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What Are Skills?
In Dystopian Sky: Skirmish, Skills are abilities that Units can acquire to enhance their capabilities, and they come in two forms: Passive and Activated. Passive Skills provide ongoing or triggered effects without requiring the player to spend Actions, constantly modifying a Unit's stats or influencing gameplay. Activated Skills, on the other hand, are abilities that a Unit can use during its Turn by spending Actions. These skills have a variety of effects, such as increasing a Unit's attack range, inflicting status effects on enemies, healing allies, or providing temporary defensive benefits. Both types of skills are purchased with Skill Points (SP), which are gained when leveling up.
Exclusive Skills
Over time, new Skills may be introduced on this page. Some additional Skills may not be included in future editions of the rulebook, making this page the best place to find new ways to customize your Crew. Check back regularly for updates and expand your options with fresh, unique Skills to add to your Crew's abilities.
Activated Skills
All or Nothing | 2 Skill Points
1 Action: Attack target enemy, rolling twice and choosing the lower number. A successful attack is always a Critical Hit, while a miss is always a Critical Fail.
Arc Blast | 2 Skill Points
1 Action: Attack target enemy. A successful attack Inflicts Arc.
Bubble Shield | 2 Skill Points
2 Actions: Prevent all damage that would be dealt to this Unit until the end of this Unit’s next Turn. This skill can only be used once per game.
Combat Drone | 2 Skill Points
2 Actions: Deploy a drone to a location within 5 inches. The Drone has 15 HP, 10 Agility, 0 Brawn, 2 Focus, and 2 Tech. 1 D6 + Tech damage, 2 - 9 Effective Range.
Covering Fire | 1 Skill Point
1 Action: Attack target enemy with a Ranged Weapon. That Unit cannot target ally Units until the end of its next Turn.
Electromagnetic Pulse | 2 Skill Points
2 Actions: Inflict Disarm to all Units with Tech weapons in their inventories within 10 inches of this Unit. This skill can only be used once per game.
Embers | 1 Skill Point
1 Action: Inflict Burn on target Unit within 9 inches.
Enrage | 1 Skill Point
1 Action: Target enemy within 9 inches must move directly to and attack this Unit at the beginning of its next Turn.
Execution | 1 Skill Point
1 Action: Target enemy at 5 or less HP within 2 inches is immediately Downed.
Field Medic | 2 Skill Points
2 Actions: Target Unit within 3 inches heals 1D6 + Tech HP.
Headshot | 1 Skill Point
2 Actions: Attack target Unit with a Ranged Weapon for an automatic Critical Hit. The target must be within your Effective Range. This skill can only be used once per game.
Homing Projectile | 2 Skill Points
1 Action: Target Unit takes damage equal to this Unit’s Tech Skill. The target must be within your Effective Range.
Hurl | 1 Skill Point
1 Action: Attack Target Unit with a Melee Weapon with your Effective Range increased by Brawn + Focus. Disarm this Unit afterwards.
Jump Jets | 1 Skill Point
1 Action: This unit moves up to 8 inches vertically and up to 4 inches horizontally, ignoring height differences, gaps, and terrain, but not walls.
Lunge | 1 Skill Point
1 Action: This Unit moves directly to a Target unit within 4 inches and performs an attack with a Melee Weapon.
Poison Blade | 2 Skill Points
1 Action: Attack target enemy with a Melee Weapon. A successful attack Inflicts Poison.
Prick | 1 Skill Point
1 Action: Inflict Bleed to target Unit within 2 inches.
Ricochet | 1 Skill Point
1 Action: Until the beginning of this Unit’s next turn, all damage that would be dealt to it from failed attacks are dealt back to the attacking Units.
Scare Tactics | 2 Skill Points
2 Actions: Inflict Fear on all enemies within 9 inches.
Scattershot | 2 Skill Points
2 Actions: Attack target enemy with a Ranged Weapon. A successful attack deals 1 D6 + Focus damage to all enemy units within 3 inches of the target.
