Skip to main content

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”.