In a few weeks I'll be starting my third campaign as Arbitrator since N17 was released, and in this time I've come to notice that certain skills are avoided like the plague. Some have no use in certain circumstances, or are strictly worse than similar characteristic increases, or they need some clarification. Whatever the case, here are my proposals to fix them in my campaign. Some ideas were taken from the forum or YAQ. The rules below do not replace any skills, only add to them. Backstab: Any attack which benefits from the increased strength of Backstab also gains an additional -1AP. (was strictly worse than strength) Ballistics Expert: When this fighter aims, they may pre-measure the distance to one target enemy fighter. (was strictly worse than BS) Cat Fall: When this fighter is removed from the board after falling into a pitfall, they may make recovery in the end phase as if seriously injured. No friendly models may aid them, but if they roll a flesh wound, place them Active and Pinned as close as possible to the spot they fell from. (was useless in 2d) Clamber: The Crawl Through (Double) action is a Basic action for this fighter. (was useless in 2d) Connected: If a Juve or Specialist has this skill they may take the trade post-battle action, but do not grant a bonus to the rarity roll. (was useless for most fighters) Infiltrate: This skill cannot be used by the defender in a scenario with the sneak attack rules. (did not play well with sentry rules) Trick Shot: This bonus does not stack with an infra-sight. (clarification) Did I miss any skills that need help? Ballistics Expert was the one I was struggling to find a rule for, the pre-measuring seems useless other than for selecting the right weapon profile.