Shakedown | 2 Skill Points
2 Actions: Attack target enemy with a Melee Weapon. A successful attack Inflicts Disarm and Fear.
Snag | 2 Skill Points
1 Action: Immediately move target Unit within 6 inches directly to this Unit.
Snipe | 2 Skill Points
1 Action: Attack target enemy with a Ranged Weapon. This attack gains +50% to Effective Range.
Sunder | 1 Skill Point
1 Action: Inflict Disarm on target Unit within 9 inches.
Passive Skills
Action Surge | 2 Skill Points
Passive: Once each game, this Unit can take 2 extra Actions during its turn.
Anti-Grav Drive | 2 Skill Points
Passive: This Unit is immune to fall damage.
Barbarian | 1 Skill Point
Passive: This Unit gains +2 to Brawn if it has no Ranged weapons.
Blood Lust | 1 Skill Point
Passive: This Unit heals 1D6 Health Points each time it Downs an enemy.
Bodyguard | 2 Skill Points
Passive: This Unit can React to attacks made against allies within 7 inches of it.
Credit Exchange | 0 Skill Points
Passive: You can exchange 1 Skill Point for 250 Credits.
Deadeye | 2 Skill Points
Passive: Natural rolls of 18, 19, and 20 made by this Unit are Critical Hits.
Demolitions Expert | 2 Skill Points
Passive: This Unit begins each game with a Blue Basics™ Hand Grenade.
Eagle Eye | 1 Skill Points
Passive: This Unit gains +2 inches to maximum Effective Range with all Ranged weapons.
Fight or Flight | 1 Skill Point
Passive: This Unit gains +2 Agility when at 10 or less Health Points.
Heavy Hitter | 1 Skill Point
Passive: This Unit deals +2 damage with unarmed and Melee attacks.
Hologram Decoy | 2 Skill Point
Passive: The first time this Unit would be damaged each game, move it to a space directly behind the attacker within 5 inches.
Insulated | 1 Skill Point
Passive: This Unit gains +25% chance to both Inflict and Resist Arc.
Juggernaut | 2 Skill Points
Passive: This Unit gains an additional 2 Health Points per Level, including past Levels.
Last Chance | 2 Skill Points
Passive: The first time this Unit would be Downed each game, it survives with 1 Health Point instead.
Lucky Break | 1 Skill Point
Passive: The first time this Unit would Critical Fail each turn, you can reroll instead.
Marathon Man | 2 Skill Points
Passive: Once each of its turns, this Unit can Sprint as a free Action.
Medic | 2 Skill Points
Passive: This Unit begins each game with a Blue Basics™ Med Kit.
Overwatch | 2 Skill Points
Passive: The first time an enemy moves within 3 inches of this Unit each turn, this Unit can make a Reaction against it.
Pacifist | 1 Skill Point
Passive: This Unit gains +2 Agility until it attacks an enemy.
Pushy | 1 Skill Point
Passive: This Unit gains +15% chance to both Inflict and Resist Staggered.
Pyromaniac | 1 Skill Point
Passive: This Unit gains +15% chance to both Inflict and Resist Burn.
Regeneration | 1 Skill Point
Passive: This Unit heals 1 Health Point at the start of each of its turns.
Rolling Thunder | 2 Skill Points
Passive: This Unit gains +1 Brawn and +1 Focus for each enemy it has Downed this game.
Stealthy | 2 Skill Points
Passive: This Unit gains +15% chance to both Inflict and Resist Stun.
Super Immune | 2 Skill Points
Passive: This Unit gains +15% chance to Resist all Status Effects.
Survivalist | 2 Skill Points
Passive: This Unit gains +25% chance to Resist Trauma.
Thick Skinned | 1 Skill Point
Passive: This Unit gains +15% chance to Resist Bleed.
Vampiric Touch | 2 Skill Points
Passive: This Unit heals 2 Health Points each time it damages an enemy with a Melee attack.
Vengeful | 2 Skill Points
Passive: This Unit gains +2 to Reaction attack rolls.
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