This is a compilation of data which can also be found on individual warband pages.

To cohesively combine skills, choosing warriors that have natural inclinations toward your play-style will give a better effect. This is a summary of Perks and Skills every warrior in the game starts with.

Note: Impressive units (if listed) only lists Perks and Skills that are not Impressive related. Ex. Large, Impressive, Last Stand, etc. are omitted (being common to Impressives).

Sisters

Sigmarite Matriarch (1)


DIVINE SPELLCASTER
Effect: Allows the casting of Divine spells. Casting may result in ill effects named Divine Wrath.

Sigmarite Matriarch Starting Skill (Passive)

Divine Fervor
Effect: After successfully casting a spell, the cost of the next melee Attack or Charge is reduced by 1 Offense Point. The next action taken must be a melee Attack or Charge or the effect is lost.

Sister Superior (up to 2)

Sister Superior Starting Skill (Active)

For Sigmar!
Range: 15 meters Duration: 1 turn
Target: Single ally
Effect: Increases Movement range by 3 meters for 1 turn.
Cost: SP.pngSP.png

Sigmar's Purifier (up to 2)


DIVINE SPELLCASTER
Effect: Allows the casting of Divine spells. Casting may result in ill effects named Divine Wrath.

LAST STAND
Effect: Always fights to the death. Prevents the use of Flee and Disengage actions. Immune to All Alone.

Sigmar's Purifier Starting Skill (Passive)

Unsettling Charge
Effect: After a successful Charge attack, the target's Parry or Dodge stance is broken.

Augur (up to 2)


IMMUNITY - EYE INJURY
Effect: The warrior is blessed with divine vision, and is therefore immune to eye Injuries.

Augur Starting Skill (Passive)

Sigmar's Sight
Effect: Increases the chance to pass Perception tests by 50% and removes the cost.

Sister (up to 5)

Sister Starting Skill (Passive)

Repentance
Effect: After gathering a Wyrdstone, Movement range increases by 2 meters for 2 turns.

Novice (up to 5)

Novice Starting Skill (Passive)

Military Training
Effect: After dealing melee damage, Dodge chance increases by 5% for 1 turn.

Maiden of Sigmar (1)


DIVINE SPELLCASTER
Effect: Allows the casting of Divine spells. Casting may result in ill effects named Divine Wrath.

LOOTER
Effect: Not an actual perk but it is noted that the Maiden of Sigmar is the only Impressive that can loot like a normal warrior. She can also use any Climb/Jump/Leap points and always passes Climb/Jump/Leap Tests.

Maiden of Sigmar Starting Skill (Passive)

Sigmar's Chosen
Effect: Increases Ranged Resistance by 200%.

Human Mercenaries

Captain (1)

Captain Starting Skill (Passive)

Swift Reaction
Effect: Increases Parry chance by 10%. Succeeding a Parry attempt reduces the cost of a Counter-Attack action performed in response by 1 Offense Point.

Youngblood (up to 2)

Youngblood Starting Skill (Active)

Squire's Curse
Range: 0 meters Duration: 1 turn
Target: Single enemy
Effect: A melee attack that deal regular damage. If hit, the target's Switch Weapon action is blocked for 1 turn.
Cost: OP.pngOP.png SP.png

Champion (up to 2)

Champion Starting Skill (Passive)

Adaptable Defense
Effect: After dealing melee damage, Melee Resistance increases by 3% for 1 turn.

Warlock (up to 2)


ARCANE CASTER
Effect: Allows the casting of Arcane spells. Casting may result in ill effects named Tzeentch's Curse.

Warlock Starting Skill (Active)

Concentration
Range: 0 meters Duration: 0 turns
Target: Self
Effect: Increases the casting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost.
Cost: SP.pngSP.png

Ogre Mercenary (1)

Ogre Mercenary Starting Skill (Passive)

Fear
Effect: Enemies who engage or start the turn engaged with the user must perform a Fear test. Failing the test reduces melee Hit chance by 30%. The debuff persists until passing a Fear test on turn start. Passing any Fear test will grant immunity to Fear for 2 turns.

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