| Difference In | Experience Bonus |
| Gang Rating | Win / Lose |
| 1-49 | +1 / +0 |
| 50-99 | +2 / +1 |
| 100-149 | +3 / +2 |
| 150-199 | +4 / +3 |
| 200-249 | +5 / +4 |
| 250-499 | +6 / +5 |
| 500-749 | +7 / +6 |
| 750-999 | +8 / +7 |
| 1,000-1,499 | +9 / +8 |
| 1,500+ | +10 / +9 |
| Experience | Title |
| 0-5 | Green Juve |
| 6-10 | Juve |
| 11-15 | Juve |
| 16-20 | Top Juve |
| 21-30 | New Ganger |
| 31-40 | Ganger |
| 41-50 | Ganger |
| 51-60 | Ganger |
| 61-80 | Gang Champion |
| 81-100 | Gang Champion |
| 101-120 | Gang Champion |
| 121-140 | Gang Champion |
| 141-160 | Gang Champion |
| 161-180 | Gang Champion |
| 181-200 | Gang Champion |
| 201-240 | Gang Champion |
| 241-280 | Gang Champion |
| 281-320 | Gang Champion |
| 321-360 | Gang Champion |
| 361-400 | Gang Champion |
| 401+ | Mighty Ganger |
| 2 | Any Skill. Choose any of the Skill tables and randomly generate a skill from it. |
| 3-4 | New Skill. Select one of the standard Skill tables for your gang and randomly generate a skill from it. |
| 5 | Roll again: 1-3 = +1 Strength; 4-6 = +1 Attacks. |
| 6 | Roll again: 1-3 = +1 WS; 4-6 = +1 BS. |
| 7 | Roll again: 1-3 = +1 Initiative; 4-6 = +1 Leadership. |
| 8 | Roll again: 1-3 = +1 WS; 4-6 = +1 BS. |
| 9 | Roll again: 1-3 = +1 Wounds; 4-6 = +1 Toughness. |
| 10-11 | New Skill. Select one of the standard Skill tables for your gang and randomly generate a skill from it. |
| 12 | Any Skill. Choose any of the Skill tables and randomly generate a skill from it. |
| Stat | M | WS | BS | S | T | W | I | A | Ld |
| Max Value | 4 | 5 | 5 | 4 | 4 | 3 | 5 | 3 | 9 |
| Cawdor | Agility | Combat | Ferocity | Muscle | Shooting | Stealth | Techno | Heavy | Leader |
| Juves | - | ✔ | ✔ | - | - | - | - | - | - |
| Gangers | ✔ | ✔ | ✔ | - | - | - | - | - | - |
| Heavies | - | - | ✔ | ✔ | ✔ | - | ✔ | ✔ | - |
| Leader | ✔ | ✔ | ✔ | ✔ | ✔ | - | ✔ | - | ✔ |
| Escher | Agility | Combat | Ferocity | Muscle | Shooting | Stealth | Techno | Heavy | Leader |
| Juves | ✔ | ✔ | - | - | - | - | - | - | - |
| Gangers | ✔ | ✔ | - | - | - | ✔ | - | - | - |
| Heavies | ✔ | - | - | ✔ | ✔ | - | ✔ | ✔ | - |
| Leader | ✔ | ✔ | ✔ | - | ✔ | ✔ | ✔ | - | ✔ |
| Delaque | Agility | Combat | Ferocity | Muscle | Shooting | Stealth | Techno | Heavy | Leader |
| Juves | - | - | - | - | ✔ | ✔ | - | - | - |
| Gangers | ✔ | - | - | - | ✔ | ✔ | - | - | - |
| Heavies | - | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | - |
| Leader | ✔ | ✔ | ✔ | - | ✔ | ✔ | ✔ | - | ✔ |
| Goliath | Agility | Combat | Ferocity | Muscle | Shooting | Stealth | Techno | Heavy | Leader |
| Juves | - | - | ✔ | ✔ | - | - | - | - | - |
| Gangers | - | ✔ | ✔ | ✔ | - | - | - | - | - |
| Heavies | - | ✔ | - | ✔ | ✔ | - | ✔ | ✔ | - |
| Leader | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | - | ✔ |
| Orlock | Agility | Combat | Ferocity | Muscle | Shooting | Stealth | Techno | Heavy | Leader |
| Juves | - | - | ✔ | - | ✔ | - | - | - | - |
| Gangers | - | ✔ | ✔ | - | ✔ | - | - | - | - |
| Heavies | - | ✔ | - | ✔ | ✔ | - | ✔ | ✔ | - |
| Leader | ✔ | ✔ | ✔ | - | ✔ | ✔ | ✔ | - | ✔ |
| Van Saar | Agility | Combat | Ferocity | Muscle | Shooting | Stealth | Techno | Heavy | Leader |
| Juves | - | - | - | - | ✔ | - | ✔ | - | - |
| Gangers | - | ✔ | - | - | ✔ | - | ✔ | - | - |
| Heavies | - | ✔ | - | ✔ | ✔ | - | ✔ | ✔ | - |
| Leader | ✔ | ✔ | ✔ | - | ✔ | ✔ | ✔ | - | ✔ |
| 1 | Catfall A fighter with catfall may take an initiative test to avoid damage from falling. If the fighter rolls under his initiative, he has rolled out of the fall. Though uninjured, the fighter will still be pinned. Falls of more than 12" still automatically take the fighter out of action. |
| 2 | Dodge A model with this skill receives a 6+ saving throw against hits from shooting or in hand-to-hand combat. This is an unmodified save - ie, it is not affected by a weapon's armour save modifier. The save is taken separately and in addition to any saves for armour. |
| 3 | Jump Back At the beginning of any hand-to-hand combat phase, the fighter may attempt to disengage from combat. Before any other actions or skills are used, the fighter rolls a D6. If the result is less than the fighter's initiative he may immediately jump 2" straight back, leaving any opponents behind. |
| 4 | Leap The fighter may leap D6" during his movement phase in addition to his normal movement. He may leap only once in his turn and the leap must be either before or after the rest of his movement. If the fighter moves more than 4" including his leap, the fighter is treated as though he ran. A leap will take a fighter over any man-high obstacle, including enemy fighters, without penalty. The fighter may also use a leap jump over gaps between buildings or other terrain, but you must commit to this before you roll to determine the length of the leap. If the fighter fails to make it all the way across the gap, he will fall and take falling damage as normal. |
