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).

Apprentice Builder

Inherent

This unit has the ability to place down a 3" ladder once per game. This happens during the Cast Phase. If this unit does so, place the ladder within 1" of it. It cannot make a Ranged Attack this turn. The ladder cannot be moved afterwards.

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.

Builder

Inherent

This unit has the ability to place down three items, each once per game. This happens during the Cast Phase. If this unit does so, place the item within 1" of it. It cannot make a Ranged Attack this turn. One can be placed per turn and cannot be moved afterwards, unless noted otherwise. Ladder: This unit may place a 3" ladder down. Barricade: This unit may place a 1.5" high, 3" wide barricade down. It should block line of sight and not be too thick. Ballista: This unit may place a ballista down. Once per turn during the Ranged Phase, an ally (including this unit) adjacent to the ballista may fire it instead of making its usual Ranged Attack. The ballista has the stats of a Crossbow, but is always rolled with Advantage. During the Cast Phase, this unit may pack up the ballista if it is within 1" of it. If it does so, no other item can be placed down this turn. The ballista can then be placed down again in a future turn.

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.

Cure Blight

Inherent

Once per battle this unit can attempt the Cure Blight spell. Difficulty 10, range 10". The target unit is cured of the Blight.

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.

Dwarf

Inherent

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

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.

Flying

Inherent

This unit can move through the air in any direction. They must not end their movement in the air. They cannot be Intercepted when Engaging, nor can they make Jump Attacks. If they fail an Engage and end their movement in the air, they safely drop straight down to the ground below.

Follower

Inherent

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

Gift of Blight

Inherent

As a difficulty 10 spell, the Blight Prophet will cause a 5" AOE of blight. Each unit in range must make a morale check or they will contract the blight. The Blight Prophet will attempt to cast this spell every turn even if it would target allies only. If he is ever Incapacitated, he automatically casts this spell.

Guardian

Inherent

Once per turn, if this unit is Engaged in combat, it may make a Morale Check. On a success, all units it is Engaged with must target it for this combat. If it becomes Dazed, Stunned, or Incapacitated, this effect ends.

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.

Hunger

Inherent

Count how many wounds / incapacitations this unit causes this battle. When it reaches 2, they will disappear from the board.

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.

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 +2 Mov and +1 Wnd, which are already reflected in its stat block. The +1 Wnd does not count towards the stat cap (so this unit has an effective max of 4 Wounds).

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

When recovering, this unit goes from Stunned straight to Staggered.

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.

Slippery

Inherent

Enemy units have Disadvantage on Agility Checks made to Intercept this unit.

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.

Standard Bearer

Inherent

Allied units within 5" of this unit (including the unit itself) gain the benefits of an equipped Banner. This unit can only have one Banner equipped at a time. It cannot be used as a weapon, but takes up one Melee Weapon Slot.

Steal

Inherent

If this unit ends its Move within 1" of an enemy carrying Treasure, it may make an Agility Check. On a success, it takes the Treasure from that unit.

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.

Melee

Ambush

Melee

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

Cleave

Melee

This unit gains +1 Atk when Engaged with more than one enemy. To gain this benefit, the unit must spread their attacks across at least two enemies.

Drag You Down

Melee

If this unit is Incapacitated in Melee, all enemies Engaged with this unit must make a Mishap Roll immediately after the current attacker finishes resolving their attacks`.

Dual Wielding Specialist

Melee

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

Great Weapon Specialist

Melee

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

Improved Critical

Melee

This unit can trigger a critical strike on a 18-20.

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

Blackpowder weapons used by this unit have Advantage up to their full range while elevated, rather than half range.

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 Ran 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 and Jump checks. This includes Jump Attacks.

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. This can be used by all Magic users.

Leap

Agility

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

Sneaky

Agility

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

Sprint

Agility

This unit's Run speed is +6" rather than the usual +3".

Thief

Agility

This unit has Advantage on Morale Checks to pick up contested Treasure. It may also Run while carrying Treasure.

Vanguard

Agility

This unit may never pick up Treasure tokens. After unit deployment, but before any player takes their first turn, this unit may perform a Move (but not a Run). If multiple players have units with this skill, resolve it in turn order.

Defence

Countercharge

Defence

Once per turn, after an enemy Engages an ally within 5" of this unit, this unit may make a Morale Check. On a success, this unit becomes Engaged with the enemy unit. The enemy still counts as Engaging for the purpose of attack order.

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.

Lucky

Defence

This unit will always treat Mishap Rolls as if it rolled a 1.

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.

Stand Firm

Defence

This unit cannot be Staggered and is immune to Fear.

Stout

Defence

This unit gains -2 when checking for Injury for attacks made against them (eg. an unmodified roll of 19 would count as a 17, Stunning rather than Incapacitating the unit).

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 Leader

Morale

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

Favourable Encounter

Morale

If a unit from your warband triggers an Event, you may draw an additional Neutral Hero card and choose which one 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 game and cannot be used on Artifacts.

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 single target Spells have their range increased by 5".

War Caster

Morale

This unit has Advantage on Morale checks for Ongoing Spells.

Spellcasting

Arcane 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.