This article is about the general categorical term for units. For the Human Mercenaries henchman, see Warrior (Mercenaries). |
Warrior is the in-game term for Warband units. Each Warband has seven different warriors, a leader, three heroes, two henchman, and an impressive. Each warrior has different attributes and can equip certain types of armour and weapons.
List of warriors[ | ]
Icon | Name | Type | Movement | Base Rating | Skills |
---|---|---|---|---|---|
Magister | Leader | Normal | 116 | Blood Sacrifice: Passive Skill. After dealing melee damage, reduces the cost of the next Spell cast by 1 Offense Point. The next action taken must be a spell or the effect is lost. | |
Possessed | Hero | Fast | 104 | Fear: Passive Skill. 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. | |
Marauder | Hero | Normal | 94 | Norse Charge: Passive Skill. After dealing damage with a Charge attack, melee Damage increases by 20%. Not stackable. | |
Mutant | Hero | Normal | 94 | Shadow Lord's Touch: Passive Skill. After gathering a Wyrdstone, Critical hit chance increases by 5% for 2 turns. Not Stackable. | |
Darksoul | Henchman | Normal | 69 | Crazed: Passive Skill. Grants immunity to All Alone, Fear, and Terror. | |
Brethren | Henchman | Normal | 74 | Lurker Passive Skill. Increases chance to hit by 15% with an Overwatch attack. | |
Chaos Spawn | Impressive | Fast | 194 | Terror: Passive Skill. Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns. |
Icon | Name | Type | Movement | Base Rating | Skills |
---|---|---|---|---|---|
Captain | Leader | Normal | 114 | Swift Reaction: Passive Skill. Increases Parry chance by 10%. Succeeding a Parry attempt reduces the cost of a Counter-Attack action performed in response by 1 Offense Point. | |
Champion | Hero | Normal | 94 | Adaptable Defense: Passive Skill. After dealing melee damage, Melee Resistance increases by 3% for 1 turn. Stackable. | |
Warlock | Hero | Normal | 96 | Concentration: Active Skill. Increases the casting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost. | |
Youngblood | Hero | Normal | 94 | Squire's Curse: Active Skill. A melee attack that deals regular damage to a Single Enemy. If hit, the target's Switch Weapons action is blocked for 1 turn. | |
Warrior (Mercenaries) | Henchman | Normal | 69 | Momentum: Passive Skill. After dealing melee damage, melee Hit chance increases by 20% for the next attack. The next action taken must be a melee attack or skill or the effect is lost. | |
Ogre Mercenary | Impressive | Slow | 184 | Fear: Passive Skill. 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. | |
Marksman | Henchman | Normal | 74 | Chain Shot: Passive Skill. After dealing ranged damage, ranged Hit chance increases by 10% for 1 turn. Stackable. | |
Luther Wolfenbaum | Dramatis Personae | Normal | Unknown |
Icon | Name | Type | Movement | Base Rating | Skills |
---|---|---|---|---|---|
Sigmarite Matriarch | Leader | Normal | 116 | Divine Fervor: Passive Skill. After successfully casting a spell, the cost of 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. | |
Augur | Hero | Normal | 94 | Sigmar's Sight: Passive Skill. Increases the chance to pass Perception tests by 50% and removes the cost. | |
Sister Superior | Hero | Normal | 94 | For Sigmar!: Active Skill. Increases Movement range of a Single Ally by 3 meters for 1 turn. Not Stackable. | |
Sister | Henchman | Normal | 69 | Repentance: Passive Skill. After gathering a Wyrdstone, Movement range increases by 2 meters for 2 turns. Not Stackable. | |
Novice | Henchman | Normal | 69 | Military Training: Passive Skill. After dealing melee damage, Dodge chance increases by 5% for 1 turn. Stackable. | |
Maiden of Sigmar | Impressive | Normal | 186 | Sigmar's Chosen: Passive Skill. Increases Ranged Resistance by 200%. | |
Sigmar's Purifier | Hero | Normal | 96 | Unsettling Charge: Passive Skill. After a successful Charge attack, the target's Parry or Dodge stance is broken. |
Icon | Name | Type | Movement | Base Rating | Skills |
---|---|---|---|---|---|
Assassin Adept | Leader | Very Fast | 124 | Defense Breach: Passive Skill. Attacks bypass 10% of target's Dodge and Parry chance. | |
Eshin Sorcerer | Hero | Very Fast | 98 | Warp Resonance: Passive Skill. After gathering a Wyrdstone, Spell Damage increases by 15% for 2 turns. Not Stackable. | |
