--See Also: Character Planner

Hired Swords are DLC content that allows further customization of warband rosters. The Hired Sword becomes available as a starting Hero choice and can be hired for free. Up to 2 active Hired Swords of the same type can be used in combat.

Each Hired Sword is available according to type. Righteous Warbands (Order) can hire Smugglers and Wolf Priests of Ulric, while Defiler Warbands (Destruction) can hire Poison Wind Globadiers and Doomweavers.

Righteous Hired Swords

Smuggler


Smugglers are essential to a warband. Avoiding taxes and bringing items to the shop allows warbands to get a better selection and higher quality items.

Available for the Mercenaries, Sisters of Sigmar and Witch Hunter warbands, Smugglers are respected for their skill and prowess. A Smuggler who joins a warband firmly believes in the warbands ideology and goals to the point of being an integral part of the warband hierarchy, being hired as a Hero.

Smugglers become known to warbands through the black market. A Smuggler available for hire has had dealings with the warband in the past, been indoctrinated in the warbands cause and decided to leave their life of commerce to throw their lot in with their belief of the warbands righteous cause. Whether the Smuggler is tired of avoiding taxes and selling contraband or just wants to increase the adventure and profit gained from Mordheim's wyrdstone is unknown. The Smuggler becomes loyal as a warband member and is willing to lose life and limb in sworn duty.

Smuggler.png SMUGGLER / HERO
RATING: 104
OP2.png 5 SP2.png 6 Armor Absorption.png 0% Damage.png 33-36 Critical Hit Chance.png 8% Wounds.png 106
PHYSICAL
Strength.png STRENGTH 5/15 Smuggler hunting rifle start.png
Toughness.png TOUGHNESS 3/12
Agility.png AGILITY 6/15
MENTAL
Leadership.png LEADERSHIP 6/15
Intelligence.png INTELLIGENCE 3/9
Alertness.png ALERTNESS 4/12
MARTIAL
Weapon Skill.png WEAPON SKILL 5/15
Ballistic Skill.png BALLISTIC SKILL 5/15
Accuracy.png ACCURACY 3/12
OTHERS
MOVEMENT 7 INITIATIVE 43
MORALE IMPACT 12 MORALE 12
DODGE 30% PARRY 20%
RESISTANCES
POISON 19% MAGIC 3%
MELEE 11% RANGED 7%
CRITICAL HIT 3% STUN 6%
WYRDSTONE 25% TRAP 200%
ALL ALONE 48% FEAR 38%
TERROR 38%
DESCRIPTION
______________________________________
The Empire's divisions benefit those who would sell contraband or avoid the many taxes imposed by barons and burghers. No commodity is more enticing to Smugglers than Mordheim's wyrdstone. Smugglers must be skilled with sword and pistol, accustomed to fighting against foes, and not averse to tricks and traps. Most of all, she must be a leader, able to rally comrades in their darkest hour.
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Sword.
Range: Blunderbuss, Duelling Pistol, Handgun, Hunting Rifle, Pistol.
Armours: Cloth, Light, Pendant, Amulet, Helmet.
PERKS
______________________________________
PILLAGER
Immune to Trap effects.
Smuggler Starting Skill (Active)

Black Powder Trap
Range: 0 meters Duration: 1 turn
Target: Special
Effect: Place a fake Search Point at target location that explodes when an enemy approaches within 0.5 meters. Deals 20-40 damage to everyone within 5 meters.
Cost: OP.pngOP.pngOP.png

Smuggler Special Skills


The Smuggler also has access to the Human Mercenary Special Skills “Sniper Shot”, "Tactician", "Combat Expertise" and "Flawless Positioning". These are listed here for convenience.

