Total War Warhammer Traits
Lizardfolk get a bad rap, often typecast as vagabonds and thieves because of their forked tongues and their misunderstood biological quirk of being ‘cold-blooded’. But Warhammer’s Lizardmen (the politically correct term is ‘Protectors of the World’, by the way) are a noble bunch, in their savage human-sacrifice sort of way. They’re the oldest of the world’s races, and have a ‘Children of the Earth’ philosophy, believing themselves destined to defend the world against all these upstart factions that popped up after them. With our Total War: Warhammer 2 Lizardmen guide, you’ll learn how to do just that.
- Prefer rats? Sneak-scheme your way to domination with our Total War: Warhammer 2 Skaven race guide.
- Hateful and bitter? Deliver Druchii vengeance with our Total War: Warhammer 2 Dark Elves guide.
- Superiority complex? Put the Asur back on top with our Total War: Warhammer 2 High Elves guide.
- You can read our full review of Total War: Warhammer 2 here.
Sep 28, 2017 Total War: Warhammer 2 Lords and Heroes. The Lords and Heroes will also acquire traits through the course of a campaign depending on your actions. Apart from this, they will acquire skill points when they level up and you can use these skills points to.
After something specific? We’ve broken our Lizardmen guide down into the following sections to make it easier for you to find your way around:
Lizardmen strategy guide
Completing quests in the early game is advisable. Before you’re raking in the big dollars through trade, owning entire provinces, and the Geomantic Web (more on that later), much of your income will be through questing, which give decent financial boosts to bolster your cities and armies.
Another perk of completing quests is that you get Ancient Plaques, which are the Lizardmens’ currency for completing the five great Rituals that every faction is racing to carry out. These rituals channel energy from the Great Vortex swirling at the centre of the map to summon empire-wide boosts to their peoples. Given that the original purpose of the Vortex was to keep the forces of Chaos and evil away from the mortal realm, this inevitably leads to complications…
You see, when you commence a ritual, massive beams of energy will form between the Great Vortex and your three main cities. This weakens the Vortex during rituals, causing the forces of Chaos to crop up around the land, and attack the cities where rituals occur, so be prepared. Your ritual beams will also be visible to other factions, who will try to disrupt your ritual.
If you’re playing as Mazdamundi, a crucial early quest you should aim to complete is ‘Mirror, Mirror’, which tasks you with capturing the Mirror Pool of Tepok from the Dark Elves. This is a Ritual resource site, and building Troves there will generate plenty of Ancient Plaques per turn.
There’s a similar resource site, Tlaxtlan, far south of Isthmus, which is owned by a fellow Lizardman tribe. Being something of a Reptilian Ethnic Nationalist (no reflection on my real-world views, except maybe the Reptilian bit), I opted to build up good relations with my fellow reptiles to the exclusion of other races, which eventually allowed me to form a confederacy with the tribe, merging them into my empire. You can, of course, march an army down there and take it by force instead, but do consider the cost in resources and diplomatic relations.
Regional climates now affect where you can settle your people. The Lizardmen are best suited to jungles, savannas, and deserts. They suffer the heaviest penalties (to public order, growth, and income) for trying to settle wastelands, chaotic wastelands, or frozen regions. Everything in between is merely ‘Unpleasant’ for them, meaning lesser penalties. In short, think of climates where you would expect to find lizards in real life, and settle your Lizardmen there. Simple.
Lizardmen Geomantic Web and tech tree
The standout campaign mechanic for the lizardfolk is the Geomantic Web, a kind of magical power grid that stretches between the capital cities of provinces throughout the world. The stronger your web, the more effective your commandments, which, as in other Total War games, offer provincial and sometimes empire-wide boosts to your people.
The Lizardmen get their own set of commandments, called Alignments, and not only can they be strengthened via the Geomantic Web, they’re generally much better than anyone else’s anyway. Depending on its tier, the Alignment of Crafting gives boosts to building income, growth, and public order; the Alignment of Order scuppers enemy hero actions, increases siege holdout time, and can purge corruption and plagues; Alignment of War gives bonus Winds of Magic power to all forces and boosts your research rate; and Alignment of War can boost local armies’ weapon strength and leadership, local army recruits’ starting XP and recruitment price; and even give extra global recruitment capacity faction-wide at the top tier. These alignments are all nice to have at the very least, but if you can get enough provinces running them at tier five, they’re nothing less than game-changing.
So, how can that be done? The strength of the Geomantic Web is affected by a few factors. First up, in order for a Web node in a city to operate at its highest possible Geomantic strength, it needs to be connected to cities of equal or higher Geomantic strength. To strengthen the Web, you need to build Geomantic Pylons – and later Geomantic Spires and Loci – in cities connected by the web. A nice bonus is that these structures also increase the amount of gold generated in your kingdom, bolstering the Lizardmens’ claims to being the best economic faction out there. If an adjacent settlement is held by another faction, the strength of its Geomantic Web link is determined by your relationship with them – the better your relations, the stronger the web node in a foreign city.
Settlements under your control that aren’t directly connected to the Web can benefit from those Geomantic vibes by building Geomantic Markers and Geomantic Lodestones. These can be constructed in level 2 and level 3 settlements respectively, and offer further boosts to a province’s gold income.
Every army on the campaign map can take up one of several stances, such as ‘March’, which gets them around quicker (but makes them more vulnerable), or ‘Ambush’, which gives them the jump on enemies who pass through their area. A unique stance to the Lizardmen however, is Astromancy, which is as close as you get to high-fantasy x-ray vision. It increases your chances of intercepting units moving around via the underway, decreases your own chance of being ambushed, and increases visibility. Oh, and with this stance certain units get Vanguard Deployment too, which means that at the start of battles you can deploy them anywhere you like (outside the enemy’s deployment zone).
Each faction has a unique tech tree, with their own prerequisites for unlocking their disparate technologies. The Lizardmen have eight tech chains, each of which gets unlocked by constructing certain buildings. But they also have two special tech chains – one halfway through the tech tree and one at the end – that you unlock by building certain mid-level buildings. Unlocking these special chains not only gives you access to fancy new techs, but also grants permanent public order bonuses across your empire, which is always handy given that the regular folk of the Warhammer world are never too content living on the brink of war (though you’d think they’d be used to it by now).
There is no ‘perfect’ way of progressing through the tech tree – it really depends on where your priorities lie at a given time. Do you want to beef up your measly Skinks? Go down the Tablet of the Skinks chain. Want to focus on Growth and Industry? Then the Tablet of Monuments chain is the way to go. Pushing to be an economic powerhouse? Tablet of Crafts. Personally, I put a lot of research into my Saurus troops early on, as they were at the heart of my military campaigns.
Lizardmen Legendary Lords
Your choices of campaign leaders are the ancient Slann Mage-Priest/giant obese toad Lord Mazdamundi, or the great Saurus Oldblood general, Kroq-Gar. While Mazdamundi’s responsibilities lie in defending Lizardfolks’ rainforest territories of Lustria and seeking out Ancient Plaques there, Kroq-Gar gets sent off to the far-flung Skaven-infested lands of Araby. If you’re looking for a campaign where you get your hands dirty, try Kroq-Gar, who has a whole bunch of battle-related bonuses. If you want an easier time and fancy experimenting with some spectacular magical spells in battle, go Big Maz.
In battle, Mazdamundi is a long-range caster, and is best surrounded by one or two strong melee units to protect him. Looking at his Skills tree, you’ll be spoiled by the amount of hocus-pocus at his disposal. It ranges from buffing and healing spells like Harmonic Convergence and Apotheosis, to Ruination of Cities, which is capable of knocking whole units off their feet, to summoning a Stegadon if you fancy going all ‘Battletoad’ and charging Maz into battle. Net of Amyntok to hold enemies still for a perfectly-placed Comet of Casandora is a favourite combination, and it’s not achievable for any ordinary mage as each spell comes from a different lore.
Kroq-Gar, meanwhile, is more of a ‘Leading the Line’ kind of reptile. While he doesn’t have spells to tinker around with like Maz, his skills include all kinds of passive stat boosts for his army, combat bonuses against enemy factions, and powerful mounts and weapons, such as Grymloq the Carnosaur, who he can ride into battle, and the Spear of Tlanxla, which empowers him against Large units. His one actual magic spell, Hand of Gods, ain’t half bad either, sending a focused ray of death at a single target – great for taking town heroes and large units.
