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Forbidden Psalm · OSFN Industries · Skills Reference Sheet
All Classes · All Skills · Full Rule Text
ENGINEER
FIX:SLEEP:REPEAT:DIE
Pick one starting skill. To take a second skill in tree must have prerequisite skills.
Zero-G
LVL 1
Gain +1 Movement when Job is Zero-G.
Repair Expert
LVL 1
Gain +1 to rolls to repair things.
Always Prepared
LVL 2
Repair Expert
Always gains a free roll of Duc Tape at start of Job.
Jury Rig
LVL 3
Always Prepared
Can attempt to repair something without the need of any tools.
Scavenging
LVL 1
When you make pass a Salvage test roll twice and take both Items.
Computers
LVL 1
Gain +1 to rolls to interact with terminals and Job Items.
Hacking
LVL 2
Computers
Can make a Hack attempt to take control of Robots. See HACKING.
CORPSEC
IF IT BLEEDS WE CAN...
Pick one starting skill. To take a second skill in tree must have prerequisite skills.
Zero-G
LVL 1
Gain +1 Movement when Job is Zero-G.
Ex-Marine
LVL 1
Ignore Stress from all Hostiles except for Aliens.
CQC
LVL 2
Ex-Marine
Reroll one failed Melee Attack per Job.
Black Belt
LVL 3
CQC
Melee Attacks always deal at least 2 damage.
Crack Shot
LVL 2
Ex-Marine
Reroll one failed Ranged Attack per Job.
Resourceful
LVL 3
Crack Shot
Gain one stack of free Ammo after a Job.
Scavenging
LVL 1
When you make pass a Salvage test roll twice and take both Items.
Take Cover
LVL 1
Gains +1 Armour from Ranged Attacks when within 1 inch of any terrain piece.
Explosives Expert
LVL 2
Take Cover
Ignores Explode property of Weapons.
C-MARINE
EXPRESS ELEVATOR
Start with Ex-Marine Skill and select two more Skills.
Zero-G
LVL 1
Gain +1 Movement when Job is Zero-G.
Ex-Marine
LVL 1
FREE
Ignore Stress from all Hostiles except for Aliens.
CQC
LVL 2
Ex-Marine
Reroll one failed Melee Attack per Job.
Black Belt
LVL 3
CQC
Melee Attacks always deal at least 2 damage.
Crack Shot
LVL 2
Ex-Marine
Reroll one failed Ranged Attack per Job.
Resourceful
LVL 3
Crack Shot
Gain one stack of free Ammo after a Job.
Scavenging
LVL 1
When you make pass a Salvage test roll twice and take both Items.
Take Cover
LVL 1
Gains +1 Armour from Ranged Attacks when within 1 inch of any terrain piece.
Explosives Expert
LVL 2
Take Cover
Ignores Explode property of Weapons.
EXPERT
I WOULDN'T DO THAT
Pick one starting skill. To take a second skill in tree must have prerequisite skills.
Zero-G
LVL 1
Gain +1 Movement when Job is Zero-G.
Biology
LVL 1
+1 to combat vs Alien and Human targets.
Chemistry
LVL 2
Biology
Gain free Molotov at start of job.
Xenobiology
LVL 3
Chemistry
Ignore Stress from Aliens.
Corp Rep
LVL 1
Reduce Debt by 100cr end of each Job.
Take Any Skill From Another Class
SPECIAL
Select any one skill from any other class's skill tree.
Explosives Expert
LVL 1
Ignores Explode property of Weapons.
First Aid
LVL 1
Make Presence test to heal other crew member within 1" 1D4 HP. Can be used once between Jobs.
Trauma Doc
LVL 2
First Aid
As First Aid but works on Downed models.
MED TECH
HOLD STILL PLEASE
Starts with First Aid and Medkit Expert as free skills. Pick one more skill.
First Aid
LVL 1
FREE
Make Presence test to heal other crew member within 1" 1D4 HP. Can be used once between Jobs.
Medkit Expert
LVL 1
FREE
When you use a Medkit you remove ALL conditions from target and heal them 1D4 HP.
Trauma Doc
LVL 2
First Aid
As First Aid but works on Downed models.
Zero-G
LVL 1
Gain +1 Movement when Job is Zero-G.
Biology
LVL 1
+1 to combat vs Alien and Human targets.
