Skip to main content

Skills List

Inherent

Inherent skills can never be chosen on level ups. Only certain characters start with these skills.

Animal

Inherent

This unit cannot Promote, use ladders (except by making a full Climb Check), pick up Treasure, benefit from the 'Leader' skill or use equipment (but is not penalised for fighting Unarmed).

Armoursmith

Inherent

If a warband contains a unit with this Skill, it gains the ability to purchase Mithril Armour.

Berserker

Inherent

At the end of the Engage Phase, if there is an enemy within Line-of-Sight and Engage range, this unit attempts to Engage the closest such unit.

Blight for the Blight God

Inherent

This unit is immune to the Blight. At the start of the game, select an ally unit that does not have the Blight. It contracts the Blight.

Bounty Hunter

Inherent

At the start of the game, select an enemy hero at random to be the target. This unit may not Engage, Intercept, or make Ranged Attacks against any other units until the target is Incapacitated. If Engaged, this unit will fight back as usual. This unit has Advantage on attacks against the target. When the target is Incapacitated, it drops a Treasure as if it was holding one.

Cowardly

Inherent

If this unit is not within 5" of an allied hero at the start of its turn, it cannot act during the Engage, Move, Cast, and Ranged phases. It can act in Melee Combat as normal.

Deathwish

Inherent

This unit cannot equip Armour, Shields, or Ranged Weapons.

Disengage

Inherent

At the end of your Upkeep Phase, if this unit is Engaged it may make a Morale Check. If it succeeds, it may move 1" to get out of the Engage. It may not Engage this turn.

Divine Cure

Inherent

Once at the end of the game, if this unit was not Incapacitated, it may attempt to cure someone of the Blight. After making Scar and Blight rolls, this unit makes a Morale Check. On a success, select a unit that has the Blight. It no longer has the Blight.

Ethereal

Inherent

This unit may move through terrain and other units as if they weren't there, but may not ends its movement inside of terrain or other units. It must still make Out-of-Sight Rolls as normal and must move through terrain or units when Engaging if this will make the path to its target shorter. It may be intercepted by enemies as normal. It may not Protect others from Ranged Attacks.

Fence

Inherent

If this unit ends the game with a Treasure, the player can forgo rolling for Income for this Treasure. If they do so, roll on the Loot table and gain that Loot.

Fixed Equipment (Farm Tools)

Inherent

This unit has fixed equipment that cannot be lost or changed. The equipment modifers are included in the unit's stats and cost.

Fixed Equipment (Holy Standard)

Inherent

This unit has fixed equipment that cannot be lost or changed. The equipment modifers are included in the unit's stats and cost.

Fixed Equipment (Scythe)

Inherent

This unit has fixed equipment that cannot be lost. The equipment modifers are included in the unit's stats and cost.

Flying

Inherent

This unit can move through the air in any direction. They must not end their movement in the air.

Follower

Inherent

This unit does not count for the purposes of a warband's max units.

Hard to Kill

Inherent

This unit has a -2 to Injury rolls made against it (eg. an unmodified roll of 19 would count as a 17, Stunning rather than Incapacitating the unit).

Hatred

Inherent

This unit hates a specific unit, unit type, or warband. This unit makes Melee Checks with Advantage against enemies it hates.

Healer

Inherent

This unit can use the 'Heal' Divine Magic spell.

Heed the Scripture

Inherent

This unit can use the morale of the Doomsayer if they are within 5" of it.

Inquisitor

Inherent

This unit gets a +2 Pierce modifier against all enemy heroes for melee attacks.

Ki Strike

Inherent

When fighting Unarmed, targets roll their Defence Check with Disadvantage.

Large

Inherent

This unit may not be purchased at warband creation. It counts as two units for the purpose of Rout Checks. It cannot pick up Treasure. This unit is immune to the Blight. It cannot Promote.

Leader

Inherent

Allied, non-animal units within 5" of this unit can use this unit's Morale stat for Checks instead of their own.

Madness

Inherent

This unit makes all Morale Checks with Disadvantage.

Mark Target

Inherent

Once per Ranged Phase, instead of making a Ranged Attack, this unit may instead Mark an enemy unit within 10" (and within line-of-sight) until the start of the next turn. A unit that is Marked can be targeted by Ranged Attacks even when the unit is Engaged, but cannot be Protected from such Ranged Attacks.

Mob Mentality

Inherent

This unit cannot pick up Treasure. If this unit is not within 5" of a Peasant or Doomsayer at the end of the Upkeep Phase, it must make a Morale Check. If it fails, it is immediately Incapacitated.

Mounted

Inherent

This unit cannot use ladders or make Climb Checks. It gains +3 Mov and +1 Wnd, which are already reflected in its stat block.