Both leaders have access to the four unique Lizardman Rites, which you unlock as you reach certain milestones in the campaign (such as winning your first ambush battle, building a Star Chamber, and so on). Defensive-minded players may appreciate the Rite of Sotek, which sets the forces of the jungles against intruding forces, causing attrition, while you can’t go far wrong with the Rite of Primeval Glory, a pricey boost that spawns a few Monster units in your capital, and allows you to summon Cold One Cavalry into any battle for 15 turns.
Lizardmen battle guide
Considering their unconventional nature, the Lizardmen are surprisingly balanced and traditional militarily (certainly more so than those strange ratmen we wrote about recently). On the whole, Lizardmen are steadfast in battle, and it’ll take a lot of effort to make them flee the field – this obviously has its perks, but the downside is that you may need to remind them when to withdraw from a losing battle, lest they get carried away, die, and waste all that experience they’d built up.
The trade-off for the Lizardmens’ mental fortitude is that they’re prone to giving into their primal instincts and ‘Losing Control’, whereby they go into fighting frenzies if battles get a bit feisty, and try to do silly things like running down horse archers. The equivalent for bigger monster units like the Stegadon and Carnosaur is going into a Rampage, at which point they start stomping friends and foes alike as if an elephant at a drum & bass night.
Lizardmen Saurus Warriors are some of the best mid-tier infantry in the game, having huge health pools and great weapon damage. Armour and melee attack and defence are mediocre, and they don’t have armour piercing. Tech up to them quickly for an easy time until your rivals start fielding armoured elites with high melee defence. They should eat Skaven alive, in particular.
Lizardmen artillery is also unique, in that their missile-firing dinos – the Stegadon and Bastiladon – can hold their own in combat too. Indeed, little else in the game disrupts formations like an Ancient Stegadon on the charge. Lizardmen are lacking a little in mid-range, with the firepower of early Skink javelins quickly outpaced. However, Skinks come into their own when you upgrade your Spawning Pools to the third tier, whereupon you get Chameleon Skinks. These guerrilla units can scurry around the battlefield unseen, and also have the perk of Vanguard Deployment that we talked about earlier – excellent for hit-and-run harrying and generally being a nuisance.
Completing certain missions later in the game will reward the Lizardmen with ‘Blessed Spawnings’, which are more powerful versions of existing units (complete with snazzy new colour schemes). The Blessed Saurus Warriors are particularly vicious, bolstered by endless vigour which means they can romp around the battlefield without tiring out.
That’s it for our Total War: Warhammer II Lizardmen guide, if you’ve got any tips to share with us, drop them in the comments below.
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- Not to be confused with Diplomatic traits.
Character traits are special character modifiers that can be obtained in the course of the campaign, depending on the character's performance. At least one trait is given to a character upon recruitment, with the remainder acquired through activity in the campaign. Up to 50 traits can be added to a character.
Please see Legendary Lord character traits for a list of character traits which are specific to Legendary Lords, or require defeating certain Legendary Lords.
- 1List
- 1.1Hero traits
- 1.2Personality traits
- 1.3Lord traits
- 1.4Ruler traits
- 1.5Other faction-specific traits
- 1.7Other
Please click 'expand' to expand the tables below.
Hero traits[editedit source]
Champion traits[editedit source]
- Champion heroes
- Empire Captain, Wight King, Thane, Paladin, Exalted Hero, Branchwraith
Name | Effect | Description |
---|---|---|
Stickler | Training action: Experience per turn is increased by an additional +5 | Do the job, and do it well. |
Martinet | Training action: Experience per turn is increased by an additional +7 | The only way to slay the monsters beyond our walls is through military rigour and discipline. |
Drillmaster | Training action: Experience per turn is increased by an additional +10 | I'll march them until their feet bleed and then they'll do it some more! |
Enabler | Inspire Populace action: Public order is increased by +1 | Empower the folk and they will stay loyal. |
Patron | Inspire Populace action: Public order is increased by +2 | Who deserves my patronage? |
Benefactor | Inspire Populace action: Public order is increased by a further +3 | If this man showers them with gifts they may thank him… or not. |
Intimidating | Assault Units action: Additional casualties inflicted: +5% | To intimidate; to make them fear. That is a sign of true power. |
Cruel | Assault Units action: Additional casualties inflicted: +10% | They say be cruel to be kind… |
Terrifying | Assault Units action: Additional casualties inflicted: +15% | You will lead them to the End Times - oh, master of fear and terror. |
Pitiless | Assassinate action: Additional chance of killing target: +5% | Do not waste time with pity, there is nothing to be gained from such a pointless emotion. |
Callous | Assassinate action: Additional chance of killing target: +10% | A callous side will serve him well. |
Merciless | Assassinate action: Additional chance of killing target: +15% | Mercy is for the weak and the foolish. |
Protector | Discourage Populace action: Public order is decreased by a further -1 | I am the shield that surrounds my realm. |
Shelterer | Discourage Populace action: Public order is decreased by a further -2 | Should the folk live defenceless and in squalor they will turn to other, darker forces. |
Saviour | Discourage Populace action: Public order is decreased by a further -3 | Dark clouds gather in the north; the world needs a saviour. |
Vicious | Assault Garrison action: Additional casualties inflicted: +15% | Some folk call me vicious. I'll scoop out the eyes of any who utter it in my presence. |
Violent | Assault Garrison action: Additional casualties inflicted: +30% | Violence solves everything! |
Frenzied | Assault Garrison action: Additional casualties inflicted: +45% | Blood! Slaughter! Blood! |
Dignitary traits[editedit source]
- Dignitary heroes
- Warrior Priest, Vampire
Name | Effect | Description |
---|---|---|
Reverent | Heal Troops action: Replenishment rate is increased by an additional +5% | The gods are real and they watch us. Show them due reverence! |
Believer | Heal Troops action: Replenishment rate is increased by an additional +10% | Believing is not an issue, it is catching their attention - for there are so many voices that call out to the Gods. |
True Believer | Heal Troops action: Replenishment rate is increased by an additional +15% | He has sent me a message to deliver, and it is doom. |
Respectful | Pray action: Growth is increased by an additional +1 | A healthy respect of the myriad gods is better than none at all. |
Religious | Pray action: Growth is increased by an additional +2 | Yes, pray or beseech your God - he may even hear you. |
Pious | Pray action: Growth is increased by an additional +3 | There was once an Emperor who became known as the Pious, and his legend lives on. |
Meddler | Demoralise Army action: Leadership is modified by an additional -2 | Dissuade and obfuscate - let them know the true cost of war. |
Provocateur | Demoralise Army action: Leadership is modified by an additional -4 | Did you know the Bogenhafen Jagers get far more crowns in their purses than you? How is that fair? |
Doomsayer | Demoralise Army action: Leadership is modified by an additional -6 | The End Times are coming. Tell them there is little point in fighting anymore - deep down they already know that. |
Venal | Assassinate action: Additional chance of killing target: +5% | If ever there was a smiling assassin, it was him. |
Treacherous | Assassinate action: Additional chance of killing target: +10% | You have traitor's blood running in your veins, as your fallen friends know only too well. |
Betrayer | Assassinate action: Additional chance of killing target: +15% | The art of the Betrayer is to unveil your true motives at the moment that can do the most damage to your victim. |
Doubter | Inhibit action: Growth is decreased by an additional -1 | Let him hamper the enemy's resolve by sowing doubt. |
Whisperer | Inhibit action: Growth is decreased by an additional -2 | Good! A whisper in the ear of an influential lieutenant can do as much damage as Casandora's Comet. |
Subverter | Inhibit action: Growth is decreased by an additional -3 | Subvert expectations by keeping the truth in shadow and the enemy will remain naïve. |
Teller of Tales Devout of Sigmar (Empire) | Damage Building action: Additional damage caused: +5% | Tell the legends of old, inspire the rabble… and give them false hope. Live by the creed of the Heldenhammer. (Empire) |
Communicator Fervent of Sigmar (Empire) | Damage Building action: Additional damage caused: +10% | In the Old World, there is no need for lies - simply telling the fools the truth will inspire the greatest fear. Die by the creed of the Heldenhammer. (Empire) |