Black Skaven | Hero | Very Fast | 94 | Perfect Killer: Passive Skill. Melee attacks bypass 10% of the target's Armor Absorption. | |
Night Runner | Hero | Very Fast | 94 | Fleet-footed: Passive Skill. After a successful Leap or Jump Down, Movement range increases by 3 meters for 1 turn. Not Stackable. | |
Warpguard | Henchman | Very Fast | 69 | Warp Immunity: Passive Skill. Grants immunity to Warp effects when gathering Wyrdstones. Also increases Poison Resistance by 25%. | |
Verminkin | Henchman | Very Fast | 79 | Warp Rage: Passive Skill. After gathering a Wyrdstone, melee Damage increases by 15% and Dodge chance by 10% for 2 turns. Not Stackable. | |
Rat Ogre | Impressive | Fast | 194 | Fear: Passive Skill. 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. | |
Fylch Sharptail | Dramatis Personae | Very Fast | Unknown |
Icon | Name | Type | Movement | Base Rating | Skills |
---|---|---|---|---|---|
Witch Hunter Captain | Leader | Normal | 119 | Hunter's Patience: Passive Skill. After a successful Dodge attempt, reduces the cost of a Counter-Attack performed in response by 1 Offense Point. | |
Templar Knight | Hero | Normal | 94 | Stoic: Passive Skill. When engaged with 2 or more enemies, increases Melee Resistance by 10%. Not Stackable. | |
Zealot | Henchman | Normal | 69 | Vengeance: Passive Skill. When receiving damage, increase Melee damage by 10% for 2 turns. Stackable. | |
Warrior Priest | Hero | Normal | 96 | Divine Rage: Passive Skill. When dealing melee damage, increases the Spellcasting chance of the next spell by 15%. The next action taken must be a spell or the effect is lost. | |
Executioner | Impressive | Normal | 184 | Pyre of the Righteous: Places an effigy at a target location that can be destroyed by enemies. The effigy increases the chance to pass All Alone, Fear, Terror by 30%, and Melee and Ranged Hit chance by 10% for allies within 5 meters. Usable once every 2 turns. Not Stackable. | |
Flagellant | Henchman | Normal | 69 | Fanaticism: Passive Skill. Grants immunity to All Alone, Fear and Terror tests. | |
Witch Hunter | Hero | Normal | 99 | Purge the Heretic!: Passive Skill. When dealing melee damage, increases melee damage by 20% for the next attack. The next action taken must be a melee attack or skill, or the effect is lost. | |
Wilhelm Krieger | Dramatis Personae | Fast | Unknown |
Icon | Name | Type | Movement | Base Rating | Skills |
---|---|---|---|---|---|
Vampire | Leader | Fast | 114 | Terror: Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns. | |
Zombie | Henchman | Very Slow | 73 | Puppet: The Zombie becomes bound to its master. Ritual ingredients must be paid for in the form of an upkeep. The Zombie will gain experience and will receive four less skill points than regular Henchmen. Failing to perform the ritual for extended periods weakens the bond, causing the Zombie to decay and be destroyed. Rotten Corpse: The Zombie is immune to Open Wound effects and all injuries except Destroyed (Dead), Severed Arm, Severed Leg, Hand Injury and Full Recovery. If it must roll for Injuries at the end of combat, it has a 20% chance to decay and effectively be destroyed. Every rank of the Zombie reduces this chance by 1%. | |
Dreg | Hero | Slow | 104 | Humble Servant: Sacrifice 25 wounds. Restores up to 15 wounds and grants a buff that increases Initiative by 15 and Dodge chance by 10% for 2 turns. Only affects Vampires and Vampire Thralls. | |
Ghoul | Henchman | Normal | 64 | Disease Carrier: On melee damage, inflicts a random debuff from the following: -5 Initiative, OR -3% Critical Resistance, OR -3% Dodge and Parry chance. All debuffs are stackable, last 3 turns, and increase Damage received from the spell Rotten Touch by 5%. | |
Vampire Thrall | Hero | Fast | 94 | Fear: 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. | |
Necromancer | Hero | Normal | 96 | Warp Attunement: After gathering a Wyrdstone, decreases Spellcasting cost of the next spell by 1 OP and Tzeentch's curse chance by 10%. The next action taken must be a spell or the effect is lost. | |
Crypt Horror | Impressive | Fast | 184 | Terror: Passive Skill. Enemies who engage or start the turn engaged with the user must perform a Terror test. Failing the test reduces maximum Offense and Strategy Points by 3. The debuff persists until passing a Terror test on turn start. Passing any Terror test will grant immunity to Terror for 2 turns. |
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