Talents

Talents

Offense

Name Prerequisite Effect
Tier One
Battlemaster You may reroll a single missed melee Attack per turn. -
Quick Shot You gain an extra Attack with Ranged weapons (increasing the Attack Limit by one as well) each turn, so long as you didn't move in the Movement Phase (except to turn around). -
Sound Archer You permanently increase your Ranged score by 1. -
Sound Strength You permanently increase your Strength score by 1. -
Sound Warrior You permanently increase your Melee score by 1. -
Tier Two
Berserk Charge Your Charge attacks gain +2 Penetration. Swift Attack
Combat Master You gain an extra Attack in the Melee Phase, so long as you are engaged in melee with two or more enemies at once. Battlemaster
Fan of Blades You increase the Attack Limit with throwing knives/stars by 1. Swift Attack
Heroic Archer You permanently increase your Ranged score by 1. Sound Archer
Heroic Strength You permanently increase your Strength score by 1. Sound Strength
Heroic Warrior You permanently increase your Melee score by 1. Sound Warrior
Swift Attack You permanently increase your Attack score by 1. -
Web of Steel You perform two Attacks against Routing enemies instead of one. Combat Master
Tier Three
Killing Blow Once per encounter, you can declare a Killing Blow. You may make only one Attack this turn, which lands a Critical Hit on a roll of 1-2. No Defense Saves are allowed against a Killing Blow. Heroic Warrior
Lethal Strike Whenever you reduce an enemy to 0 wounds with a Melee attack, they add +2 to their Injury roll. Killing Blow
Lightning Attack You permanently increase your Attack score by 1. Swift Attack
Rapid Reload You remove the Recharge Quality from weapons that possess it. For non-throwing ranged weapons that don't have the Recharge Quality, you increase their Attack Limit by 1. Heroic Archer
Trick Shooter You ignore Cover penalties when shooting. Sound Archer
Weapons Expert You can use any form of weapon, even if they are not permitted for your race. Heroic Warrior or Archer

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Defense

Name Prerequisite Effect
Tier One
Guardian If you are Engaged in Melee with an enemy, they must allocate their first Melee attack each Phase against you before they can allocate any Attacks against your allies. -
Iron Jaw Once per encounter, whenever you gain the Stunned result on an Injury roll, you can reduce it to Knocked Down instead. -
Repel If you used the Brace action and were charged this turn, you gain a +2 to to-Hit tests against the charging target. -
Shield Carrier You do not gain the -1 Agility score penalty for wearing both Heavy Armour and a Shield. -
Sound Constitution You permanently increase your Wound score by 1. -
Sound Toughness You permanently increase your Toughness score by 1. -
Sound Willpower You permanently increase your Willpower score by 1. -
Stubborn You ignore your first failed Morale test of each encounter. -
Tier Two
Challenge At the start of the Melee Phase, you may issue a Challenge against an enemy you are Engaging in Melee. They must make a Willpower test; if they fail, they are not permitted to attack anyone but you this turn. Sound Tougness
Defense Master You may reroll a single failed Defense Save per turn. Sound Constitution
Heroic Constitution You permanently increase your Wound score by 1. Repel
Heroic Toughness You permanently increase your Toughness score by 1. Guardian
Heroic Willpower You permanently increase your Willpower score by 1. Sound Willpower
Stalwart You may reroll a single failed Willpower test per turn. Stubborn
Tier Three
Deflect Shots You may make Parry tests against non-magical Ranged attacks. Defense Master
Die Hard When incapacitated, you reroll results on the Incident and Severe Incident tables and take the preferred result. Heroic Toughness
Second Wind The first time per encounter you are reduced to 0 wounds, make a Willpower test. On a success, you take no Injury, regain 1 wound, and gain a +1 to Ward score for the rest of the encounter. Heroic Willpower, Stalwart
Unkillable You permanently increase your Ward score by 1. Heroic Toughness