No Equipment

Inherent

This unit may not have any equipment, but does not suffer the penalties for fighting Unarmed.

Pack Tactics

Inherent

If this unit attacks an enemy that is also in base contact with an ally that also has Pack Tactics, this unit has advantage on the attack.

Pit Fighter

Inherent

This unit treats Dazed results against it as Staggered instead.

Raise Ally

Inherent

This unit can cast the 'Raise Ally' spell: One allied unit that was Incapacitated after the end of your last turn immediately returns to the battle as a Zombie (use the same stats as the Undead warband Zombie). It no longer counts towards your Rout Threshold. Place the model within 5" of the Caster. The model cannot be placed such that it is Engaged with an enemy.

Rally the Troops

Inherent

Allied units within 5" of this unit can roll Morale Checks with Advantage. Rout Checks cannot gain Advantage in this way.

Slow

Inherent

This unit may not Run, but may Engage as normal (ie. up to 1.5x of base Move).

Spread Blight (Major)

Inherent

If this unit Incapacitates or is Incapacitated by an enemy in Melee, that unit must make a Morale Check. If they fail it, they immediately contract the Blight. This unit is immune to the Blight.

Spread Blight (Minor)

Inherent

If this unit Incapacitates an enemy in Melee, that unit must make a Morale Check. If they fail it, they immediately contract the Blight. This unit is immune to the Blight. If this unit is Incapacitated in Melee, nothing happens.

Stupor

Inherent

When this unit attempts to Engage, make a Morale Check. On a failure, the Engage fails and the unit moves 5" away from the target.

Temporary Ally

Inherent

This unit eventually becomes hostile to all other units. At the end of your Upkeep Phase, if at least one of your units was Incapacitated last turn, your Leader makes a Morale Check. On a failure, this unit becomes hostile. From now on, it will act during the Neutral Step of the next player's Upkeep Phase. It uses the usual rules for Neutral Units and performs normal actions.

The Rapture is Nigh

Inherent

This unit counts as two heroes for the purposes of the 'Incite the Mob' special rule.

Turncloak

Inherent

At the end of your opponent's Move Phase, if this unit is not carrying a Treasure, it can be bribed to switch sides. If your opponent has a unit with Treasure within 2" of this unit, your opponent can make this unit make a Morale Check. On a failure, this unit takes the Treasure and is now under your opponent's conrol for the remainder of the battle. If it was Engaged with an enemy unit, it is no longer Engaged with them. If this unit has a Treasure at the end of the battle, it is lost.

Undead

Inherent

This unit may not Run, but may Engage as normal (ie. up to 1.5x of base Move). If this unit would be Stunned, it is instead counted as Dazed. This unit is immune to the Blight.

Unholy Presence

Inherent

Any allies of this unit have Disadvantage on all Morale Checks.

Vampire

Inherent

If there is a non-Undead, non-Animal ally within 2" at the end of your Upkeep Phase and this unit has less than their maximum Wounds, you must immediately Incapacitate that ally to remove Staggered from this unit and gain one Wound.

Weaponsmith

Inherent

If a warband starts a game with a unit with this Skill, all Ranged Weapons have their Range increased by 10", except for Pistols whose Range is incrased by 5". Blunderbuss range is unaffected.

Melee

Ambush

Melee

This unit gets Advantage on the first round of combat when they Engage an enemy.

Cleave

Melee

If this unit hits an enemy in Melee and that enemy does not succeed on a Defence Check, this unit may immediately make another Attack.

Deadly

Melee

This unit has Advantage on Injury Checks in Melee. This means that, if this unit hits, roll a d20 and use that as the Injury value if it is higher than the Melee Check result (before modifiers).

Dual Wielding Specialist

Melee

If this unit is dual wielding Melee weapons, it double its Attacks in Melee instead of gaining the usual one additional Attack.

Great Weapon Specialist

Melee

If this unit is using a two-handed weapon, the enemy has Disadvantage on Defence Checks against them in Melee.

Hero Killer

Melee

If this unit rolls an unmodified Melee Attack of 18-20, the target automatically fails its Defence Check.

Improved Critical

Melee

This unit can trigger a critical strike on a 19-20

Magebane

Melee

This unit has Advantage against Casters in Melee.

Shove

Melee

At the end of Melee combat, if this unit is not Dazed, Stunned, or Incapacitated, it can attempt to Shove an enemy it is Engaged with. That unit must make an Agility Check. If it fails, it is pushed directly back 2".

Ranged

Arbalist

Ranged

Crossbows used by this unit gain +2 Injury.

Archer

Ranged

Bows used by this unit gain Close Quarters.

Gunner

Ranged

This unit cannot misfire with Blackpowder weapons (the Blunderbuss can still misfire).