Impact Shot
Range: 0 meters Duration: 0 turns
Target: Single enemy
Effect: A ranged attack that deals regular damage and bypasses 20% of the target's Armour Absorption.
Cost: OP.pngOP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Ballistic Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Armour Absorption bypass increases to 40%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Ballistic Skill

Liquid Courage
Range: 0 meters Duration: 2 turns
Target: Self
Effect: Increases Initiative by 10 and the chance to pass All Alone tests by 15%. Not Stackable.
Cost: SP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Alertness
______________________________________________________________________________________________________________
Mastery.pngMastery: Initiative bonus increases to 20, and chance to pass All Alone increases by 30%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Alertness

Riposte Stance
Range: 0 meters Duration: 1 turn
Target: Self
Effect: Take a stance that ends the current turn. The stance allows 1 attempt to Parry incoming attacks and increases Counter Attack Hit chance by 10%. A successful Parry will reduce the OP cost of a counter-attack by 1.
Cost: SP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Parry attempts increases to 2, Counter Attack Hit chance increases by 20%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon Skill

Captain's Speech
Range: 0 meters Duration: 1 turn
Target: Everyone within 5 meters
Effect: Increases the chance to pass All Alone, Fear, and Terror tests by 20%. Not Stackable.
Cost: SP.pngSP.pngSP.pngSP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Leadership
______________________________________________________________________________________________________________
Mastery.pngMastery: Chance to pass All Alone, Fear, and Terror tests increases by 40%.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Leadership

Sniper Shot
Range: 0 meters Duration: 0 turns
Target: Single Enemy
Effect: A ranged attack that deal regular damage and has a +25% chance to hit, +5% Critical hit chance, and +25% Critical hit damage.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Accuracy
______________________________________________________________________________________________________________
Mastery.pngMastery: Chance to hit and Critical damage increases to 50% and Critical hit chance to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Accuracy

Tactician
Range: 15 meters Duration: 3 turns
Target: Single ally
Effect: Reduces the cost of Flee by 1 Strategy Point. Can only be used while not engaged.
Cost: SP.pngSP.png Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Leadership
______________________________________________________________________________________________________________
Mastery.pngMastery: Cost of Disengage also reduced by 1 Strategy Point.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Leadership

White Powder Trap
Range: 0 meters Duration: 1 turn
Target: Special
Effect: Place a fake Search Point at target location that explodes when an enemy approaches within 0.5 meters, stunning everyone within 5m for 1 turn. Usable once per turn
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Cost decreases to 2 Offense Points.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Agility

Captain's Order
Range: 15 meters Duration: 1 turn
Target: Single Ally
Effect: Increases damage by 15%. Not Stackable.
Cost: SP.pngSP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Leadership
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 30%.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Leadership

Hand Bomb
Range: 15 meters Duration: 0 turns
Target: Everyone withim 3m
Effect: Deals 10-15 damage. Bypasses Armour Absorption.
Cost: SP.pngSP.pngSP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Ballistic Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 20-30.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Ballistic Skill

Boarding Prowess
Effect: Increases the Critical hit chance of Charge, Leap and Jump Down attacks by 10%.
Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Critical hit chance increased to 20%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Agility

In and Out
Effect: After gathering a Wyrdstone, increases Movement range by 1 meter and Initiative by 5 for 2 turns. Not Stackable.
Learning time: 1 dayTime.png
Gold.png 100 Required: 3 Alertness
______________________________________________________________________________________________________________
Mastery.pngMastery: Movement range increases to 2 and Initiative by 10.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Alertness

Combat Expertise
Effect: When engaged with 2 or more enemies, increases chance to Dodge and Parry by 10%.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Dodge and Parry chance increases to 20%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Expert Fencer
Effect: Increases Melee Resistance and Parry chance by 5% and Initiative by 5 when equipped with a dagger or sword.
Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee Resistance and Parry chance increased by 10% and Initiative by 10.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Weapon SKill

Flawless Positioning
Effect: Increases Critical hit Resistance by 5%.
Learning time: 1 dayTime.png
Gold.png 100 Required: 6 Alertness
______________________________________________________________________________________________________________
Mastery.pngMastery: Critical Resistance increases to 15%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Alertness

Tight Crew
Effect: When another ally is engaged with the same enemy, increases Dodge and Parry bypass against the target by 10%.
Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Dodge and Parry bypass increases to 20%.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Agility

Walk the Topsail
Effect: Increases the chance to pass Climb, Leap, and Jump Down tests by 25%.
Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Chance to pass Climb, Leap, and Jump Down tests increased by 50%.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Agility

Fine-Tuning
Effect: Increases ranged Critical hit chance by 5% when using black powder weapons.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Ballistic Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Ranged Critical hit chance increases by 10%.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Ballistic Skill

Survival Instinct
Effect: When engaged with 2 or more enemies, increases melee Critical hit chance by 5%. Not Stackable.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Critical hit chance increases by 10%.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Weapon Skill

Wolf-Priest of Ulric


Ulric is the god of wolves, war and winter. In some of the Northern provinces, he is venerated even above Sigmar by peasants and nobles alike. Those who enter his priesthood are fierce and hardened men, embodying the primal nature of their god. Grim warriors in their own right, these Priests are able to instill in their comrades the cold howl of Ulric, inspiring them to feats of bravery and savagery.

