiled skill tables, link is in the OP
Edit x3: made 1.1 draft with @Kiro The Avenger and @Jayward. It has lots of skill polish alongside the rework of problematic skills for Palanite Drill and Fanatism
Note that these skills are desinged to be used with the YCE core rulebook.
1.0 Old draft
- Blurry Advance: If this fighter has a 'Hard target' condition when shot at a successful initiative check gives the enemy additional -1 to hit. This removes 'Hard target' after the shooting is resolved.
- Acrobatic: Fighter can pass through enemies, ignores 1" while moving and they can engage enemies using any route. In addition, they can reroll any initiative checks when traversing terrain.
- Dodge: Fighter has a 6+++ which can be used alongside other special saves (usually only 1 special save is allowed)
- Momentum: Fighter gains 'Hard target' after making a single Move action. In addition, if at the start of activation this fighter had a 'Hard target' and they make a Charge action, they can add +2" to that charge. This allows to exceed maximum charge range of 12" up to 14".
- Spring up: Unchanged.
- Sprint: Unchanged.
- Body Slam: Whenever this fighter initiates Fight, test Strength. On success reduce enemy weapon skill by 1 until the end of this Fight.
- Bulging Biceps: Can equip Unwieldy weapon in one hand. In addition, counts as suspensors with Unwieldy ranged weapon. If fighter already has suspensors, gain +1 to AM, since this fighter can carry more ammo than normal.
- Hard as Nails: Whenever this fighter has to roll on Lasting Injury table, roll a D6; on 5+ don't. In addition this fighter cannot be pushed, dragged or physically moved against their will in any way.
- Iron Man: Flesh wounds do not reduce fighter's toughness, but they go OOA if their number becomes equal or more compared to their toughness.
- Hurl: When attacking with hand thrown grenade without 'Single Shot' weapon trait, you can resolve 3 blasts centered in the same spot, one after another. They all scatter automatically and used grenades automatically run out.
- Walk it off: Whenever this fighter makes two 'Move' actions in a row, either restore 1 wound or remove 1 flesh wound.
- Combat master: reroll 1 enemy defence die and ignore being outnumbered.
- Counter attack: if at least 1 enemy attack failed to hit for any reason, reroll 1 retaliation attack.
- Brutal strike: Natural hit rolls of 5 and 6 can only be cancelled with a natural roll of 6 on a defence die.
- Disarming lunge: Weapon gains Disarm. If it had Disarm, it disarms on 5,6 instead of 6.
- Parry mastery: Weapon gains Parry. If it had Parry, you can roll 1 additional defence die (but you still can't exceed enemy attack dice)
- Footwork: Pass WS test when targetted with Fight action. On success, reduce opponent's attacks by 1, but no less than 1.
- Step Aside: Once per round initiative test to cancel 1 hit in CC, counts as special save.
- Hidden Blade: This fighter is equipped with a 0 cr. cost 'fighting knife' in addition to 3 other weapons. This weapon can never be disarmed or taken away. Fighter gains +1A which can only be done with this weapon. In addition, whenever this particular weapon triggers backstab, it ignores any saves.
- Escape Artist: Once per round an Active fighter can move up to (M"/2) and face any direction when Charged. In addition they can Retreat as a simple action and never suffer retaliation attacks.
- Hide: If this fighter has not done any of these actions (Shoot, Charge, Fight), they can pass intellect check at the end of activation. On success, they are considered to be out of LOS if partially obscured by terrain until the start of their next activation or until they lose Active status.
- Infiltrate: Fighter can enter reinforcements even if the scenario does not have any. They can be deployed as a reinforcement at the start of any round within 12" of any friendly fighters but no closer than 8" from enemies. When deployed they can make a free Take cover action if they wish.
- Lie Low: When pinned behind cover relative to shooter, pass an initiative check. On success, gain +1 armour for partial cover or +2 armour for full cover against for that shooting sequence.
- Overwatch: As is, but does not work on templates/blasts and does not end activation when the target is hit.
- Berserker: Fighter gains +1A, +1STR,+1CL, +1M" for every flesh wound they have. When active or engaged this fighter can inflict 1 flesh wound to themselves as a simple action.
- Fearsome: Once per enemy activation, when an enemy attempts to Fight and selects this fighter, they have to pass a willpower check or end their activation. After this fighter makes a Coup de Grace, this skill is upgraded to Terrifying; in addition to previous effects activating enemies within 6" have to pass a cool check or become broken.
- Impetuous: Once per activation, after this fighter makes a Coup de Grace, they can restore one spent action. In addition, this fighter can Fight as a simple action.
- Nerves of Steel: Unchanged.
- True Grit: Unchanged.
- Unstoppable: At the end of fighter's activation you may roll a D6; on 4+ remove 1 fleshwound from them. If this fighter is recovering and has no flesh wounds, roll an additional injury die and select one to resolve.
- Commanding Presence: Group activation of this fighter can activate fighters within 6" instead of 3" and can activate 1 additional fighter.