Propagandist Fanatic of Sigmar (Empire) | Damage Building action: Additional damage caused: +15% | This dignitary spreads propaganda far and wide, and they will say he speaks for the gods. Glory in the creed of the Heldenhammer. (Empire) |
Engineer heroes[editedit source]
- These traits only apply to Master Engineers
Name | Effect | Description |
---|---|---|
Rugged | Heavy Lifting action: Movement is increased by a further +5% | Roll up those sleeves and get stuck in. |
Muscular | Heavy Lifting action: Movement is increased by a further +10% | He has an excellent physique, put it to good use! |
Colossal | Heavy Lifting action: Movement is increased by a further +15% | Such a colossal form - no wonder they call him 'mountain-breaker'. |
Sharp | Knuckle Down action: Construction cost is modified by an additional -5% | Your mind is as articulate as the machines you fashion. |
Astute | Knuckle Down action: Construction cost is modified by an additional -10% | From just a glance the Engineer knows the best deployment positions to maximise the chances of victory. |
Shrewd | Knuckle Down action: Construction cost is modified by an additional -15% | A shrewd man can easily outwit those who think in more linear ways. |
Falsifier | Sabotage action: Movement range is modified by an additional -5% | Altering plans, or placing enemy war machines at the wrong elevation - these small things can bring ruin. |
Seditious | Sabotage action: Movement range is modified by an additional -10% | Yes, inspect the enemy weapons, find their weaknesses and exploit them. |
Saboteur | Sabotage action: Movement range is modified by an additional -15% | I don't just throw a spanner in the works, but the wrench and the whole Taal-damned toolbox as well! |
Cutthroat | Assassinate action: Additional chance of killing target: +5% | I ain't got time for finesse, not when a deep slice across the throat does the job just as well. |
Murderer | Assassinate action: Additional chance of killing target: +10% | Murder those in power and watch the powerless quail. |
Assassin | Assassinate action: Additional chance of killing target: +15% | I care not if it's Khorne or Morr that calls for this body, all I know if that they are destined to die by my blade. |
Fudger | Tinker action: Enemy ranged ammunition: -5% | This man will find where the enemy manufacture their weapons and meddle in their production. |
Tinkerer | Tinker action: Enemy ranged ammunition: -10% | The trouble with your kind is you can't stop tinkering - then again, if it's the enemy's gear then go ahead. |
Wrecker | Tinker action: Enemy ranged ammunition: -15% | Just wreck it all! |
Vandal | Damage walls: Additional wall breaches: +1 | When you know where the loose stones and duff foundations are, then you are more than a mere vandal. |
Sapper | Damage walls: Additional wall breaches: +2 | The occupants remain unaware until the roof comes thundering down - now that is a skill! |
Underminer | Damage walls: Additional wall breaches: +3 | Mining under walls and buildings to weaken their foundations - there is only one race that could do it so well… |
Runesmith traits[editedit source]
- These traits, naturally, only apply to Runesmiths.
Name | Effect | Description |
---|---|---|
Eldritch-Sense | Awareness action: Enemy Hero success chance: -5% | Dwarfs may not wield magic like other wizards, but they can sense its presence by the twitching of their whiskers. |
Arcane Awareness | Awareness action: Enemy Hero success chance: -10% | He knows the smell of magic. All Runesmiths are trained to recognise its stench. |
Wind Watcher | Awareness action: Enemy Hero success chance: -15% | Those that watch for the Winds to change are forewarned of the storm. |
Arcane Warder | Runic Seal action: Enemy Hero success chance: -5% | A Runesmith's first duty is to protect home and hearth. |
Runic Sealer | Runic Seal action: Enemy Hero success chance: -10% | That rune is sealed, lad - no urk spell will move it now. |
Master Ward-smith | Runic Seal action: Enemy Hero success chance: -15% | Master of Wards - a great title for a powerful Dwarf. |
Scroll-Writer | Block Magic: Enemy Winds of Magic power reserve: -2 | This man authors the scroll of banishment that will send the Winds scurrying away. |
Wind Becalmer | Block Magic: Enemy Winds of Magic power reserve: -4 | If the Winds of Magic cannot blow stronger than a breeze then the enemy's magic-users will struggle. |
Drain Magic | Block Magic: Enemy Winds of Magic power reserve: -6 | By Valaya, I'll drain every drop of magic from around that host; no rivers or streams or even the stones shall harbour it! |
Rune Striker | Assassinate action: Additional chance of killing target: +5% | Strike the runes and make the urk lords pay! |
Rune Smiter | Assassinate action: Additional chance of killing target: +10% | Use Morgrim's words and sigils to smite the enemy, and bring forth a reckoning! |
Rune Slayer | Assassinate action: Additional chance of killing target: +15% | As Kragg the Grim once did, so shall I... dreng them all! |
Runic Defender | Runic Protection action: Reduces Corruption by +1 | Placing Runic Wards across the province will stifle the enemy's power. |
Runic Protector | Runic Protection action: Reduces Corruption by +2 | Runes can protect against arcane onslaughts, hindering the urks' own magic users. |
Spell-Drainer | Runic Protection action: Reduces Corruption by +3 | As Valaya taught, the best offense is to sap the enemy of will and power. |
Rune Hammerer | Damage Settlement action: Additional damage done to buildings: +5% | When I strike my runic hammer, buildings will shatter. |
Valaya's Hexer | Damage Settlement action: Additional damage done to buildings: +10% | Send the enemy Hold cursed runes to spoil their meat and weaken their walls. |
Runic Despoiler | Damage Settlement action: Additional damage done to buildings: +15% | The Runes of Morgrim, son of Grimnir, when hammered onto an Anvil of Doom, will cause the pitiful urk defences to crumble. |
Spies[editedit source]
- Spy heroes
- Witch Hunter, Goblin Big Boss, Banshee, Waystalker
Name | Effect | Description |
---|---|---|
Investigator | Guard action: Enemy Hero success chance: -5% | No spy should take anything at face value. Investigate to see what the enemy truly plans. |
Stalker | Guard action: Enemy Hero success chance: -10% | This man stalks the enemy, and reports back - intelligence gathering is as important as wielding a blade on the battlefield. |
Blackmailer | Guard action: Enemy Hero success chance: -15% | There are many ways to bring the foe to battle; blackmailing the commander is but one. |
Scout | Scout action: Enemy Hero success chance: -5% | Scout the land and ready the way. |
Expert Scout | Scout action: Enemy Hero success chance: -10% | This scout has the gift of tracking - spying out the land and preparing it for your allies. |
Far-Sighted | Scout action: Enemy Hero success chance: -15% | While I am no Elf, I can still spy when a leaf slips from a tree branch 200 paces away. |
False Supplier | Block Army action: Movement range is modified by an additional -5% | Good-good, let him inveigle himself in their supply chain and sell them flawed stock. |
False Quartermaster | Block Army action: Movement range is modified by an additional -10% | Falsify stock reports and under-order essential items - that will hinder them. |
Contaminator | Block Army action: Movement range is modified by an additional -15% | Contaminate, pollute, taint and soil… |
Purveyor of Poisons | Assassinate action: Additional chance of killing target: +5% | The concoction and implementation of poisons takes delicate hands. |
Ingenious Poisoner | Assassinate action: Additional chance of killing target: +10% | I have not met an apothecary that could detect this… and if I had he would be my first victim! |
Master of Poisons | Assassinate action: Additional chance of killing target: +15% | Malefic Lords are the most unassuming of us all, and yet they carry deadly toxins to be disbursed at their will. |
Spotter | Infiltrate action: Enemy income modified by a further -5% | Spot the foe, seek their lands and make them pay. |
Outrider | Infiltrate action: Enemy income modified by a further -10% | Ride out to enemy territory, so we may form a better picture . |
Vanguardian | Infiltrate action: Enemy income modified by a further -15% | To be at the vanguard of the action, to know what the enemy does before they do - that is the true nature of a master spy. |
Defacer | Damage walls: Additional wall breaches: +1 | Yes, scrawl fell runes and horrific messages into the walls of their homesteads and lairs - make them fear us! |
Wall Cracker | Damage walls: Additional wall breaches: +2 | Without homes, the will of the foe will crumble - just like the foundations of their settlements! |
Wall Smasher | Damage walls: Additional wall breaches: +3 | Smash apart their towns - bring the populace to their knees! |
Honest Face Glamour (Vampire Counts) | Chance of being wounded after failure: -2% | An honest face is an unmemorable one. A mere trifling glamour is all that is needed to fool the peasants. (Vampire Counts) |