Heavy Gunner

Ranged

This unit may use any Ranged weapon with a Shield.

Piercing Shot

Ranged

This unit may roll Ranged Attacks with Disadvantage. If it does, the enemy cannot make Defence checks.

Run and Gun

Ranged

This unit can make a Ranged Attack on its turn even if it had Run during the Move Phase.

Sniper

Ranged

This unit gains +5" range to all Ranged weapons.

Agility

Agile

Agility

This unit gets Advantage on all Climb checks.

Coup de Grace

Agility

This unit may target Dazed or Stunned enemies, even if a non-Stunned or Dazed enemy is Engaged with them.

Fencing Specialist

Agility

If this unit is using a single one-handed weapon and no Shield, they have Advantage on Melee Checks and Defence Checks in Melee.

Leap

Agility

This unit's max jump distance is increased by 3". It also has Advantage on Jump Across Checks.

Sneaky

Agility

This unit makes Out-of-Sight Rolls with Advantage.

Sprint

Agility

This unit's Run speed is double its base Move.

Thief

Agility

This unit may pick up Treasure, even when it is contested.

Vanguard

Agility

After unit deployment, but before any player takes their first turn, this unit may perform a Run. If multiple players have units with this skill, resolve it in turn order. This unit may never pick up Treasure tokens.

Defence

Defensive Stance

Defence

Enemies don't automatically attack first in Melee on the turn they Engage this unit. Instead, unless this unit is already Engaged, it makes an Agility Check. If it succeeds, it instead attacks before all Engaged enemies this turn.

Drag You Down

Defence

If this unit is Incapacitated in Melee, the Incapacitator makes an Injury Roll after resolving its Melee Attacks.

Protector

Defence

You have Advantage on Morale checks to Protect other units from Ranged Attacks and always count as being in Cover when doing so.

Shield Specialist

Defence

If this unit is using a Shield, it gains one additional Attack in Melee.

Sturdy

Defence

This unit cannot be Staggered.

Taunt

Defence

Once per turn, if an enemy attempts to Engage an ally within 5" of this unit, this unit may make a Morale Check. On a success, the enemy attempts to Engage this unit instead.

Morale

Animal Handler

Morale

This unit may make a Morale Check against an Animal within 5" during the Ranged Phase (instead of a Ranged Attack). If the unit passes, the Animal cannot Engage or Move on its following turn.

Favourable Encounter

Morale

If a unit from your warband triggers an Event, you may draw an additional Faction Agent card and choose which Faction Agent will be used for the Event.

Fear

Morale

This unit causes Fear.

Hoarder

Morale

When a unit of your warband dies you can keep one piece of equipment from that unit. This skill can be used once per battle and cannot be used on Rare Consumables, Oddments, Armour, or Weapons.

Iron Will

Morale

If a leader takes this skill they may extend their 'Leader' skill's range by 5".

Spell Master

Morale

This unit lowers the Difficulty of Spells by 1.

Spell Sniper

Morale

This unit's Cast Attack spells have their range increased by 5".

Treasure Hunter

Morale

If any unit in the your warband has this skill, you can roll on the Loot table when rolling a 19-20 on a Treasure Roll, rather than the usual 20.

War Caster

Morale

This unit has Advantage on Moracle checks for Ongoing Spells.

Spellcasting

Blight Magic

Spellcasting

This unit is capable of casting Arcane Magic. See the relevant spell list for a list of learnable spells. As an Arcane Caster, this unit has an innate 'Basic' spell that is always castable and is in addition to other spells learnt. It also only has a single weapon slot which must be a melee weapon and is unable to use armour or a shield.

Divine Magic

Spellcasting

This unit is capable of casting Divine Magic. See the relevant spell list for a list of learnable spells. As a Divine Caster, this unit has the usual three slots for weapons and can use armour and shields as normal.

Life Magic

Spellcasting

This unit is capable of casting Arcane Magic. See the relevant spell list for a list of learnable spells. As an Arcane Caster, this unit has an innate 'Basic' spell that is always castable and is in addition to other spells learnt. It also only has a single weapon slot which must be a melee weapon and is unable to use armour or a shield.

Necromantic Magic

Spellcasting

This unit is capable of casting Arcane Magic. See the relevant spell list for a list of learnable spells. As an Arcane Caster, this unit has an innate 'Basic' spell that is always castable and is in addition to other spells learnt. It also only has a single weapon slot which must be a melee weapon and is unable to use armour or a shield.

Vampiric Magic

Spellcasting

This unit is capable of casting Arcane Magic. See the relevant spell list for a list of learnable spells. As an Arcane Caster, this unit has an innate 'Basic' spell that is always castable and is in addition to other spells learnt. It also only has a single weapon slot which must be a melee weapon and is unable to use armour or a shield.