Self Heal
LVL 1
Once per Job, heal 1D6 HP as an action.
Chemistry
LVL 2
Biology or Self Heal
Gain free Molotov at start of Job.
Xenobiology
LVL 3
Chemistry
Ignore Stress from Aliens.
C.L.O.
STILL COLLATING
Pick one starting skill. To take a second skill in tree must have prerequisite skills.
Zero-G
LVL 1
Gain +1 Movement when Job is Zero-G.
Biology
LVL 1
+1 to combat vs Alien and Human targets.
Psychology
LVL 2
Biology · Range 1"
Pass Presence test to reduce Stress by 2.
Chemistry
LVL 2
Biology
Gain free Molotov at start of Job.
Xenobiology
LVL 3
Chemistry
Ignore Stress from Aliens.
Therapist
LVL 1
Use Psychology Skill on crew members within 6".
Explosives Expert
LVL 1
Ignores Explode property of Weapons.
Computers
LVL 1
Gain +1 to rolls to interact with terminals and Job Items.
Hacking
LVL 2
Computers
Can make a Hack attempt to take control of Robots. See HACKING.
SERVICE IV MECHANOID
I'M ALMOST ANNOYED · Select specialism, record given skills, then pick two more
Record the skills granted by your chosen specialism below, then select two other skills to have.
MEDTECH
First Aid
(free skill): Make Presence test to heal other crew member within 1" 1D4 HP. Can be used once between Jobs.
Trauma Doc
(free skill): As First Aid but works on Downed models.
Gain Free Medkit.
Gain Free Biocleaner.
Inbetween Jobs
can heal another crew member 1D6.
COMBAT
CQC
(free skill): Reroll one failed Melee Attack per Job.
Crack Shot
(free skill): Reroll one failed Ranged Attack per Job.
Gain Free Grenade.
Gain Free T-98XML.
Can reroll
any Combat test but rolls for a Malfunction.
SERVICE
Repair Expert
(free skill): Gain +1 to rolls to repair things.
Jury Rig
(free skill): Can attempt to repair something without the need of any tools.
Hacking
(free skill): Can make a Hack attempt to take control of Robots. See HACKING.
Gain Free Electronic Toolkit.
Gain free Breach Axe.
RECRUIT CLASS — ROOKIE SKILLS (ANY LVL 1 SKILL FROM LIST BELOW)
RECRUIT
INTERNAL SCREAMS · Pick one starting Skill. To take a 2nd skill in tree must have prerequisite skills.
Unlike other classes, Recruits do not start with suggested Skills. You can give them any Level 1 Skill from the list below.
First Aid
LVL 1
Make Presence test to heal other crew member within 1" 1D4 HP. Can be used once between Jobs.
Trauma Doc
LVL 2
First Aid
As First Aid but works on Downed models.
Repair Expert
LVL 1
Gain +1 to rolls to repair things.
Always Prepared
LVL 2
Repair Expert
Always gains a free roll of Duc Tape at start of Job.
Jury Rig
LVL 3
Always Prepared
Can attempt to repair something without the need of any tools.
Scavenging
LVL 1
When you make pass a Salvage test roll twice and take both Items.
Zero-G
LVL 1
Gain +1 Movement when Job is Zero-G.
Computers
LVL 1
Gain +1 to rolls to interact with computers and Job Items.
Hacking
LVL 2
Computers
Can make a Hack attempt to take control of Robots. See HACKING.
Take Cover
LVL 1
Gains +1 Armour from Ranged Attacks when within 1 inch of any terrain piece.
Explosives Expert
LVL 2
Take Cover
Ignores Explode property of Weapons.
Biology
LVL 1
+1 to combat vs Alien and Human targets.
Psychology
LVL 2
Biology
Pass Presence test to reduce Stress by 2.
Chemistry
LVL 2
Biology
Gain free Molotov at start of Job.
Ex-Marine
LVL 1
+1 to all Combat tests.
CQC
LVL 2
Ex-Marine
Reroll one failed Melee Attack per Job.
Crack Shot
LVL 2
Ex-Marine
Reroll one failed Ranged Attack per Job.
NOTE: EX-MARINE RULE TEXT DIFFERS BY CLASS
Recruit sheet:
"+1 to all Combat tests."
CorpSec / C-Marine:
"Ignore Stress from all Hostiles except for Aliens."