Wolf Priest.png WOLF PRIEST / HERO
RATING:
OP2.png SP2.png Armor Absorption.png % Damage.png Critical Hit Chance.png 7% Wounds.png
PHYSICAL
Strength.png STRENGTH 7/16 Wolf Preiist start.png
Toughness.png TOUGHNESS 7/15
Agility.png AGILITY 2/9
MENTAL
Leadership.png LEADERSHIP 4/12
Intelligence.png INTELLIGENCE 6/15
Alertness.png ALERTNESS 2/9
MARTIAL
Weapon Skill.png WEAPON SKILL 7/16
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 2/15
OTHERS
MOVEMENT 6 INITIATIVE
MORALE IMPACT 12 MORALE 8
DODGE 10% PARRY 28%
RESISTANCES
POISON 31% MAGIC 6%
MELEE 9% RANGED 9%
CRITICAL HIT 7% STUN 12%
WYRDSTONE 25% TRAP 0%
ALL ALONE 77% FEAR 67%
TERROR 67%
DESCRIPTION
______________________________________
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Hammer, Mace, Sword, Great Axe, Great Hammer, Great Sword, Great Ulrican Axe, Halberd.
Range: None.
Armours: Cloth, Light, Heavy, Amulet, Helmet, Pendant.
PERKS
______________________________________
DIVINE CASTER
Allows the casting of Divine spells. Casting may result in ill effects named Divine Wrath.
Wolf Priest of Ulric Starting Skill (Passive)

Heart of the Wolf
Effect: Increases the chance to pass All Alone, Fear, Terror and Leadership tests by 35% (affects skills such as Threaten or Intimidate).


Wolf Priest of Ulric Spells and Special Skills


The Wolf-Priest of Ulric also has access to the Sister of Sigmar Special Skills “Righteous Fury”, “Divine Aegis” and “Absolute Faith” and the Human Mercenaries Special Skill “Guard Stance”. These are listed here for convenience.

Ulric's Gift
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Divine Wrath: +15%
Target: Single ally
Effect: Increases melee Hit chance and melee Damage by 10%. Grants immunity to All Alone. Prevents the use of Flee, Disengage, and ranged attacks and skills. Not Stackable.
Cost: OP.pngOP.png Wolf-Priest of Ulric - Learning time: Already learnedTime.png
Learning time: 1 daysTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee Hit chance and melee damage boost increased to 20%. Range increased to 30m.
Casting chance and Divine Wrath +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Snow King's Decree
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Divine Wrath: +15%
Target: Single enemy
Effect: When performing a melee or ranged attack, inflicts 10-15 damage to self. Priests of Ulric are immune. Not Stackable.
Cost: OP.pngOP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 20-30, range to 30m.
Casting chance and Divine Wrath +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Winter's Chill
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Divine Wrath: +15%
Target: Self or single ally
Effect: Enemies engaged with target receive a debuff that reduces melee Hit chance and melee Damage by 10% for 1 turn. Not Stackable.
Cost: OP.pngOP.png Learning time: 1 dayTime.png
Gold.png 100 Required: {{{int}}} Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee Hit chance and Damage penalty increases to 20%, range to 30m.
Casting chance and Divine Wrath +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Frost's Bite
Range: 15 meters Duration: 1 turn
Casting Chance: -20% Divine Wrath: +20%
Target: Single enemy
Effect: Deals 12-17 damage and reduces maximum Strategy Points by 1. Bypasses Armour Absorption. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 24-34, SP penalty increases to 3, range increases to 30m.
Casting chance and Divine Wrath +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Howl of the Wolf
Range: 0 meters Duration: 1 turn
Casting Chance: -20% Divine Wrath: +20%
Target: Self and allies within 5m
Effect: Reduces the cost of Charge by 1 Offense Point. When another ally is engaged with the same enemy, increases melee Hit chance and Critical hit chance by 5%. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee hit chance and Critical Hit chance increased by 10%.
Casting chance and Divine Wrath +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Wild Pack
Range: 0 meters Duration: 1 turn
Casting Chance: -20% Divine Wrath: +20%
Target: Self and allies within 5m
Effect: Grants immunity to fear and provokes Fear on engaged enemies, reducing melee Hit chance by 10%. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Fear penalty increases to 30% hit chance.
Casting chance and Divine Wrath +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Blessing of Ulric
Range: 0 meters Duration: 2 turns
Casting Chance: -25% Divine Wrath: +25%
Target: Self and allies with 5m
Effect: Increases Melee Critical hit chance by 5% and Critical damage by 10%. Not Stackable.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee Critical hit chance increases by 10% and Critical damage by 20%.
Casting chance and Divine Wrath +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Ice Storm
Range: 15 meters Duration: 1 turn
Casting Chance: -25% Divine Wrath: +25%
Target: Everyone within 5m
Effect: Deals 8-12 damage and reduces maximum and current Offense Points by 1. Not Stackable.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 16-24, range to 30m.
Casting chance and Divine Wrath +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Alpha Howl
Range: 0 meters Duration: 1 turn
Target: Allies within 5m
Effect: Increases Initiative by 5 and Charge/Ambush range by 2 meters. Not Stackable.
Cost: SP.pngSP.pngSP.pngSP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Leadership
______________________________________________________________________________________________________________
Mastery.pngMastery: Initiative bonus increases to 10 and Charge/Ambush range bonus to 4 meters.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Leadership