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Agility

Name Prerequisite Effect
Tier One
Acrobat You gain a +2 bonus to Agility tests when leaping, jumping, performing acrobatic maneuvers, wriggling free of restraints or squeezing through tight spaces. -
Dodge You can test Agility instead of Toughness for a Defense Save against Ranged Attacks, which does not benefit from Armour. -
Leap Up You ignore Injury rolls that result in the Knocked Down status, unless those results occurred because of mitigation (eg. You were stunned, but had a talent/item that made it Knocked Down instead). -
Scale You automatically pass tests to climb vertical surfaces. -
Sneak You gain a +2 bonus to Agility tests when attempting stealth or stealthy maneuvers such as pickpocketing, lockpicking or disarming traps. -
Sound Agility You permanently increase your Agility score by 1. -
Vault If you start your Movement Phase Engaged in Eelee, you can perform a Vault. Pass an Agility test (which counts as an acrobatic maneuver). On a success you move directly over one of your enemies, appearing behind them. Any attacks against them this Phase count as Flanking attacks. Acrobat
Tier Two
Catfall You add +2 to Defense saves against falling damage, and always land on your feet. Acrobat
Heroic Agility You permanently increase your Agility score by 1. Sound Agility
Lightning Reflexes You add +2 to your Initiative Rolls. Sound Agility
Step Aside Whenever you perform the Disengage action, you move up to your Agility score distance, but still only subtract 1m off your max movement in the Movement Phase. Leap Up
Tier Three
Contortionist Enemies take no bonuses to Melee attacks against you whilst you are Prone, and Ranged Attacks against you whilst you are in cover take an extra -1 penalty. Lightning Reflexes, Acrobat
Death from Above If you are on a higher elevation than an enemy, and they are horizonally within your movement distance, you can perform a Charge attack against them. You take no Falling Damage from this attack, and you gain an extra +1 bonus to hit and damage tests made as part of this charge. Heroic Agility, Catfall

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Insight

Name Prerequisite Effect
Tier One
Battle Tongue Band Talent. The Warband is drilled in a secret tongue that only they understand. This allows for battle information to be conveyed in a brisk and secret manner. The Chief's 'Leader' trait's radius is increased by your Insight score. -
Crafter During the Acquisitions Phase of each Chapter, you can select an item and attempt to make it yourself, which is an Insight test equal to the penalty you would get for attempting to find the item. This costs half the usual cost. You can only make an item once per Chapter, and the item may not be made of Gromril or Ithilmar. Certain other items may be limited by material too. -
Formation Band Talent. All members of the Warband add +1 to their Initiative Rolls. They may use your Insight in place of their Agility if they wish. -
Learned You gain a +2 bonus to Insight tests when attempting to recall knowledge on a topic or perform an action requiring logic. -
Perceptive You gain a +2 bonus to Insight tests when attempting to look for clues from the environment, scrutinising an individual, searching for hidden enemies or looking for traps. -
Sound Insight You permanently increase your Insight score by 1. -
Tier Two
Goldgather Band Talent. Whenever you invest gc into the Warband's Permanent Wealth, you gain 2 points of Wealth per 10 gc instead of 1, and increase the amount of gc you gain from successful Encounters and rewards by 10% per point of Insight, to a max of +50%. Sound Insight
Heroic Insight You permanently increase your Insight score by 1. Sound Insight
Looter Band Talent. The Warband rolls an extra dice in the Spoils of War part of an encounter. Perceptive
Master Crafter You take a +1 bonus to the Insight test for crafting. You can now produce two items per Chapter. You can now apply the Superior Quality to items you make, in exchange for a -1 penalty to the test. Sound Insight, Crafter
Tactician Band Talent. Whenever your Warband starts with Advantage, it gains +1 to hit, damage and Defense saves for the first two turns of combat. Formation
Tier Three
Brilliance Once per turn, you may reroll a failed Insight test and take the preferred result. This applies to every test made outside of combat as well. Heroic Insight
Legendary Crafter You can now make items out of Gromril, Ithilmar and Daemons. All of your items are automatically of Superior Quality, and you may apply one extra Quality to your weapons and armour. Heroic Insight, Master Crafter
Medic Band Talent. After an Encounter, so long as you were not Incapacitated, all other members of the Warband may make a test, using your Insight. On a success, they may add a +1 or -1 to their dice roll result when rolling on the Incident and Serious Incident tables. Heroic Insight, Learned

