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=====Skills===== Leaders and Champions bought new start with one Primary skill of their choice; for everyone else, there are 4-5 ways to gain skills as an Advancement. For all of the options below, the way to handle rolling a random skill you already have is to re-roll it, which is identical to rolling a smaller die type (1d1, 1d2, 1d3, 1d4, or 1d5, although the d4 or the d5 will require non-d6 dice on hand - the easiest way to handle both cases at once is to keep a d20 around), but isn't actually supported by the rules. All of them cost experience points and add to the fighter's credit cost - aside from the downside of making the entire gang's rating go up, this also makes the fighter a larger liability, since they're worth more to the enemy when captured. *Pay 6xp and gain 20 credits in value to gain 1 random skill from a chosen Primary skill tree. *Pay 9xp and gain 20 credits in value to gain 1 chosen skill from a chosen Primary skill tree. *Pay 9xp and gain 35 credits in value to gain 1 random skill from a chosen Secondary skill tree. *Pay 12xp and gain 40 credits in value to change roles from Specialist to Champion and gain 1 random skill from a chosen Primary skill tree. *Pay 15xp and gain 50 credits in value to gain 1 random skill from a chosen skill tree. Typically, Juves have 1 Primary skill set and 2 Secondary, while Specialists have 2 Primaries and 2 Secondaries, and neither has Leadership as a Primary or Secondary. Champions have 2 Primaries and 3 Secondaries, while Leaders have 3 Primaries and 2 Secondaries, but the "additional" skill set they have is always Leadership - Secondary for Champions and Primary for Leaders. That said, it is typical for roles to have other "unique" skillsets within their House - for example, only Goliath Juves have any access to Agility (which they do as a Secondary); as of the current set of 6 gangs, only 2, Escher and Orlock, have skillsets such that Leader>Champion>Specialist>Juve - for everyone else, there's at least one exception, such that promotion can make the Fighter worse at collecting skills they were going after. Skill sets are listed below by name, but these groupings only ''trend'' towards being similar to each other, and a single skill set may provide wildly distinct abilities - for example, under Cunning, Backstab makes you more useful with a melee weapon, while Overwatch makes you more useful with a ranged weapon - and at least one skill, "Savvy Trader" under Savant, is capable of providing absolutely no buff at all (it makes the Fighter better at finding rare items, but only Champions, Leaders, and/or Fighters with the separate Connected skill are capable of even attempting to find rare items). {| class="wikitable" style="text-align: center;" |+ Skill Sets by Name ! D6 !! Agility !! Brawn !! Combat !! Cunning !! Ferocity !! Leadership !! Shooting !! Savant |- | 1 || Catfall || Bull Charge || Combat Master || Backstab || Berserker || Commanding Presence || Fast Shot || Ballistics Expert |- | 2 || Clamber || Bulging Biceps || Counter-attack || Escape Artist || Impetuous || Inspirational || Gunfighter || Connected |- | 3 || Dodge || Crushing Blow || Disarm || Evade || Fearsome || Iron Will || Hip Shooting || Fixer |- | 4 || Mighty Leap || Headbutt || Parry || Infiltrate || Nerves of Steel || Mentor || Marksman || Medicae |- | 5 || Spring up || Hurl || Step Aside || Lie Low || True Grit || Overseer || Precision Shot || Munitioneer |- | 6 || Sprint || Iron Jaw || Rain of Blows || Overwatch || Unstoppable || Regroup || Trick Shot || Savvy Trader |} Later expansions added unique skill categories usable only by specific gangs, such as the Savagery, Palanite Drill and Muscle skill categories.
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