Guard Stance
Range: 0 meters Duration: 1 turn
Target: Self
Effect: Take a stance that ends the current turn. The stance increases Armour Absorption by 5%. Requires a melee weapon.
Cost: SP.pngSP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Armour Absorption increases to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon SKill

Righteous Fury
Range: 0 meters Duration: 1 turn
Target: Single enemy
Effect: A melee attack that deals regular damage but with a -20% chance to hit. If hit, the target gains a debuff that reduces maximum Offense and Strategy Points by 1 for 1 turn.
Cost: OP.pngOP.png SP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Maximum Offense and Strategy Points penalty increased to 2 and Hit chance penalty reduced to -10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon SKill

Crush the Weak
Range: 0 meters Duration: 1 turn
Target: Single enemy
Effect: A melee attack that deals regular damage. If hit, the target gains a debuff that reduces Critical Resistance by 15% for 1 turn. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Accuracy
______________________________________________________________________________________________________________
Mastery.pngMastery: Critical Resistance penalty increases to 30%.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Accuracy

Wild Swipe
Range: 0 meters Duration: 0 turns
Target: 180 degree arc
Effect: A melee attack that deals regular damage and cannot be parried, but with a -25% chance to hit. Only usable with Great Weapons.
Cost: OP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Hit penalty reduced to -10%.
Learning time: Time.png
Gold.png Required: 15 Weapon SKill

Absolute Faith
Effect: Increases the chance to pass All Alone, Fear, Terror, and Rout tests by 15%.
Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Leadership
______________________________________________________________________________________________________________
Mastery.pngMastery: Chance to pass increases to 30%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Leadership

Divine Aegis
Effect: Increases Ranged Resistance by 5%.
Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Ranged Resistance increases to 15%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Ulric's Chosen
Effect: Increases Spellcasting chance and Critical Hit Damage by 5%.
Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Spellcasting chance and Critical Hit damage increase by 10%.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Ulric's Fury
Effect: After dealing melee damage, Spell Damage increases by 15%. The next action taken must be a spell or the effect is lost.
Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Spell damage increases by 30%.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Northern Tenacity
Effect: After dealing melee damage, Critical Resistance increases by 5% for 1 turn. Stackable.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Critical Resistance increases by 10%.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Toughness

Defiler Hired Swords

Poison Wind Globadier



Clanrats trained to use the devious weapons of Clan Skryre, Globadiers are sold as warriors to warbands by the Warlock-Engineers. The warpstone gas in the globes can kill or cripple enemies, or prevent wizards from casting spells. Other alchemical gases can strengthen or even heal those exposed to them. These sneaky ratmen even fabricate bombs disguised as wyrdstone to maim the unwary.