Unremarkable Face Trickery (Vampire Counts) | Chance of being wounded after failure: -4% | There is nothing to see here… A dash of Dark Magic and charm and the mortals will be dazzled.(Vampire Counts) |
Faceless Deception (Vampire Counts) | Chance of being wounded after failure: -6% | Become part of the crowd and no one will ever suspect. To deceive mortals is as easy as eating them. (Vampire Counts) |
Wizard heroes[editedit source]
- Wizard heroes
- Battle Wizard, Damsel, Chaos Sorcerer, Shaman, Necromancer. Spellsinger
Name | Effect | Description |
---|---|---|
Timely | Scouting action: Magic item drop chance is increased by an additional +5% | A wizard arrives neither late nor… |
Golden | Scouting action: Magic item drop chance is increased by an additional +10% | The opportunities to aid this army with magical assistance are considerable. |
Fortuitous | Scouting action: Magic item drop chance is increased by an additional +15% | The Winds blow strong; ensure your allies feel it too. |
Smart | Planning action: Construction cost is modified by an additional -5% | Sadly, not all magic-users are as smart or well-read as this advocate. |
Well-Read | Planning action: Construction cost is modified by an additional -10% | The many tomes they have studied, the years of decoding grimoires - such experience is needed now. |
Genius | Planning action: Construction cost is modified by an additional -15% | This one's memory never fails - he can recall every spell and cantrip he has ever read. |
Magical Rage | Assault Units action: Additional casualties inflicted: +5% | Never anger a wizard - especially a pyromancer - for their tempers run as hot as their magic. |
Magical Storm | Assault Units action: Additional casualties inflicted: +10% | A Storm of Magic brews; let the enemy taste its might! |
Magical Tempest | Assault Units action: Additional casualties inflicted: +15% | There are magic-users that will stand in the eye of the storm to bring vengeance upon the enemy. |
Arcane Killer | Assassinate action: Additional chance of killing target: +5% | Why bother with blade or arrow, when a simple spell will suffice? |
Magical Assassin | Assassinate action: Additional chance of killing target: +10% | Not all assassins need to get close to kill, especially when arcane rites are involved. |
Eldritch Assassin | Assassinate action: Additional chance of killing target: +15% | A promise to a Daemon, or the use of his name, is all that is needed to remove a foe from this mortal plane. |
Channeller | Magical Interference: Enemy Winds of Magic power reserve: -5% | Those that can channel the Winds will best the foe. |
Wind-leech | Magical Interference: Enemy Winds of Magic power reserve: -10% | To funnel the Winds of Magic is not without risk - should a Daemon take an interest the stakes are a mortal's very soul! |
Arcane Beacon | Magical Interference: Enemy Winds of Magic power reserve: -15% | Like moths to candlelight, your power burns bright, a beacon of immortal concerns. |
Magic Missile | Damage Buildings action: Additional damage caused: +5% | Balls of fire or bolts of pure light - magic missiles have always been a popular spell in a magic-user's repertoire. |
Direct Damager | Damage Buildings action: Additional damage caused: +10% | Why trifle with spells of illusion or mind control, simply strike the enemy down! |
Despoiler | Damage Buildings action: Additional damage caused: +15% | Spells of desolation and death, purple suns and pits of eternal darkness - such is the power of magic. |
Personality traits[editedit source]
- Personality traits are a broad category that applies in a more general fashion than dedicated military traits.
General[editedit source]
- Traits in this category can spawn regardless of faction or type of character.
Name | Effect | Description |
---|---|---|
Bibulous Grog-Drinker (Greenskins) Carnal Imbiber (Vampire Counts) | Enemy Hero action success chance: -5% Chance of wounding enemy Hero during hostile action: +5% | A sober agent is more functional and competent, but is he more fun? (Humans) 'Dat Boy got a mug of Grog on 'im again - daft bugga's always smashed.' (Greenskins) This vampire would bathe in rivers of blood, if he could. (Vampire Counts) |
Lively | Campaign movement range: +5% | Full of life, eh? That can be cured… |
Energetic | Chance of wounding enemy Hero during hostile action: +5% Campaign movement range: +5% | There is a fission of power about him. |
Vital | Enemy Hero action success chance: -5% Chance of wounding enemy Hero during hostile action: +5% Campaign movement range: +5% | Ghyran runs through his veins. |
Fears Chaos | Unit Leadership against Chaos: -10% | The Ruinous Powers will be his undoing! |
Fears Dwarfs | Unit Leadership against Dwarfs: -10% | The bearded ones have sworn this one's death! |
Fears Greenskins | Unit Leadership against Greenskins: -10% | The brutality of the Greenskins is to be rightly feared. |
Fears Humans | Unit Leadership against Empire and other human factions: -10% | There is a reason the Dark Gods are hell-bent on the destruction of man… |
Fears Vampires | Unit Leadership against Vampire Counts: -10% | You are right to fear the Undead, for they wish an Unliving hell on us all! |
Hates Chaos | Unit Leadership against Chaos: +5% | The Chaos Gods and their unholy servants will pay! |
Hates Dwarfs | Unit Leadership against Dwarfs: +5% | The Dwarfs cling to the mountain roots like parasites - this fellow will purge them! |
Hates Greenskins | Unit Leadership against Greenskins: +5% | He despises the Orcs and their foul kin as all right-thinking beings should. |
Hates Humans | Unit Leadership against Empire and other human factions: +5% | Men are little more than plague-ridden dogs - put them out of their misery! |
Hates Vampires | Unit Leadership against Vampire Counts: +5% | The von Carsteins have crossed us - bring wrath upon their cursed bloodline! |
Procrastinator | Campaign movement range: -5% | Thinking about something is not the same as doing it. |
Lazy | Enemy Hero action success chance: +5% Campaign movement range: -5% | Why should I stir? Do my followers not work in my stead? |
Indolent | Enemy Hero action success chance: +5% Campaign movement range: -10% | Nurgle would bless his indolence if it didn't breed such incompetence! |
Lewd | Public order: -1 | Hmm… such lusty humour and behaviour should remain in the taverns. |
Lecherous | Public order: -2 | Come stand by me, yes - let me drink in that fine body of yours. |
Perverted | Public order: -3 | You have Slaanesh's wandering eye, my lord. |
Likes Chaos | Unit Leadership against Chaos: -5% | Beseech the Dark Gods. |
Likes Dwarfs | Unit Leadership against Dwarfs: -5% | The Dawi are a staunch ally. |
Likes Greenskins | Unit Leadership against Greenskins: -5% | Bring them war and the Orcs will thank you. |
Likes Humans | Unit Leadership against Empire and other human factions: -5% | Only by uniting the nations can mankind hope to thrive. |
Likes Vampire Counts | Unit Leadership against Vampire Counts: -5% | We all die eventually, better to bring the masters of death to the cause sooner rather than later. |
Fortunate | Hero action success chance: +5% | Fortune favours the bold… or is it the foolish? |
Lucky | Hero action success chance: +10% | Finally made some armour saves did you? |
Blessed by Ranald (Humans) Tzeentch's Luck (Chaos) Bugrit! (Dwarfs) Lucky Git! (Greenskins) Lahmia's Fortune(Vampire Counts) | Hero action success chance: +15% | Ranald smiles - give thanks to the God of Thieves and Gamblers! (Humans) The fates conspire to aid him. (Chaos) An invocation against ill-luck, thereby - in Dawi logic - making the Dwarf lucky. (Dwarfs) Mork must like 'im. (Greenskins) Lahmians make their own luck, as you do (Vampire Counts) |
Sober | Enemy Hero action success chance: -3% Chance of wounding enemy Hero during hostile action: +3% | Good - do not fog the mind with ale, wine of even grog! |
Abstemious | Enemy Hero action success chance: -3% Campaign movement range: +5% | To deny the grape and the hop is to enrich the soul. |
Abstinent | Enemy Hero action success chance: -3% Campaign movement range: +10% | I haven't touched a drop - water is my ale and the spilling of blood the only joy I can drink to. |
Unlucky | Hero action success chance: -5% | Oh dear… |
Hapless | Hero action success chance: -10% | Some would call it incompetence, but it's just unfortunate. |
Cursed | Hero action success chance: -15% | Don't listen to the whispers that call him cursed… it may be true, but still, do not listen. |
Chaos traits[editedit source]
Name | Effect | Description |
---|---|---|
Dread Aspect | Enemy Leadership: -3 | His is a figure that inspires dread. |
Abhorrent Aspect | Enemy Leadership: -6 | Yesss, recoil from me, know this face will be the last thing you see! |
Horrifying Aspect | Enemy Leadership: -9 | There are many horrors in this world. He is one of them. |
Fury of Khorne | Melee damage bonus: +5 | This mortal has a fury to match the Blood God. |
Rage of Khorne | Melee damage bonus: +10 | A rage burns deep in their soul. |
Wrath of Khorne | Melee damage bonus: +15 | Wipe them out, bring vengeance and slaughter on all! |