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Fellowship

Name Prerequisite Effect
Tier One
Charming You gain a +2 bonus to Fellowship tests when attempting to persuade, charm, seduce, deceive or gain information through conversation with others. -
Guile Others take a -2 penalty to Insight tests against you when trying to discern if you are a threat, suspicious, or disguised. -
Haggler Band Talent. When purchasing items during the Acquisition Phase, make a Fellowship test. On a success, all items cost 10% less, reduced by another 10% per DoS up to a max of -50%. -
Inspiring Band Talent. All members of the Warband gain a +1 to Morale tests, which lasts until you fail your own Morale test. This talent remains in play even if you are incapacitated- so long as you didn't fail a Morale test. -
Sound Fellowship You permanently increase your Fellowship score by 1. -
Streetwise Band Talent. All members of the Warband may use your Fellowship in place of their own when attempting to locate an item during the Acquisitions Phase. -
Tier Two
Coordination Band Talent. Warband members whose attacks benefit from Flanking gain a +1 bonus to their hit tests. Sound Fellowship
Devoted Leader Warband Members within 5m of you may use your Fellowship score in place of their Willpower for Morale tests. Inspiring
Drillmaster Band Talent. The Training card provides an extra point of Experience. Sound Fellowship, Inspiring
Heroic Fellowship You permanently increase your Fellowship score by 1. Sound Fellowship
Willing Followers Band Talent. Henchmen require only half their usual Chapter wages. Charming, Haggler
Tier Three
Magnetic Once per turn, you may reroll a failed Fellowship test and take the preferred result. This applies to every test made outside of combat as well. Heroic Fellowship
Rousing Speech Band Talent. Once per encounter, during the Utility Phase, you can make a Rousing Speech. For the duration of this turn, all Allies may reroll a single test of their choice and take the preferred result. If they wish, they may use your Fellowship in place of their normal score for the reroll. Heroic Fellowship

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Spellcasting

Name Prerequisite Effect
Tier One
Sound Spellcasting You permanently increase your Spellcasting score by 1. Caster
Earthing So long as you make no actions during your Movement Phase, you may discard one Miscast Spell Dice per spell this turn. Caster
Minor Control You no longer trigger Miscasts when casting a Spell that used only one Spell Dice. Caster
Negator You gain one additional Spell Dice per turn, that may only be used as part of a Dispel attempt. If this dice is not used by the end of the turn, it is wasted. Caster
Windtrap Band Talent. During the Chapter's Acquisitions Phase, you can choose to store the Winds of Magic within you. You may not make any Acquisitions. Instead, you make a Spellcasting test; on a success, you start a single Encounter this Chapter with one extra Spell Dice. Once spent, this Dice may not be regained during the Encounter. Caster
Conservation Once per turn, if you successfully cast a Spell, but still have allocated Spell Dice waiting to be rolled, you can choose to reclaim one of those unrolled Dice. Caster
Tier Two
Heroic Spellcasting You permanently increase your Spellcasting score by 1. Sound Spellcasting
Major Control You no longer trigger Miscasts when casting a Spell that used only two or less Spell Dice. Minor Control, Sound Spellcasting
Tame the Winds Whenever you miscast a spell, you roll twice the Miscast Table and take the preferred result. Major Control
Arcane Mnemonics You may memorise three extra Spells. Heroic Spellcasting
Tier Three
Wizard Lord You permanently increase your Spellcasting score by 1. Heroic Spellcasting
Battle Wizard You may wear light armour without suffering a penalty to Spellcasting. Caster