Globadier.png GLOBADIER / HERO
RATING:
OP2.png SP2.png Armor Absorption.png 0% Damage.png Critical Hit Chance.png 12% Wounds.png
PHYSICAL
Strength.png STRENGTH 2/10 Globadier start.png
Toughness.png TOUGHNESS 2/13
Agility.png AGILITY 5/12
MENTAL
Leadership.png LEADERSHIP 3/12
Intelligence.png INTELLIGENCE 5/15
Alertness.png ALERTNESS 5/12
MARTIAL
Weapon Skill.png WEAPON SKILL 4/12
Ballistic Skill.png BALLISTIC SKILL 7/16
Accuracy.png ACCURACY 7/18
OTHERS
MOVEMENT 7 INITIATIVE 45
MORALE IMPACT 16 MORALE 6
DODGE 25% PARRY 16%
RESISTANCES
POISON 16% MAGIC 5%
MELEE 9% RANGED 7%
CRITICAL HIT 2% STUN 10%
WYRDSTONE 25% TRAP 0%
ALL ALONE 39% FEAR 29%
TERROR 29%
DESCRIPTION
______________________________________
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Dagger, Mace, Sword, Weeping Blades.
Range: Shuriken, Warplock Pistols.
Armours: Cloth, Light, Amulet, Helmet, Pendant.
PERKS
______________________________________
GAS MASK
Immune to breathable poison effects, such as Globes, most traps, and certain spells.
CUMBERSOME GEAR
Reduces Movement range by 1m.
Poison Wind Globadier Starting Skill (Active)

Poison Globe
Range: 15 meters Duration: 2 turns
Target: Everyone within 3m of impact
Effect: Throw a globe that leaves a poisonous cloud at the selected area. Starting a turn inside the area deals 20-25 damage. Entering the area deals 15-20 damage and inflicts a poison debuff that deals an additional 15-20 poison damage per turn for 2 turns. Not Stackable.
Cost: OP.pngOP.pngOP.png


Poison Wind Globadier Special Skills


The Poison Wind Globadier also has access to the Skaven Special Skills "Numbing Poison", "Warp Poison", "Poison Expert" and "Swarm". These are listed here for convenience.

Vent
Range: 0 meters Duration: 1 turn
Target: Everyone within 5m
Effect: Reduces Melee and Ranged Hit chance by 10%. Not Stackable.
Cost: OP.pngOP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee and Ranged Hit chance penalty increases to 20%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Warp Fumes
Range: 0 meters Duration: 1 turn
Target: Self
Effect: Increases Melee Hit and Dodge chance by 10%. Reduces Ranged Hit chance and Ranged Resistance by 20%. Not Stackable.
Cost: SP.pngSP.pngSP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 3 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee Hit and Dodge bonus increases to 20%. Ranged Hit and Resistance penalty decreases to 15%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Toughness

Warp Globe
Range: 15 meters Duration: 1 turn
Target: Everyone within 5m
Effect: Inflicts a random debuff from the following: -15% Melee and Poison Resistance, OR -15% Magic and Stun Resistance, OR -15% Ranged and Critical Resistance. Effects last for 1 turn. Not stackable.
Cost: OP.pngOP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 3 Ballistic Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Duration increases to 2 turns.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Ballistic Skill

Enriched Globe
Range: 15 meters Duration: 1 turn
Target: Everyone within 5m
Effect: Inflicts a random buff from the following: +15% Melee and Poison Resistance, OR +15% Ranged and Critical Resistance, OR +15% Magic and Stun Resistance. Effects last for 1 turn. Not stackable.
Cost: OP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Ballistic Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Duration increases to 2 turns.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Ballistic Skill

Numbing Poison
Range: 0 meters Duration: 1 turn
Target: Self
Effect: Applies Numbing Poison to all weapons for 1 turn. Dealing damage with a poisoned weapon inflicts the target with a poison debuff that reduces maximum Strategy Points by 2 for 1 turn. Can only be used while not engaged.
Cost: SP.pngSP.pngSP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Maximum Strategy Points reduction increases to 4.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Agility

Warp Poison
Range: 0 meters Duration: 1 turn
Target: Self
Effect: Applies Warp Poison to all weapons for 1 turn. Dealing damage with a poisoned weapon inflicts the target with a poison debuff that reduces maximum Offense Points by 2 for 1 turn. Can only be used while not engaged.
Cost: SP.pngSP.pngSP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Maximum Offense Points reduction increases to 4.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Agility