| 5 | Quickdraw A fighter with the quickdraw skill will double his initiative value when taking part in a Shootout scenario. Refer to the Shootout scenario in the Online Rule Book to see how this works. In addition, he may switch between his weapons more quickly and may carry a single basic or special weapon and still receive a bonus for fighting with two hand-to-hand weapons as if he had only hand-to-hand weapons. |
| 6 | Sprint The model may triple its movement rate when it runs or charges, rather than doubling it as normal. |
| 1 | Combat Master If the model is attacked by multiple opponents in hand-to-hand combat then it can use the enemies' numbers against them. For each opponent over one, add +1 to the model's Weapon Skill. |
| 2 | Disarm A fighter with this skill may attempt to disarm one hand-to-hand opponent each turn. Roll a D6. On the roll of a 4+, the opponent automatically loses one weapon of the disarming fighter's choice. If the disarming fighter takes his opponent down or out of action after successfully disarming his opponent, or if the fight ends with a draw at the end of the game, the weapon is permanently destroyed and must be removed from the gang roster. However, if his opponent takes the disarming fighter down or out of action, he automatically recovers his weapon, though it may not be used for the remainder of the game. |
| 3 | Feint A fighter with feint may trade any parries he has for extra attack dice instead. Each parry can be traded for one extra attack. The fighter may choose to parry or feint each turn, i.e. he may parry one turn and then feint the next. |
| 4 | Parry A model with the Parry skill may parry in hand-to-hand combat even if he does not have a sword oranother weapon suitable for parrying. The model knocks aside blows using the flats of his hands or the haft of his weapon. If the model has a weapon that may parry, it may force an opponent to re-roll up to 2 Attack dice when parrying, rather than just 1. |
| 5 | Counter Attack If a model carries a sword he is normally able to parry (force his opponent to re-roll his best Attack dice). However, a parry is cancelled out if the opponent is also armed with a sword or has the Parry skill as described above. If a fighter has the Counter Attack skill and his parry is cancelled for whatever reason, then he may make a Counter Attack - roll an extra Attack dice immediately. |
| 6 | Step Aside The model has an uncanny ability to step aside and dodge blows in hand-to-hand combat. If the model is hit in hand-to-hand fighting roll a D6. On a roll of 4+ the model steps out of the way of the blow and is unharmed. |
| 1 | Berserk Charge A fighter with this skill rolls double the number of attack dice as listed on the fighter's profile in the turn he charges. A fighter making a Berserk Charge may not parry by any means in the turn he charged. |
| 2 | Hard as Nails The fighter is so tough and resistant that he gets a 6+ armour save. If the fighter wears armour, his increased resistant increases the save roll of that armor by 1. |
| 3 | Impetuous If a model has this skill he may increase the range of his follow-up move in hand-to-hand combat from 2" to 4". |
| 4 | Killer Reputation A fighter with this skill has such a reputation as a vicious and depraved killer that his foes quail when he charges them. The fighter causes fear as described in the psychology section of the Necromunda Rulebook. |
| 5 | Nerves of Steel The fighter may attempt to avoid pinning even if he does not have a friendly fighter within 2". If the fighter was already allowed to attempt to escape pinning (he has a friend within 2") then he may re-roll any failed pinning tests. |
| 6 | True Grit A fighter with this skill treats injury rolls of 1-2 as flesh wounds, 3-5 as down and 6 as out of action. When using special injury charts such as needle weapons, simply add 1 to the lowest category in the same manner as flesh wounds have been altered above. |
| 1 | Body Slam The fighter throws himself at the enemy if given the chance. The model adds +2 to its WS in the turn when it charges instead of only +1. |
| 2 | Crushing Blow A model with Crushing Blow skill has a +1 Strength characteristic bonus in hand-to-hand combat. As a fighter's own Strength is used as the basis for calculating the strengths of hand-to-hand weapons the bonus will apply to all such weapons. |
| 3 | Grenadier The fighter can throw grenades an extra 4" further than normal. This does not make the grenades any more accurate, and the normal rules for scattering still apply. |
