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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, 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.

Can't promote

Inherent

This unit cannot promote into a hero.

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.

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.

Fear

Inherent

This unit causes Fear.

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.

Free Skill

Inherent

This unit may pick a skill of their choice that they could normally learn when hired.

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.

Holy Standard

Inherent

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

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 may be targeted by ranged attacks even if they aren't the closest model to the shooter. This unit is immune to the Plague. It cannot Promote.

Leader

Inherent

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

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.

Melee Bonus

Inherent

This unit gets a +2 to their melee skill.

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.

Ranged Bonus

Inherent

This unit gets a +2 to their ranged skill.

Slow

Inherent

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

Spread Plague (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 Plague. This unit is immune to the Plague.

Spread Plague (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 Plague. This unit is immune to the Plague. If this unit is Incapacitated in Melee, nothing happens.

The Rapture is Nigh

Inherent

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

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 Plague.

Upkeep 1

Inherent

You must pay this unit 10g at the end of each battle. If you are unable to pay this gold the unit will not be available for your next battle.

Vampire

Inherent

If there is a non-Undead, non-Animal ally within 2" at the start of the Engage Phase, you may immediately Incapacitate that ally to remove Staggered from this unit and gain one Wound, up to the unit's maximum Wounds.

Vanguard

Inherent

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.

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

Blade Defence

Melee

This unit gains a +3 defence when not wearing armour or wielding a shield in melee

Cleave

Melee

+1 attack for each enemy target engaged in melee beyond the first

Deadly

Melee

+2 to injury rolls in melee

Improved Critical

Melee

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

Ranged

Master Thrower

Ranged

This unit can throw a number of projectiles up to their attack value. This may target multiple targets.

Precise

Ranged

This unit can ignore cover penalties when firing at enemies

Quick Reload

Ranged

This unit treats ranged weapons with Prepare Shot as Long Reload instead. If instead the weapon has Long Reload they can ignore the rule.

Sniper

Ranged

This unit gains a +9" to all ranged weapons

Agility

Agile

Agility

This unit gets advantage on all agility checks.

Dodge

Agility

This unit gets a +3 to ranged defence when not wearing any armour or wielding a shield.

Runner

Agility

This units run speed is 2x their base movement instead of 1.5x.

Strike First

Agility

This unit will always strike first in the first round of combat. If the enemy unit also has this then they cancel out.

Defence

Good Defence

Defence

Yes, this unit has a gooder Defence than other units.

Morale

Battle Caster

Morale

This unit may wear armour and use a shield while casting spells.

Fearless

Morale

The unit is immune to Fear checks.

Haggle

Morale

This unit may reduce the cost of a piece of equipment by 1d20 rolled with disadvantage once after each game.

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.

Iron Will

Morale

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

Magic Initiate

Morale

This unit may learn basic magic. Immediately pick one spell from the basic spells list.

Spell Master

Morale

This unit gets a +2 to their spellcasting checks.

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.

Spellcasting

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.

Plague 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.