Shroud of Chaos | Corruption (Chaos): +3 | You wear upon you a shroud of darkness - Chaos surrounds you, but will the Gods smile? |
Mantle of Chaos | Corruption (Chaos): +6 | Upon me the Mantle of Chaos, and the eyes of the Gods. |
Infused with Chaos | Corruption (Chaos): +9 | Mortals infused with Chaos will either succumb to Spawndom or be elevated to Daemonhood. |
Plotter of Tzeentch | Horde building construction cost: -5% | Plots within plots; plans within plans. |
Schemer of Tzeentch | Horde building construction cost: -10% | To scheme is to court the eye of the Feathered Lords. |
Manipulator of Tzeentch | Horde building construction cost: -15% | For most mortals, the labyrinthine schemes of Tzeentch are all but impossible to implement… for most… |
Fetor of Nurgle | Public order: -1 | He carries the stink of the Plague God. |
Reek of Nurgle | Public order: -2 | To reek of Nurgle is to smell of a million rotten, festering corpses. |
Stench of Nurgle | Public order: -3 | Should he wear the Plaguefather's stench, then he will be rewarded, even if others run to the end of the world. |
Charmer of Slaanesh | Horde growth: +3 | No subtlety has Khorne… but Slaanesh has plenty, his champions will charm and coerce their targets. |
Allurer of Slaanesh | Horde growth: +6 | He has a gift to offer - a kiss or suggestive look that will lead follower or enemy alike to our cause. |
Tempter of Slaanesh | Horde growth: +9 | The temptations of flesh or finance are manifold and tools to be used by the canny. |
Touched by the Gods | Leadership: -2 | The Gods have taken an interest. Best not disappoint them. |
Altered by the Gods | Leadership: -4 | This one's destiny has been tampered by the Gods. |
Utter Insanity | Leadership: -6 | The truth of all reality has been whispered to him, by the thirsting, laughing Gods. Utter insanity awaits! |
Words of Torment | Enemy Leadership: -2 Corruption (Chaos): +2 | Speak words of torment, to taunt and aggravate the foe. |
Words of Suffering | Enemy Leadership: -4 Corruption (Chaos): +4 | Suffer those who hear foul utterances! |
Words of Agony | Enemy Leadership: -6 Corruption (Chaos): +6 | Such is the power of his words that they inflict physical and mental anguish on those who listen. |
Dwarfs traits[editedit source]
Name | Effect | Description |
---|---|---|
Grumbler | Campaign movement range: -5% | In my day, Orcs were much harder to kill, not like these green pansies we face now. |
Cantankerous | Campaign movement range: -7% | The older Dwarfs get, the more tetchy and cantankerous they become, but don't we all? |
Bad-tempered | Campaign movement range: -10% | The longer the beard, the more bad-tempered a Dawi is! |
Vampire Counts traits[editedit source]
Name | Effect | Description |
---|---|---|
Dark Presence | Corruption (Vampiric): +2 | The veneer of aristocracy and unholy power surrounds him. |
Dark Supremacy | Corruption (Vampiric): +4 | He holds a supreme power that will force both ally and foe into submission. |
Dark Majesty | Corruption (Vampiric): +6 | Glory in your dark majesty, my lord. |
Dread Incarnate | Enemy Leadership: -3 | They will tremble, my lord, oh, they will fear! |
Fear Incarnate | Enemy Leadership: -6 | I am the terror that haunts in the night. |
Terror Incarnate | Enemy Leadership: -9 | Let the smallfolk quail, let them wet their beds at the mention of my name, let them know I haunt their nightmares. |
Cursed | Melee damage bonus: +3 Leadership: -3 | The Hunger consumes him - it is no gift of everlasting life of preternatural abilities - it is a curse! |
Insane | Melee damage bonus: +6 Leadership: -6 | Insanity follows in his footsteps. It has always shadowed the von Carsteins, just ask Konrad… |
Bestial | Melee damage bonus: +9 Leadership: -9 | Should he fail to control such urges, insanity will follow and then regression to a more bestial form. |
Lord-specific[editedit source]
Name | Effect | Description |
---|---|---|
Bereft | Enemy Hero action success chance: +5% | Someone close has been gathered by Morr. |
Bereaved | Enemy Hero action success chance: +7% | He is a shadow of his former-self, struck down by bereavement. |
Heartbroken | Enemy Hero action success chance: +10% | A broken heart will take more than magic to mend. |
Bold | Enemy Hero action success chance: -5% Melee attack bonus: +3 | No craven is he! |
Brave | Enemy Hero action success chance: -10% Melee attack bonus: +5 | Insane courage! Clearly he rolled a double-1… |
Fearless | Enemy Hero action success chance: -15% Melee attack bonus: +7 | Nothing can cow this one. |
Fearful | Enemy Hero action success chance: +5% Leadership: -3 | He has the staunchness of a Goblin. |
Cowardly | Enemy Hero action success chance: +10% Leadership: -3 | The rumours say he tends to spoil his breeches whenever the war horns sound. |
Craven | Enemy Hero action success chance: +15% Leadership: -3 | There are many horrors stalking the Old World, and this one is afraid of all of them. |
Untrustworthy | Income from all buildings: -5% | Check your pockets after talking to him, they maybe a few crowns lighter. |
Dishonest | Income from all buildings: -10% | The truth is never easy to come by. |
Deceiver | Income from all buildings: -15% | A liar, a deceiver, a false witness - all abilities we could use. |
Sweary | Public order: -1 | Keep an eye on this potty-mouth. |
Vulgar | Public order: -2 | Such language would make a High Elf faint. |
Foul-Mouthed | Public order: -3 | I'll ***** you! Then *********! And as Sigmar is my witness, ********* your soul forever! |
Keen | Unit Leadership modifier while attacking: +5% | This one is keen, use him well. |
Fervourous | Leadership: +3 Unit Leadership modifier while attacking: +10% | His passion for his God and the battles-to-come is contagious. |
Battle-Lust | Leadership: +3 Unit Leadership modifier while attacking: +15% | Far from a coward - he lusts for battle, for violence, for blood. |
Punter | Income from all buildings: -5% | Give me those knucklebones - what's the game? Anything but a one? |
Gambler | Income from all buildings: -10% | He'll gamble away a kingdom if you let him. |
Ruled by Ranald (humans) The Great Gamble (Chaos) Dari-Maker (Dwarfs) Highrolla' (Greenskins) | Income from all buildings: -15% | Ahh, a Champion of the God of Tricksters, Thieves and Gamblers if ever I saw one! (humans) The Chaos Gods approve of risk, but will their gifts be generous or deliberating. (Chaos) Dwarfs tend to eschew risk, but not you. (Dwarfs) Yoo's a bit 'andy with dem knucklebones. (Greenskins) |
Amorous | Campaign movement range: -5% | The desires of the body should not be resisted, according to a certain Dark Prince. |
Insatiable | Campaign movement range: -5% Leadership: +3 | He has a weakness for flesh, but don't we all? |
Cad | Campaign movement range: -10% Leadership: +3 | Adulterous and dishonourable, if this is how treats women can he be trusted in any other aspect? |
Trustworthy | Income from all buildings: +5% | Trusted - a clean soul to be tarnished. |
Honest | Income from all buildings: +10% | Shallya blesses such an honest face. |
Upright | Income from all buildings: +15% | Incorruptible? There are many immortal beings that will consider that a challenge. |
Not Quite Right | Leadership: -3 | His mind has been touched by something. |
Dangerous | Leadership: -6 | Unpredictable and dangerous, just how you like them? |
Unhinged | Leadership: -9 | He should be placed in the sanatorium, and the key thrown away. |
Beast Caller (Vampire Counts only) | Monster melee attack bonus: +3 | As the Vampire howls, Undead things answer back. |
Beast Summoner (Vampire Counts only) | Monster melee attack bonus: +6 | The Undead lord can not only summon the dead, but the creatures of the night also. |
Beast Master (Vampire Counts only) | Monster melee attack bonus: +9 | The Vampire's dominion over beasts is absolute. |
Student of the Black Arts (Vampire Counts only) | Ability: 'Master of the Black Arts' +1 | A student of the forbidden mysteries, yet not limited to a mortal span, so plenty of time to learn. |
Scholar of the Black Arts (Vampire Counts only) | Ability: 'Master of the Black Arts' +1 Winds of Magic power reserve: +10 | A scholar of darker arts and rituals first conducted by Nagash. |
Master of the Black Arts (Vampire Counts only) | Ability: 'Master of the Black Arts' +1 Winds of Magic power reserve: +15 | A master indeed - to rival the Great Necromancer himself? |
Dark Acolyte (Vampire Counts only) | Invocation of Nehek cooldown: -10% | Some Vampires have an affinity for Necromantic magic beyond their peers. |
Summon Creatures of the Night (Vampire Counts only) | Melee attack for Dire Wolves and Fell Bats units: +10% | Only the direst of all Undead creatures will come to this summons. |
Hero-specific[editedit source]
Name | Effect | Description |
---|---|---|
Foolish | Hero action success chance: -3% | Every village or camp has its fool - that's this fellow! |
Loony | Hero action success chance: -6% | Touched by Morrslieb but with none of the menace… |
Insane | Hero action cost modifier: +10% Hero action success chance: -6% | Maybe he comprehended the nature of Chaos, or simply drank too much fungus brew? Either way - he's insane! |
Religious traits[editedit source]
- These traits can apply to non-priestly characters.