Wyrdstone Lure
Range: 0 meters Duration: 1 turn
Target: Special
Effect: Place a fake Wyrdstone Cluster at target location that explodes when an enemy approaches within 0.5 meters. Deals 10-20 poison damage and reduces movement range by 1m to everyone within 5m for 2 turns. Usable once per turn.
Cost: OP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 20-40.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Infused Globe
Range: 15 meters Duration: 1 turn
Target: Everyone within 5m
Effect: Restores up to 15 wounds and inflicts a random debuff from the following: -1 OP, -1 movement range, -15% athletics tests, or prevent Switch Weapons. Not Stackable.
Cost: OP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Ballistic SKill
______________________________________________________________________________________________________________
Mastery.pngMastery: Wounds restored increases to 30.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Ballistic SKill

Strangling Globe
Range: 15 meters Duration: 1 turn
Target: Everyone within 5m
Effect: Prevents Spellcasting and vocal skills (such as Leadership buffs).
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Ballistic Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Duration increases to 2 turns.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Ballistic Skill

Warp Resistance
Effect: Increases Wyrdstone Resistance by 25%.
Learning time: 1 daysTime.png
Gold.png 100 Required: 3 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Wyrdstone Resistance increases by 50%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Toughness

Warp Rush
Effect: After gathering a Wyrdstone, Initiative increases by 10 for 2 turns. Not Stackable.
Learning time: 1 daysTime.png
Gold.png 100 Required: 3 Alertness
______________________________________________________________________________________________________________
Mastery.pngMastery: Initative bonus increases to 20.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Alertness

Agitation
Effect: When receiving damage, Initiative increases by 5 for 2 turns. Stackable.
Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Alertness
______________________________________________________________________________________________________________
Mastery.pngMastery: Initiative bonus increases to 10.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Alertness

Dagger Specialist
Effect: Gain +5% chance to hit and attacks bypass 5% of the target's Dodge and Parry chance when equipped with a dagger.
Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Chance to hit, Dodge and Parry bypass increase by 10%.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Weapon Skill

Invigorating Fumes
Effect: Increases Climb, Leap, and Jump Down chance by 15% and Charge and Ambush hit chance by 5%.
Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Climb, Leap, and Jump Down chance increases by 30% and Charge and Ambush hit chance by 10%.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Toughness

Poison Expert
Effect: Attacks, skills, and spells bypass 20% Poison Resistance.
Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Poison Resistance bypass increases to 40%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Swarm
Effect: When another ally is engaged with the same enemy, increases melee Hit chance by 5% and melee Critical hit chance by 5%.
Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Hit chance increases to 10% and Critical hit chance to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon Skill

Paralysing Discharge
Effect: After dealing melee damage, the target gains a poison debuff that reduces Initiative by 5 for 1 turn. Stackable.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Initiative penalty increases to 10.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Potent Globes
Effect: Globe skills used by the warrior will apply an additional debuff that reduces Poison Resistance by 10% for 1 turn. Not Stackable.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Poison Resistance debuff increases to 20%.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Doomweaver


Mystics who tap directly into the Winds of Magic, Doomweavers are both powerful and pitiable. Their minds constantly filled with strange visions and the sound of daemons scratching at the barriers of reality, they slowly descend into madness. The energies they harness twist their bodies with subtle mutations. Yet the magic they wield is the stuff of Chaos itself, primal and nigh unstoppable.