- Mentor: Get 3XP after mentor survives the fight (they did not receive Memorable death and were not captured). Distribute it between any other fighters who took part, 1XP per fighter.
- Inspirational: Use Simple action to test LD; on success make another visible pinned fighter stand up.
- Regroup: Test LD at the start of the end phase; on success fighters within 6" lose broken, insanity and can assist on recovery while pinned.
- Cover me!: Test LD when hit with non-template, non-blast weapon. On success swap with fighter within 3", they get hit instead (if multiple hits occur such as a hit by 'Rapid Fire' weapon, they all have to be resolved against swapped fighter).
- Battle plan: Once per fight may reroll priority roll after all players have rolled their priority dice.
- Tactical Deployment: When deployed can either Move(Simple) or Take Cover(Simple) as a free action. Up to two other fighters deployed this turn can do the same. Works when deployed as reinforcements.
- Fast Shot: Shoot as simple with non-template, non-blast weapon, but any shoot actions after the first are at -1 to hit.
- Gunfighter: Unchanged, but can carry 1 additional Sidearm in addition to 3 weapons.
- Fire Discipline: This fighter ignores Unstable on weapons. In addition, if the fighter's non-template,non-blast ranged attack misses, they can ignore rolled ammo symbols on firepower dice.
- Marksman: If rolled a natural 6 to hit, can swap 1 Flesh wound into Serious injury and vice versa.
- Power Shot: If aimed, weapon gains an additional Knockback trait. If it had it, knockbacks up to 2" instead of 1".
- Tactical Reload: Once per activation can Reload as a free action. Successful reload gives +1 to hit to the next Shoot action with that weapon during current activation.
- Armour monger: Whenever this fighter is hit for the first time, they can reroll an armour roll (or roll a 6+ if armour save was canceled due to weapon's AP). On a successful Intellect check before the battle, one other friendly fighter also gets this bonus.
- Connected: Something to do with rarity.
- Fixer: Whenever you collect income, gain +D3x10 cr. Recommendation to buff it to D3x20 if the general income is big (such as in 'Law and Misrule' campaign).
- Medicae: When assisting a friendly fighter that fighter does not get a Flesh Wound when recovering. In addition, this fighter can allow one another fighter to ignore any Lasting injury result on 5+ except for Memorable Death after the battle.
- Munitioneer: Once per fight can drop an Ammo cache within 1" as a free action.
- Ballistic Expert: When aiming with non-'Melta', non-'Grenade' weapon choose one: increase long distance by short distance or ignore hard target. In addition, once per activation can measure from themselves to any visible point on the battlefield.
- Vox Threat: an active or engaged fighter can do this action once per activation: select visible enemy and pass CL. On success, that enemy has to activate last and can't initiate nor be a part of group activations as if he was a part of reinforcements.
- Restraint protocols: when this fighter takes an enemy ooa via CC attacks or Coup de Grace, enemies within 9" have to pass nerve checks and enemies within 3" do so with additional penalty of -1.
- Non-verbal communication: Once per round when another active friendly fighter within 6" and LOS gets targetted by non-template, non-blast ranged attack test LD. On success, the target is pinned and the attack automatically misses.
- Teamwork: this fighter can never be hit by friendly ranged attacks. Ignore him when randomising hits after shooting into CC.
- Breach & Clear: This fighter can Shoot as a free action while using a hand grenade with range of Sx3".
- Threat Response: Can spend Ready marker if to countercharge/counterfight if an enemy finishes a charge or initiates a fight within 6".
- Tide of faithful: If this fighter takes part in the battle, their starting crew can include one additional available fighter with the lowest cost (above scenario's limit). If the entire gang is deployed at the start of scenario, you may reroll a failed bottle check once per battle.
- Martydrom: When another friendly fighter within 3" becomes OOA, they may test willpower. On success, do not remove them, instead they become active (or engaged if within 1" of the enemy). They are removed either at the end of their next activation or if they receive any unsaved damage.
- Protected by the flock: If this fighter is targetted by a ranged attack, each friendly fighter who is an eligible target and is not harder to hit during the target priority test gives an additional -2 penalty to it.
- Unshakable Conviction: When this fighter is selected by the Coup de Grace action, give them 1 flesh wound instead of removing them from the battlefield.
- Crucible of Devotion: once per round pass LD when another injured friendly fighter activates within 9". On success, that fighter stands up for free and activates as normal, but becomes Seriously Injured at the end of their activation. This does not trigger nerve tests.
- Zealot: Whenever this fighter sends an enemy OOA via close combat attacks or Coup de Grace, they restore 1 wound (up to their max on profile) or remove 1 flesh wound from themselves. In addition, they receive +1LD and +1CL until the end of battle.
Suggestions and criticism are welcome. Do you see any obvious duds or must-haves?
Edit: added Agility, Brawn, Ferocity and Cunning.
Edit x2: made a .pdf draft for all the compiled skill tables, link is in the OP
Edit x3: made 1.1 draft with @Kiro The Avenger and @Jayward. It has lots of skill polish alongside the rework of problematic skills for Palanite Drill and Fanatism
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