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Special Talents

These talents may only be purchased in special circumstances, eg. Due to culture, class etc.
Name Prerequisite Effect
Race Talents
Wall Runner You no longer need to make tests to climb vertical surfaces. Furthermore, you now climb at full speed instead of half. -
The Menace Below At the start of an encounter, you can declare that you are using The Menace Below. You do not deploy. Instead, roll a 1d5. On the turn with the number you rolled, or any turn later, you can deploy anywhere on the battlefield, including next to enemies. For the duration of this turn, attacks against you take a -1 penalty to hit, and you count all attacks against others as Flanking. -
Culture Talents
Trading Legacy Band Talent. Warband heroes may make one extra acquisition per Chapter. -
Martial Prowess You gain an extra attack per turn; this attack must be with a weapon you possess the appropriate Weapon Expertise talent for (eg. Spear Expertise). -
Grey Engineer You ignore the first misfire with Blackpowder and Artillery weapons per encounter. -
Class Talents
Hard Head Whenever you make an Injury Roll, you now count 1-6 as Knocked Down, 7-8 as stunned and 9-10 as incapacitated. -
Shieldwall So long as you have a shield, and are adjacent to one other ally with a shield, you and all adjacent allies with a shield gain a +1 to Armour score. -
Wall of Iron During the Utility Phase, you may decide to lose one Attack; in exchange, you gain a +1 to Defense saves this turn. -
Low Profile Enemies cannot target you with ranged attacks unless you are the closest enemy to them. -
Surefooted You gain the Strider trait, with the area being one of your choice. -
Vanguard You gain the Infiltrator trait. -
Tactical Plan Band Talent. Once per turn, you may allow one ally to reroll a test they have just made and take the preferred result. -
Tactical Genius Band Talent. You may use Tactical Plan twice per turn. Tactical Plan
Vigilance Band Talent. When your Warband gains disadvantage at the start of an encounter, you may make an Insight test with a -3 penalty; on a success, your enemy loses Advantage and deploys normally. -
Get Back Here You may spend a Fate Point during the Utility Phase to force one routing enemy to instantly rally, passing the test. -
Get Stuck In Band Talent. During the Utility Phase, select one action (which may be from any phase). Any Warband members performing that action this turn may add a +1 to a single test made as part of that action. -
The Lad's Got Talent Band Talent. Select one Henchman with Experience of 5 or higher. The Henchman now becomes a Hero. Henchman w/ 5+ XP
Loremaster, Horned Rat Horned Rat spells do not take up any spell memorisation slots. All Horned Rat spells
Weapon Expertise Talents
Artillery Expertise You take a +1 bonus to hit with Artillery. -
Axe Expertise You take a +1 bonus to hit with one-handed axes. -
Blackpowder Expertise You take a +1 bonus to hit with Blackpowder weapons. -
Bow Expertise You take a +1 bonus to hit with Bows. -
Crossbow Expertise You take a +1 bonus to hit with Crossbows. -
Greataxe Expertise You take a +1 bonus to hit with Greataxes -
Greatsword Expertise You take a +1 bonus to hit with Greatswords. -
Halberd Expertise You take a +1 bonus to hit with Halberds. -
Lance Expertise You take a +1 bonus to hit with Lances. -
Spear Expertise You take a +1 bonus to hit with spears. -
Sword Expertise You take a +1 bonus to hit with one-handed swords. -
Warhammer Expertise You take a +1 bonus to hit with Warhammers. -
Knife Expertise You take a +1 bonus to hit with Knives. -
Unarmed Expertise You take a +1 bonus to hit with your fists, natural weapons and Fighting Claws. -
Mace Expertise You take a +1 bonus to hit with maces. -
Flail Expertise You take a +1 bonus to hit with flails. -
Von Carstein Talents
Bat Form You may declare Bat Form during the Utility Phase. You turn into a Vampire Bat, gaining its inherent traits and losing Pass as Human. Your equipment merges into your form and cannot be used. You retain your Insight, Willpower, Fellowship, Spellcasting, Attacks and Wounds scores, but all else copies the Vampire Bat form. You cannot cast spells. -