Doomweaver.png DOOMWEAVER / HERO
RATING:
OP2.png SP2.png Armor Absorption.png 0% Damage.png Critical Hit Chance.png 8% Wounds.png
PHYSICAL
Strength.png STRENGTH 3/12 Doomweaver staff start.png
Toughness.png TOUGHNESS 3/12
Agility.png AGILITY 8/17
MENTAL
Leadership.png LEADERSHIP 4/9
Intelligence.png INTELLIGENCE 8/18
Alertness.png ALERTNESS 4/12
MARTIAL
Weapon Skill.png WEAPON SKILL 4/15
Ballistic Skill.png BALLISTIC SKILL 3/3
Accuracy.png ACCURACY 3/12
OTHERS
MOVEMENT 6 INITIATIVE 43
MORALE IMPACT 12 MORALE 8
DODGE 40% PARRY 16%
RESISTANCES
POISON 19% MAGIC 8%
MELEE 12% RANGED 7%
CRITICAL HIT 3% STUN 16%
WYRDSTONE 25% TRAP 0%
ALL ALONE 42% FEAR 32%
TERROR 32%
DESCRIPTION
______________________________________
Maximum 2 Active at once.
EQUPMENT PROFICIENCY
Melee: Axe, Dagger, Flail, Hammer, Mace, Spear, Sword, Staff.
Range: None.
Armours: Shield, Cloth, Light, Heavy, Amulet, Helmet, Pendant.
PERKS
______________________________________
ARCANE CASTER
Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.
Doomweaver Starting Skill (Passive)

Favoured
Effect: Increases the chance to trigger a Tzeentch Curse by 10% and only Curses with areas of effect will ever be triggered.


Doomweaver Spells and Special Skills


The Doomweaver also has access to the Cult of the Possessed Special Skills "Blood Offering", "Touch of Palsy", "Chaos Evolution" and "Chaotic Advantage". These are listed here for convenience.

Boon of Ruin
Range: 15 meters Duration: 1 turn
Casting Chance: -15% Tzeentch Curse: +15%
Target: Single ally or enemy
Effect: Reduces the cost of Counter-Attack by 1 Offense Point and increases Melee Hit Chance by 10%. When performing a melee attack, suffer 10-20 damage. Not Stackable
Cost: OP.pngOP.png Doomweaver - Learning time: Already learnedTime.png
Learning time: 1 daysTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee Hit Chance increases by 20%, damage to 20-30, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Warp Accretion
Range: 15 meters Duration: 2 turns
Casting Chance: -15% Tzeentch Curse: +15%
Target: Self or single ally
Effect: Increases Wyrdstone Resistance by 20%. Gathering a Wyrdstone increases Critical Resistance by 10% for 2 turns. Stackable.
Cost: OP.pngOP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 3 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Wyrdstone Resistance increases by 40%, Critical Resistance by 20%, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence

Idol of Blood
Range: 5 meters Duration: 1 turn
Casting Chance: -20% Tzeentch Curse: +20%
Target: Allies within 5m of idol
Effect: Summons an idol at target area. Allies near the totem cannot use Flee or Disengage, are immune to All Alone, and gain 5 wounds when dealing melee damage. The idol must be placed on a walk-able area, and can be destroyed by enemies. Only 1 idol may be created per turn.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Wounds gained increased to 10, range to 10m.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Idol of Change
Range: 5 meters Duration: 1 turn
Casting Chance: -20% Tzeentch Curse: +20%
Target: Everyone within 5m of the idol
Effect: Summons an idol at target area. Everyone near the totem is purged of Magic effects, gains 25% Magic Resistance, and has their Spellcasting cost reduced by 1 Offense Point for Arcane spells and increased by 1 Offense Point for Divine spells. The idol must be placed on a walk-able area, and can be destroyed by enemies. Only 1 idol may be created per turn.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Magic Resistance increases by 50%, range to 10m.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Idol of Lust
Range: 5 meters Duration: 1 turn
Casting Chance: -20% Tzeentch Curse: +20%
Target: Allies within 5m of the idol
Effect: Summons an idol at target area. When receiving damage, Allies near the totem gain a buff that reduces Morale Impact by 2 and increases Stun and Critical Resistance by 10%. The idol must be placed on a walk-able area, and can be destroyed by enemies. Only 1 idol may be created per turn.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Morale Impact reduction increases to 4, Stun and Critical Resistance increase by 20%, range to 10m.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Idol of Pestilence
Range: 5 meters Duration: 1 turn
Casting Chance: -20% Tzeentch Curse: +20%
Target: Enemies within 5m of the idol
Effect: Summons an idol at target area. Enemies near the totem have their 9 primary attributes reduced by 2. The idol must be placed on a walk-able area, and can be destroyed by enemies. Only 1 idol may be created per turn.
Cost: OP.pngOP.pngOP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Primary attribute penalty increased to 4, range to 10m.
Casting chance and Tzeentch Curse +5% Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Burning Blood
Range: 15 meters Duration: 1 turn
Casting Chance: -25% Tzeentch Curse: +25%
Target: Single enemy
Effect: Deals 10-14 damage and inflicts a debuff that deals 14-18 damage on the target's next turn. Bypasses Armour Absorption. Stackable.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 20-28, debuff Damage to 28-36, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Spiteful Manifestation
Range: 15 meters Duration: 1 turn
Casting Chance: -25% Tzeentch Curse: +25%
Target: Everyone in a 5m radius
Effect: Deals 8-13 damage and reduces Armour Absorption by 10%. Bypasses Armour Absorption. Not Stackable.
Cost: OP.pngOP.pngOP.pngOP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 16-26, Armour Absorption penalty to 20%, range to 30m.
Casting chance and Tzeentch Curse +5% Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Blood Offering
Range: 0 meters Duration: 1 turn
Target: Single enemy
Effect: A melee attack that deals regular damage. If it hits, increases melee Damage by 25% and melee Critical hit chance by 5%.
Cost: OP.pngOP.pngOP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Strength
______________________________________________________________________________________________________________
Mastery.pngMastery: Damage increases to 50% and critical chance to 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Strength