Name | Effect | Description |
---|---|---|
Respectful | Corruption reduction: +2 | While not a member of Sigmar's clergy, he certainly wishes no ill. |
Religious | Public order: +1 Corruption reduction: +4 | The sign of the hammer is a holy symbol, the only one this man will recognise. |
Pious | Public order: +2 Corruption reduction: +6 | You do not have to don the robes of a Warrior Priest to be a zealot of Sigmar. |
Reverent | Corruption reduction: +2 | There are many gods to worship. |
Believer | Public order: +1 Corruption reduction: +4 | Best give blessings to them all, for you never know in whose hands fate will guide you. |
True Believer | Public order: +2 Corruption reduction: +6 | All gods are equal in this man's view. |
Lord traits[editedit source]
- The traits in the following categories apply to lords leading armies.
Governance traits[editedit source]
- These apply to provinces and the realm on the campaign map.
Name | Effect | Description |
---|---|---|
Inefficient Administrator | Income from province buildings: -4% | Improvements could be made… |
Incompetent Administrator | Income from province buildings: -8% | In a competent administration where do you hide the brides? |
Clueless Administrator | Income from province buildings: -12% | An officious tone and condescending nature can cover up such ineptitude. |
Administrator | Income from province buildings: +4% | Shuffling paper. Someone has to be good at it… |
Good Administrator | Income from province buildings: +8% | The realm needs good administrators as well as good generals and warriors. |
Expert Administrator | Income from province buildings: +12% | He is highly efficient when collecting taxes, organising the watch and other civil matters. The realm can only prosper. |
Builder | Construction cost modifier: -5% | Build upon the bones and remnants of your fallen enemies! |
Engineer | Construction cost modifier: -10% | Ah, lad, an engineer knows the sweet spot in any building! |
Architect | Construction cost modifier: -15% | To plan buildings from the ground up… that is a strange concept in these parts. |
Strict | Construction cost modifier: -5% | Regimes cannot be maintained without strict discipline. |
Bossy (Greenskins) | Growth +30 (local province) Obedience +1 (local province) | Dat's right, boss 'em around |
Severe Really Bossy (Greenskins) | Construction cost modifier: -15% Growth: +5 | A wise move, my lord, a severe aspect demands respect. Got yer bossy 'at on 'ave yer? (Greenskins) |
Authoritarian Bossiest (Greenskins) | Public order: +1 Income from all buildings: +5% Public order: +2 | My word is law! Right yoo lot, listen up!(Greenskins) |
Bribable | Income from all buildings: -5% | Yes, take the bribes, there is no room in this world for those of a scrupulous disposition. |
Perfidious | Income from all buildings: -10% | Of course, I am trustworthy… we just need to negotiate the cost of that trust. |
Corrupt | Income from all buildings: -15% | This isn't corruption on the scale of losing your soul to the Ruinous Powers; no, this is merely a bit of creative accounting. |
Farmer | Income from all buildings: +10% | There's honour in laying down your arms and taking up a hoe… I suppose. |
Estate Owner | Income from all buildings: +20% | Gather your estates and produce bounty, for when the war comes who will collect the harvest? |
Land Magnate | Income from all buildings: +30% | Accruing land is a game for nobles and their sons. |
Timid | Leadership: -2 | Yes, best sleep under the bed rather than in it. |
Meek | Leadership: -4 | There are times to placate and there are times to enforce our will - this weakling favours the former. |
Submissive | Leadership: -6 | He is weak, easy to manipulate - here is a title to wallow in: 'The Meek'. |
Dislikes War | Public order per concurrent war: -1 | Many people dislike war - they are the ones cowering in their beds. |
Appeaser | Public order per concurrent war: -2 | If you appease an opponent, he will always ask for more. |
Pacifist | Public order per concurrent war: -3 | A pacifist? You have come to the wrong world. |
Leader | Leadership: +4 | Where others flounder, he leads. |
Dominant | Leadership: +8 | To dominate is to ensure our rule. |
Sovereign | Leadership: +12 | Oh, to wear a crown! Does it lay heavy on your brow? |
Burgher/Merchant Councillor | Income from all buildings: +10% | The Burghers control the trade. |
Merchant Guild Leader | Income from all buildings: +20% | The economy flows and so the coffers fill the treasury, those earnings that are declared at any rate. |
Burgomeister | Income from all buildings: +30% | The Burgomeisters are a powerful force in the Empire and often a thorn in an Emperor's side. |
Aggressor | Public order per concurrent war: +1 | Might is right. |
Warmonger | Public order per concurrent war: +2 | Bring us to battle and let the laughter of cruel Gods echo throughout this mortal plane. |
Khorne's Acolyte | Public order per concurrent war: +3 | Even if you never pray to him, the Blood God always welcomes war and those that bring it about. |
Politician | Public order per concurrent war: +1 | If the rumour-smiths are to be believed, he has a talent for politics. |
Statesman | Public order per concurrent war: +2 | Statecraft comes naturally to him. |
Player of the Game | Public order per concurrent war: +3 | Politics is likened to a game; one where you need to roll a six or a one. |
Reckoner (Dwarfs-only) | Public order per concurrent war: +1 | A Reckoner will weigh all the options and report to the High King, should things be amiss. |
Lordly (Dwarfs-only) | Public order per concurrent war: +2 | Ahh, my bearded lord of the Dawi, your bloodline is a lordly one indeed. |
Blood of Kings (Dwarfs-only) | Public order per concurrent war: +3 | The blood of the Ancestor Gods flows through his veins, tracing its way back to the beginning of the Dawi. |
Regal (Empire-only) | Leadership aura size: +4 | A regal air? Let's see how long that lasts. |
Noble (Empire-only) | Leadership aura size: +6 | The smallfolk should be thankful - without us, who would they work for? |
Imperious (Empire-only) | Leadership aura size: +8 | Franz has put his trust in this man, pray he does not let him down! |
Favoured | Public order: +1 | The crowds favour him. |
Popular | Public order: +2 | The rabble flocks to hear him. |
Beloved | Public order: +3 | He is beloved by the masses. |
Out of Favour | Public order: -1 | The patience of the rabble has been lost! No longer will they swoon at his name. |
Unpopular | Public order: -2 | Like a politician bringing in a new tax or a noble deriding the peasants, this man is now a target of ridicule. |
Despised | Public order: -3 | No longer merely disliked, but despised! |
Battle-specific[editedit source]
- These traits are primarily applicable in combat
Name | Effect | Description |
---|---|---|
Lax | Unit upkeep: +3% | Perhaps more attention next time? |
Slipshod | Unit upkeep: +5% | His standards are slipping. |
Negligent | Leadership aura size: +8 Unit upkeep: +3% | Pray for the negligent and their incompetent ways. |
Disciplinarian | Recruited unit experience: +1 | Tuck that shirt in; stand up straight; I want to see that armour, gleaming! Gleaming, I say! |
Taskmaster | Recruited unit experience: +2 | Don't let them rest, an idle body is one ripe for corruption. |
Oppressor | Recruited unit experience: +3 | Yes! Crush their free will, keep them oppressed. |
Fighter | Melee defence bonus: +1 Melee attack bonus: +5% | There is no need for talk, a warrior's way is to fight! |
Warrior-Born | Melee defence bonus: +10 Melee attack bonus: +10 | This one is warrior-born, I can taste the iron tang of blood around him. |
Combat-Master | Melee defence bonus: +5 Melee attack bonus: +10% | Any blade, any mundane weapon, can become a deadly weapon in his hands. |
Bloody | Melee defence bonus: +10 Unit melee damage bonus: +3% | Call them the bloody! The body-count attests to this. |
Blood-Reveller | Melee defence bonus: +15 Unit melee damage bonus: +5% | For one that revels in such blood, even Khorne must take note. |