| 4 | Hurl Opponent If the fighter wins a round of combat, he may throw his opponent instead of inflicting normal damage. The fighter may throw his opponent D6" in the direction of his choice. When he lands, the fighter automatically takes one hit at a strength of 1/2 the distance thrown, rounding up. Thrown fighters that hit a solid object stop where they are and take damage. If the thrown fighter hits another fighter, they will both take damage as described above. Note that fighters may throw their opponents off buildings, into chasms or anything else they would like. Throwing a fighter will only earn the thrower with a single wounding hit experience award. |
| 5 | Iron Jaw If a model with this skill is hit in hand-to-hand combat reduce the strength of each hit suffered by 1 point. |
| 6 | Strongman A fighter with this skill is pumped up enough to carry the largest weapons with a firm grip, using brute strength in combat. The fighter may use a single two-handed weapon in hand-to-hand combat as though it were a single-handed weapon, allowing the fighter to use both a two-handed weapon and a pistol, for example. This skill only applies to two-handed melee weapons. |
| 1 | Crack Shot A model with this skill can re-roll the Injury dice when rolling injuries he has inflicted by shooting. You must accept the result of the second roll regardless of the result. |
| 2 | Fast Shot A fighter with this skill may shoot several times in the shooting phase. The fighter can shoot as many times as his attacks characteristic. He can shoot at the same target or separate targets per the normal shooting rules. This skill may only be used with pistols and basic weapons as special and heavy weapons are far too cumbersome. Fast shot may be used with gunfighter, but not rapid fire. |
| 3 | Gunfighter The fighter can aim and fire a pistol from each hand. This enables him to take two shots in the shooting phase if he is armed with two pistols. If equipped with a basic, special or heavy weapon, the fighter will be too encumbered to make use of both pistols and cannot use this skill. This skill may be used with Fast Shot, but not Rapid Fire. |
| 4 | Hip Shooting The fighter is allowed to shoot even if he ran in the same turn. However, if the he does run he will suffer a further -1 to hit modifier and cannot use bonuses from any gun sights. Even with this skill it is impossible for a fighter to run and shoot with a 'move or fire' weapon. |
| 5 | Marksman A fighter with this skill may ignore the normal restrictions that force him to shoot at the nearest target. Instead, he can shoot at any target he can see. The fighter may also take shots at extreme range, which is determined by adding 50% to the weapon's maximum range. For example, a marksman using a lasgun will have an extreme range of 36 inches. Shots at extreme range suffer the same 'to hit' modifiers as the weapon's long range. Marksman may only be used with the following weapons: autoguns, boltguns, lasguns, needle rifles and longrifles. |
| 6 | Rapid Fire If the fighter does not move during his turn, then he may shoot twice in the shooting phase. This skill works only with one pistol or basic weapon that is selected as soon as this skill is earned. The same fighter may earn this skill multiple times, selecting a different weapon each time the skill is earned. |
| 1 | Ambush The model is allowed to go into overwatch and hide in the same turn. Normally a fighter must expend his entire turn to go into overwatch, but a fighter with theAmbush skill may do both. |
| 2 | Dive A model with this skill can run and hide in the same turn. Normally a fighter who runs cannot hide in the same turn, but a fighter with Dive skill can run and hide. |
| 3 | Escape Artist This model may never be captured after a battle. If you roll a 'Captured' result on the Serious Injuries table then the fighter escapes unharmed together with his equipment. |
| 4 | Evade The model ducks and weaves as he moves making him very hard to hit. Any enemy shooting from short range suffers a -2 to hit penalty, while any enemy shooting at long range suffers a -1 penalty. This penalty only applies if the fighter is in the open and not if he is behind cover. |
| 5 | Infiltration A model with this skill is always placed on the battlefield after the opposing gang and can be placed anywhere on the table as long as it is out of sight of the opposing gang and more than 8" away from enemy models. If both players have models that can infiltrate roll a D6 each, lowest roll sets up first. |
| 6 | Sneak Up Any enemies attempting to spot this fighter must halve their normal spotting distance. |