Summon Creatures of the Night Band Talent. You pay no wages for Dire Wolves, Doom Wolves, Fell Bats and Bat Swarms, and these creatures can always be hired by your Warband. -
Wolf Form You may declare Wolf Form during the Utility Phase. You turn into a Doom Wolf, gaining its inherent traits and losing Pass as Human. Your equipment merges into your form and cannot be used. You retain your Insight, Willpower, Fellowship, Spellcasting, Attacks and Wounds scores, but all else copies the Doom Wolf form. You cannot cast spells. -
Beguile At the start of the Melee Phase, select one character you are Engaged in Melee with. They must take a Willpower test with a -2 penalty; on a failure, they must reroll all successful hits this phase and take the worse result. -
Summon Storm During the Utility Phase, you can summon a storm that blots out the sun (preventing Vampires with the Sunlight weakness from burning) that lasts until the start of the next turn. If you are not in melee, and do not move during your Movement Phase, the storm creates a localised gust around you with a radius of 15m. Shooting into or out of this storm takes a -2 penalty to hit, and flying creatures cannot fly within the storm. -
Blood Dragon
Honour or Death You gain a +1 to Melee tests, so long as you are engaged in melee with at least one enemy who is only engaged with you. Thus you lose this bonus if the enemy is engaged with you and an ally at the same time. -
Dragon's Challenge You gain +1 Attacks, which may only be spent to attack enemy Heroes in melee. -
Decapitator Your Critical Hits deal +1 wound. -
Red Fury Every time you score an unsaved wound in melee, you may make another attack, up to a maximum of +2 per turn. -
Blood Dragon
Cat Form You can take the form of a cat at will. In combat, this is treated as you having the Infiltrator trait (cats are a bad fit for combat, even for vampires). -
Court of Swains Band Talent. Swains (Henchmen recruited from non-Undead army lists) only require to be paid half their Chapter wages. -
Mist Form You gain the Fly (10) trait. If you are forced to make an Injury roll, you may choose to use Mist Form to instantly escape from the battle without suffering any permanent incident. You may only use Mist Form if you have not suffered from a Curse of Nagash weakness this turn. -
Quickblood You gain a +2 bonus to Initiative rolls. You also gain a +2 bonus your test when making Defense Saves using the 'Dodge' talent. -
Transfix At the start of the Melee Phase, select one character you are Engaged in Melee with. They must take a Willpower test; on a failure, they lose one remaining attack, and you gain one attack which may only be used against them. Characters who are incapacitated whilst transfixed are always Captured as per the Severe Incident result. -
Seduction Once per encounter, you may use Seduction as an action during the Utility Phase. Select one character you are Engaged in Melee with. They must take a Willpower test. On a failure, they switch to your side. At the end of each turn, including the one they were seduced on, they repeat the Willpower test; if they pass, they break free. They also break free if harmed by you or a member of your Warband. If the victim ends the battle seduced, they are Captured as per the Severe Incident result. Transfix
Blood Dragon
Army of Darkness Band Talent. All Skeletons, Zombies and Wights add a permanent +1 to their Strength and Toughness scores. -
Nehekhara's Noble Blood You may reroll a single Spell Dice per spellcast, and gain +2 to Ward Saves against your own Miscast results. -
Supernatural Horror You gain the Terror trait. -
Loremaster, Necromancy Necromancy spells do not take up any spell memorisation slots. All Necromancy spells
Strigoi
Curse of the Revenant You gain the Regeneration (2) trait. -
Ghoul King Band Talent. You pay no wages for Ghouls or Crypt Horrors, and these creatures can always be hired by your Warband. -
Bestial Hands Your Natural Weapon attacks gain the Magical and Armour Piercing (2) Qualities. -
Flesh of Iron You gain the Natural Armour (2) trait. -
Vile Claws Your natural weapon attacks gain the Poisoned Quality. -
Winged Form You gain the Flyer (10) trait. -

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