Gore-Drencher | Melee defence bonus: +20 Unit melee damage bonus: +7% | My victims will be drenched in their own blood, drowning in crimson gore, I swear it. |
Looter | Income from sacking settlements: +3% Income from looting settlements: +5% | Find the baubles of the dead and dying, take them for your own! |
Butcher | Income from looting settlements: +6% Income from sacking settlements: +10% | He takes what he wants, slicing fingers to get at rings or heads to free bodies from prized armour - he is a butcher! |
Destroyer | Income from looting settlements: +12% Income from sacking settlements: +15% | Find me their trinkets and things, I will take them all. |
Decisive | Character's aura size modifier at night: +15% | Act decisively and catch the foe unprepared. |
Swift Strike | Character's aura size modifier at night: +15% Unit Leadership modifier at night: +5% | Strike fast, strike hard, strike deep! |
Lightning Raider | Character's aura size modifier at night: +50% Unit Leadership modifier during lightning strikes: +10% | “Hit them while they still snore around their campfire, men!” |
Unresponsive | Character's aura size modifier at night: -15% | “It’s like they have been stabbed in the chest, but haven’t realised!” |
Ponderous | Character's aura size modifier at night: -15% Unit Leadership modifier at night: -5% | It all seems such an effort to get the army deployed - they plod into position. |
Maladroit | Character's aura size modifier at night: -50% Unit Leadership modifier at night: -10% | “Are they enchanted? Some kind spell of slowness? Or are they simply blundering fools?” |
Understands War | Unit melee defence bonus: +3 | He knows war. |
Strategist | Unit melee defence bonus: +6 | My strategies are sound, but no plan survives contact with the Chaos Gods. |
Master Strategist | Unit melee defence bonus: +9 | This one is a military genius. Keep him close. |
Survivor | Armor: +2 | A survivor… or is it a really good Ward Save? |
Invulnerable | Armour: +2 Enemy Hero action success chance: -10% | He believes himself invulnerable. |
Immortal | Armour: +6 Enemy Hero action success chance: -5% | There are many long-lived and immortal beings in the world; they must be one. |
Understands Battle | Campaign movement range: +3% | Destined to battle. |
Tactician | Campaign movement range: +6% | Ahh, tactics, are they not overrated? |
Master Tactician | Campaign movement range: +9% | He knows more than to simply refuse the flank. |
Rotten Ambusher | Character's aura size modifier during ambushes: -15% | An ambush is a relatively simply military tactic, yet this fool struggles with the concept. |
Obvious Ambusher | Campaign movement range: +6% Campaign movement range: +9% | Camp fires and arguments may give away our position to the enemy. |
Incompetent Ambusher | Character's aura size modifier during ambushes: -15% Leadership during ambushes: -5% | No! No! Attack them! Them! Not us! |
Ambusher | Character's aura size modifier during ambushes: +15% | Good, prepare the site and bait the trap… |
Skilled Ambusher | Campaign movement range: +6% Campaign movement range: +9% Character's aura size modifier during ambushes: -15% Leadership during ambushes: -5% | There is skill in ambushing, making sure the foe in unaware until the last possible minute. |
Superior Ambusher | Character's aura size modifier during ambushes: +15% Leadership during ambushes: +5% | From above, below, or the shadows - this one knows when and where to strike. |
Indecisive Attacker | Unit Leadership modifier while attacking: -5% Character's aura size modifier while attacking: -15% | Which battlefield? |
Poor Attacker | Unit Leadership modifier while attacking: -10% Character's aura size modifier while attacking: -30% | Strike hard and fast or not at all. |
Incompetent Attacker | Unit Leadership modifier while attacking: -15% Character's aura size modifier while attacking: -50% | The Gods do not look favourably on failure. |
Confident Attacker | Unit Leadership modifier while attacking: +5% Character's aura size modifier while attacking: +15% | Confidence - the key to a successful battlefield action. |
Good Attacker | Unit Leadership modifier while attacking: +10% Character's aura size modifier while attacking: +30% | A good attack requires skilled warriors and superior numbers. |
Superior Attacker | Unit Leadership modifier while attacking: +15% Character's aura size modifier while attacking: +50% | Superior generalship and battlefield acumen is needed in war. |
Incompetent Besieger | Leadership during sieges: -5% Character's aura size modifier while sieging: -15% | Sieges are hard, this one has no idea. |
Confounded by Siegecraft | Leadership during sieges: -10% Character's aura size modifier while sieging: -30% | How do you attack a wall? |
Terrified of Walls | Leadership during sieges: -15% Character's aura size modifier while sieging: -50% | Those walls look solid and tall. |
Siege Expert | Leadership during sieges: +5% Character's aura size modifier while sieging: +15% | This being brings charts and arithmetic to a siege… promising. |
Sapper | Leadership during sieges: +10% Character's aura size modifier while sieging: +30% | We'll take them from under the ground, don't you worry - it'll be done soon. |
Into the Breach! | Leadership during sieges: +15% Character's aura size modifier while sieging: +50% | Come, men, into the breach I say! |
Hesitant Defender | Unit Leadership modifier while defending: -5% Character's aura size modifier while defending: -15% | Which wall to the place the soldiers on? All of them maybe? |
Poor Defender | Unit Leadership modifier while defending: -10% Character's aura size modifier while defending: -30% | A poor defence means those walls will count for nought. |
Incompetent Defender | Unit Leadership modifier while defending: -15% Character's aura size modifier while defending: -50% | They call him 'The fool on the wall' and that's from his own side! |
Confident Defender | Unit Leadership modifier while defending: +5% Character's aura size modifier while defending: +15% | I want bulwarks there and there. Start digging! |
Good Defender | Unit Leadership modifier while defending: +10% Character's aura size modifier while defending: +30% | A good defender will maintain a secure perimeter and keep troops in reserve. |
Superior Defender | Unit Leadership modifier while defending: +15% Character's aura size modifier while defending: +50% | Nothing gets past him. |
Oblivious Under-Siege | Leadership during siege defence: -5% Character's aura size modifier while defending from a siege: -15% | The attacks come, the walls shudder, but will he actually do anything? |
Liability Under-Siege | Leadership during siege defence: -10% Character's aura size modifier while defending from a siege: -30% | No, don't open the doors! This is no time to sally out, the enemy is too close! |
Cowers Behind Walls | Leadership during siege defence: -15% Character's aura size modifier while defending from a siege: -50% | Where is the commander? Under the table I think. |
Gate Keeper | Leadership during siege defence: +5% Character's aura size modifier while defending from a siege: +15% | He stands by the gate, ready to defend it. |
Guardian | Leadership during siege defence: +10% Character's aura size modifier while defending from a siege: +30% | Will the settlement be safe? Its best chance is with him. |
None Shall Pass! | Leadership during siege defence: +15% Character's aura size modifier while defending from a siege: +50% | The Ruinous Powers themselves will not break this siege! |
Shieldbiter | Charge bonus: +5% | He chews his shield like a ravenous dog, so desperate is he to maul the enemy! |
Berserker | Charge bonus: +10% | Hark at his howls of delight, and the madness in his eyes - only battle will slack the berserker's thirst! |
Bloodletter | Charge bonus: +15% | Khorne's Daemonic servants are known as Bloodletters, this one shares their psychotic habits. |
Hydrophobe | Melee attack bonus when attacking at sea: -5% Leadership modifier while attacking at sea: -5% | Fear of the ocean is valid concern, especially when on the Sea of Claws. |