| 1 | Chemist A fighter with this skill that does not go out of action may attempt to create a dose of chemicals instead of working a territory or visiting the trading post during the post battle sequence. Roll a D6. On the roll of a 6, a single dose has been created. Roll a further D6 to see what you have. 1--Blade Venom, 2--Wild Snake, 3--Kalma, 4--Slaught, 5--Spook or 6-Spur. |
| 2 | Fixer Gangers only. If the fighter works a piece of territory with a randomly generated income, you may re-roll the dice if you do not like the first outcome. However, the fighter may not change the number of dice rolled and must accept the second result. |
| 3 | Inventor Roll a D6 after each battle. On a roll of 6 the model has invented something! Randomly select an item from the rare Trade Chart in the Trading Post section. Whatever is selected is the item that has been invented. |
| 4 | Medic The model has some experience of patching up his fellow fighters. If your gang includes a fighter with this skill you can re-roll a result on the Serious Injury table for one model after a battle. |
| 5 | Specialist This skill may only be taken by juves or gangers. It allows the model to be armed with a special weapon. A juve that learns this skill will not be able to use a special weapon until he becomes a ganger. |
| 6 | Weaponsmith A model with this skill may ignore failed Ammo rolls and weapon explosions on a D6 roll of 4+. |
| 1 | Demolition manThe Heavy is especially adept at maintaining explosives. When using any weapon with a blast template, he may ignore the first ammo roll of the battle. Subsequent ammo rolls must be taken as normal. In addition to this he can re-roll wounding hits against structures. |
| 2 | Armourer The armourer checks all weapons being used by the gang before the battle starts. Any fighter in the gang may add +1 to any and all ammo rolls (including a roll to determine if a weapon explodes). A roll of 1 always fails regardless of the required result. This skill is cumulative for gangs with two armourers. |
| 3 | Bulging Biceps The heavy is allowed to move and shoot with weapons that would normally restrict the model to either moving or shooting. However, if the model moves and shoots in the same turn it suffers a -1 to hit penalty |
| 4 | Long Shot The heavy is skilled at making aimed shots from heavy weapons. If the fighter fires only a single shot from a heavy weapon, this shot will have a +1 to hit modifier. This skill may not be used with any weapons which use a template. |
| 5 | Monkey Grip The heavy has a secure enough grip on his weapon to make use of it in hand-to-hand combat. He does not count as encumbered in hand-to-hand combat if carrying a heavy weapon and can use the heavy weapon like a large club. |
| 6 | Accuracy A heavy with this skill may walk his sustained fire shots up to 6" instead of the normal 4" from the initial target. Shots walked in this way must still follow line of sight to the heavy and follow all other rules for sustained fire. Any weapon this fighter uses that has a blast template will only scatter half the distance indicated by the scatter die. |
| 1 | Barter A leader with this skill has a reputation for being a loyal customer with many of the local trading posts. When the leader visits the trading post he always received D3+1 offers, just as though he had another gang member with him. Leaders with this skill may still be accompanied by gangers for even more offers. |
| 2 | Fence The leader is known as a trustworthy source of good quality used equipment. Whether this is true or not, the leader can charge more for his secondhand equipment. Instead of receiving half value for items the gang sells, they earn 3/4 of their original value. |
| 3 | Haggle Your leader drives a hard bargain at the trading posts. When purchasing a rare trade item, you may re-roll the variable cost of the item. However, the second roll must be kept, even if it is more than the first. |
| 4 | Informant The leader has earned a trusted friend who can feed him valuable information on resources in the area. Before a battle, the leader may contact his informant by passing a leadership test. If he passes the test, he may add re-roll the dice to pick the table edge and getting the first turn. The results of the second roll are final. |
| 5 | Inspirational An inspirational leader commands the highest loyalty and respect. Fighters in his gang may test on his leadership value if they are within 12" of the leader instead of only 6". Fighters must have a line of sight with the leader in order to use his leadership. |
| 6 | Iron Will This skill allows the leader to re-roll any leadership tests or bottle rolls as long as he is not down or out of action. |