Ritual of Defiance
Range: 0 meters Duration: 2 turns
Target: Self and allies withing 5m
Effect: Increases Ranged Resistance of allies by 20% for 1 turn, but reduces Movement range of the caster by 2 meters for 2 turns. Cannot be used while engaged. Not Stackable.
Cost: SP.pngSP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Alertness
______________________________________________________________________________________________________________
Mastery.pngMastery: Ranged Resistance bonus increases to 40%, but Movement range penalty increases to 4m.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Alertness

Ritual of Suffering
Range: 0 meters Duration: 1 turn
Target: Self and enemies within 5m
Effect: Reduces melee Damage of enemies by 10% for 1 turn, but deals 15-25 damage to the caster. Cannot be used while engaged. Not Stackable.
Cost: SP.pngSP.png Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Toughness
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee damage of enemies decreased by 20%, but damage to user increased to 25-45.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Toughness

Touch of Palsy
Range: 0 meters Duration: 0 turns
Target: Single enemy
Effect: A melee attack that deals normal damage. If hit, the target gains a debuff that reduces Movement range by 2 meters and chance to Climb, Leap, and Jump Down by 20%.
Cost: OP.pngOP.pngSP.png Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Movement range penalty increases to 4 meters and Climb, Leap, and Jump Down penalties to 40%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon Skill

Ritual of Scorn
Range: 0 meters Duration: 2 turns
Target: Self and allies within 5m
Effect: Increases melee Critical Hit chance of allies by 5% for 1 turn, but reduces Critical Resistance of the caster by 10% for 2 turns. Cannot be used while engaged. Not Stackable.
Cost: SP.pngSP.png Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee Critical Hit chance bonus increases to 10%, but Critical Resistance penalty of user increases to 20%.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Chaos Evolution
Effect: After every Climb, Leap, or Jump Down action, received a 40% chance to recover 1 Strategy Point.
Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Agility
______________________________________________________________________________________________________________
Mastery.pngMastery: Recover chance increases to 80%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Agility

Chaotic Advantage
Effect: After every Dodge Stance, Parry Stance, Sidestep, or Web of Steel action, receive a 40% chance to recover 1 Offense Point.
Learning time: 1 daysTime.png
Gold.png 100 Required: 6 Weapon Skill
______________________________________________________________________________________________________________
Mastery.pngMastery: Recovery chance increases to 80%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Weapon Skill

Daub of Change
Effect: Increases the chance to trigger a Tzeentch Curse by 10%.
Learning time: 2 daysTime.png
Gold.png 200 Required: 6 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Chance to trigger Tzeentch Curse increases by 20%.
Learning time: 4 daysTime.png
Gold.png 400 Required: 12 Intelligence

Daub of Hatred
Effect: Increases Spell Damage by 10%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Spell damage increased by 20%.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

Daub of Obscurity
Effect: Increases Melee and Ranged Resistance by 5%.
Learning time: 3 daysTime.png
Gold.png 300 Required: 9 Intelligence
______________________________________________________________________________________________________________
Mastery.pngMastery: Melee and Ranged Resistances increase by 10%.
Learning time: 5 daysTime.png
Gold.png 500 Required: 15 Intelligence

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