5.1 Skill Lists
Combat Skills
1. Blaze
- Warrior has +2” Movement on the turn he charges.
- Automatically passes Initiative tests when charging enemies out of Line-of-Sight. (e.g., behind a wall or around a corner.)
- (Hidden warriors cannot be charged.)
2. Militiaman
- Warrior can use the Nimble ability of Shields with a Spear in the other hand.
- (Gains a 9+ save from Shield.)
3. Sidestep
- All close combat attacks against the warrior have a -1 to their WS roll.
- Cannot be used while mounted.
- (Not active while knocked down or stunned.)
4. Swashbuckler
- Ignores the -1 to WS rolls for fighting with two weapons.
- Daggers can be used as an offhand weapon for dual wielding and no longer impose a -1 to WS.
5. Swordsman
- +2 to all injury rolls inflicted with Sword, Ithilmar Sword, and Weeping Blades.
6. Veteran
- May ignore the effects of one Hand Injury, Eye Injury, or Arm Wound.
- (Choose which injury to ignore at the start of each battle.)
7. Weapons Training
- May use any Close Combat weapon.
- (Shields are Armour, not Weapons.)
- Ghouls with this skill suffer -1 Attack.
Shooting Skills
1. Arms Expert
- May use any missile weapon.
- Only one member of the Warband may have this skill at a time.
2. Crack Shot
- Ignores cover modifiers when using missile weapons.
- (Includes cover from ‘Hide in Shadows’ skill.)
3. Gunslinger
- Ignores the -1 to BS rolls for Moving and Shooting with Pistols.
4. Gunnery Drill
- May make a half-move after firing a Rifle or Long Rifle (cannot hide at the end of this move).
- May fire a Blunderbuss after a full move during the Movement Phase.
5. Quick Shot
- May fire twice per Shooting Phase with Bows (any kind) or two Pistols.
- Both shots suffer an extra -1 to the BS roll.
- Only one Bow shot can be poisonous per turn.
- (Poisoned Throwing Knives fire two poisonous shots.)
- Cannot be used with Crossbows.
6. Tilean Marksman
- +1 to BS rolls with Crossbows.
- May half-move and fire with Crossbows (suffers normal -1 to BS rolls).
7. Yeoman
- Ignores the penalty for Moving and Firing with Bows of any kind.
Academic Skills
1. Animal Trainer
- Friendly Animals within 7” may re-roll attack rolls of 1, 2, or 3.
- (Not active while trainer is knocked down or stunned.)
- (Does not stack with multiple trainers.)
2. Apothecary
- Immune to Poison.
- May ignore one ‘Melancholia’ or ‘Hysteria’ Campaign Injury.
- (Choose which at the start of each battle.)
3. Arms Expert
- May use any missile weapon.
- Only one member of the Warband may have this skill at a time.
4. Shade Fiend
- May begin battle affected by Crimson Shade (-4 Initiative).
- (If taken out of action, suffers permanent +2 Initiative.)
- Cannot be taken by Undead or Daemons.
5. Rabble Rouser
- At start of each battle, nominate one enemy hero.
- All friendly Henchmen capable of gaining XP will hate that hero.
6. Smuggler
- If a Hero loses all gear, you may keep two pieces of weapons, armor, or equipment.
7. Streetwise
- +3 to rarity rolls.
- (Taken-out warriors and Hired Swords cannot search for rare items.)
Strength Skills
1. Butchery
- All Armour Piercing effects are increased by 2.
- (Also applies to missile weapons, not Blackpowder weapons.)
2. Decapitate
- +2 to Injury Rolls with Great Weapons.
- Critical wounds with Great Weapons inflict three wounds.
3. Rageful Swing
- Adds Parry and Concussion to all wounds inflicted with a Flail.
4. Pack Rat
- Ignores ‘Burdensome’ penalty from Heavy Armour.
- May ignore one Leg Injury.
5. Gritbastard
- Cannot be critically wounded. (Treats critical wounds as normal wounds.)
6. Unshakable
- Ignores ‘Overkill’ and ‘Concussion’ Injury Roll rules.
7. Two-hander
- +1 to WS rolls when attacking with Flail or Great Weapon.
Speed Skills
Speed Skills cannot be used while Mounted. (Quick Shot is an exception.)
1. Alley Cat
- May fall/jump up to 7” without damage. No dice roll required.
- (Ineffective beyond 7”.)
- (May measure unless part of a charge.)
- (Can be used for Diving Charges.)
2. Dodge
- All shooting attacks suffer -1 to BS rolls against this unit.
- (Not active while knocked down or stunned.)
- (No effect versus spells.)
3. Leap
- Cannot be intercepted while charging.
- (Still can be intercepted during normal movement.)
4. Quick Shot
- May fire twice per Shooting Phase with Bows or two Pistols.
- Both shots suffer -1 to BS rolls.
- Only one poisoned Bow shot per turn.
- (Poisoned Throwing Knives fire two poisonous shots.)
5. Whirlwind
- When charging/charged, may use Initiative to determine strike order.
- (Ignores Spears and Halberds.)
- (Does not override ‘strike last’ from knockdown recovery.)
6. Sprint
- +2” Movement except when charging.
7. Wall Runner
- May climb up to 7”.
- Automatically passes Initiative tests for climbing.
Rogue Skills
Rogue Skills cannot be used while Mounted or in Heavy Armour.
1. Backstab
- All wounds with Dagger are Critical Wounds (unless needing 12s to wound).
- (Only one Dagger allowed.)
- (Stacks with Swashbuckler.)
2. Hide in Shadows
- Always counts as in cover against missile fire.
- (Does not affect hiding.)
- (Negated by ‘Crack Shot’.)
3. Jump Up
- Ignores being knocked down (except after being stunned).
4. Malice
- At start of Close Combat phase, may direct one attack at a knocked down/stunned enemy, even if fighting others.
5. Poisoner
- One weapon (Dagger, Spear, Sword, or Missile Weapon) is poisoned each battle.
- (Re-rolls natural 1s on attacks.)
- (Cannot poison Blackpowder Weapons.)
- (Does not count against Dark Venom limit.)
6. Snap Shot
- +1 to BS rolls with Short Bow or Throwing Knives.
- +2” range with Short Bows (Range becomes 16”).
7. Sniper
- +2 Injury Roll from Shooting when:
- Did not move during Movement Phase.
- Is over 2” above ground.
- Has no visible enemies within 3”.