Poor Admiral | Melee attack bonus when attacking at sea: -10% Leadership modifier while attacking at sea: -10% | He's no captain, he spends more time throwing up over the stern than orderin' the crew. |
All at Sea | Melee attack bonus when attacking at sea: -15% Leadership modifier while attacking at sea: -15% | A captain should appear on deck, not hide, whimpering, in his cabin. |
Sea Legs | Melee attack bonus when attacking at sea: +5% Leadership modifier while attacking at sea: +5% | Manann's blessed. |
Good Sea Captain | Melee attack bonus when attacking at sea: +10% Leadership modifier while attacking at sea: +10% | He knows more than larboard and starboard. |
Superior Admiral | Melee attack bonus when attacking at sea: +15% Leadership modifier while attacking at sea: +15% | Stromfel can try to land us on those rocks, but He'll fail! |
Innefective Port Defender | Melee attack bonus when blockaded: -5% Leadership modifier when blockaded: -5% | Never heard of a blockade? |
Incompetent Port Defender | Melee attack bonus when blockaded: -10% Leadership modifier when blockaded: -10% | Mask incompetence by blaming the harbour master. |
Bungling Port Defender | Melee attack bonus when blockaded: -15% Leadership modifier when blockaded: -15% | Should those ships be unfurling the mizzen in harbour, my lord? |
Blockade Runner | Melee attack bonus when blockaded: +5% Leadership modifier when blockaded: +5% | A good port defence comes from the ability to outmanoeuvre the enemy blockade. |
Port Defender | Melee attack bonus when blockaded: +10% Leadership modifier when blockaded: +10% | He is a capable defender of your ports. Make sure he is in the right place at the right time. |
Blockade Destroyer | Melee attack bonus when blockaded: +15% Leadership modifier when blockaded: +15% | Could the best form of defence be to go on the attack? |
Questionable Blockader | Melee attack bonus when blockading: -5% Leadership modifier when blockading: -5% | Blockading ports is not an easy task… |
Poor Blockader | Melee attack bonus when blockading: -10% Leadership modifier when blockading: -10% | Here is a hint - the secret is to position your vessels to prevent the enemy escaping… |
Terrible Blockader | Melee attack bonus when blockading: -15% Leadership modifier when blockading: -15% | Blockading is not this being's forte, as the shipwrecks attest to! |
Effective Blockader | Melee attack bonus when blockading: +5% Leadership modifier when blockading: +5% | He's done this before… |
Blockade Master | Melee attack bonus when blockading: +10% Leadership modifier when blockading: +10% | This one knows how to track the wind and appease Manann to get his vessels into the best position. |
Impregnable Blockader | Melee attack bonus when blockading: +15% Leadership modifier when blockading: +15% | He creates a floating fortress wall that none could elude. |
Indifferent Naval Defender | Melee attack bonus when defending at sea: -5% Leadership modifier while defending at sea: -5% | Defence against rival navies is not this one's priority. |
Poor Sea Defender | Melee attack bonus when defending at sea: -10% Leadership modifier while defending at sea: -10% | Where is he? Hiding on the orlop deck? Get 'im up here! |
Incompetent Naval Defender | Melee attack bonus when defending at sea: -15% Leadership modifier while defending at sea: -15% | Were you any good at Man O'War? |
Good Naval Defender | Melee attack bonus when defending at sea: +5% Leadership modifier while defending at sea: +5% | Keep the wind to yer backs and the oarsmen afraid of the whip, I say! |
Excellent Sea Defender | Melee attack bonus when defending at sea: +10% Leadership modifier while defending at sea: +10% | Cross the 'T' and send them to Stromfel's watery realm! |
Superior Naval Defender | Melee attack bonus when defending at sea: +15% Leadership modifier while defending at sea: +15% | Even Jaego Roth would be proud to call him a shipmate. |
Ineffective Naval Escort | Melee attack bonus when escorting transports: -5% | Keep close to the target. Is that too much to ask? |
Incompetent Naval Escort | Melee attack bonus when escorting transports: -10% | We're going the wrong way, sir! |
Bungling Naval Escort | Melee attack bonus when escorting transports: -15% | Protect the target, not turn it into a fire ship! |
Effective Naval Escort | Melee attack bonus when escorting transports: +5% | Protect the target as if you were a mother drawing it to your bosom. |
Superior Convoy | Melee attack bonus when escorting transports: +10% | A good convoy will reduce the threats at sea. |
Master Convoy | Melee attack bonus when escorting transports: +15% | This man is a master of sea protection. |
Beastmen traits[editedit source]
- These apply to Beastmen Hordes and affect Bestial Rage
Name | Effect | Description |
---|---|---|
Unsated Bloodthirst | Bestial Rage: +1 from animosity (Lord's Army) | The carnage of the battlefield is not enough for this one, he needs the competitive violence of the herdstone to feel fulfilled. |
Compulsive Rutter | Bestial Rage: +2 from animosity (Lord's Army) | 'You challenge? To the death? Yes! Raaaaarrgggh!' |
Serial Rutter Rutter | Bestial Rage: +3 from animosity (Lord's Army) | Not a night goes by without this Beastman issuing or responding to a challenge. He couldn't stop now even if he wanted to. |
Ruler traits[editedit source]
- These traits apply to faction leaders - equal to legendary lords.
General[editedit source]
Name | Effect | Description |
---|---|---|
Smooth Talker | Income from trade: +10% | Words drip from his tongue like spiced honey. |
Diplomatic Tone | Income from trade: +20% | A no-nonsense tone, yet he is still open to options. |
Superb Negotiator | Income from trade: +30% | Should you follow this path, then we'll all share victory. |
Surreptitious | Campaign movement range: -10% | Never showy, and yet his covert actions are a boon to us. |
Clandestine | Hero action cost: -10% Campaign movement range: -20% | A clandestine network flows from this one's fingers. |
Spymaster | Hero action cost: -20% Hero action success chance: +5% Campaign movement range: -30% | A lord of whispers gathers knowledge from across the realm. |
Taxman | Income from province buildings: +2% | Even in a world of magic and monsters, cruel gods and necromancers, the tax must be collected. |
Assessor | Income from province buildings: +4% Public order: -1 | If this man thinks he can squeeze another coin from your purse, he will. |
Cruelly Efficient | Income from province buildings: +6% Public order: -2 | Every coin is counted - no wonder the Burghers despise him. |
Harsh | Public order: -1 | Harsh but fair… mainly harsh. |
Punitive | Public order: -2 | Punish them even if it's not deserved, because then they'll never consider doing it! |
Torturer | Public order: -3 | Start with the teeth, then the fingernails, followed by the skin - to be sliced nice and thin. But leave the tongue, he can't talk without it. |
Kind | Public order: +1 | He is kind, but maybe lacks a bit of steel behind his eyes. |
Considerate | Public order: +2 | In a world so harsh, a considerate soul is in the minority. |
Beneficent | Public order: +3 | Benign and altruistic - surely his doom approaches? |
Frugal | Income from all buildings: +5% | A parsimonious nature, what the Greenskins call 'a stingy git'. |
Mean | Income from all buildings: +10% Public order: -1 | This one scrimps coin in a way that would make Greasus Goldtooth blush. |
Miser | Income from all buildings: +15% Public order: -1 | Does the blood of Boris Goldgather flow in his veins? |
Worried | Enemy Hero action success chance: -5% | Remain calm, there is nothing to worry about - well, apart from the End Times rapidly approaching. |
Disturbed | Enemy Hero action success chance: -10% | The voices! Don't listen to the voices! And stay away from mirrors! |
Paranoid | Enemy Hero action success chance: -15% | They all want to kill me! Especially the happy pig, the singing one that lives under my bed! |
Giving | Income from all buildings: -5% | Why take when you can give? |
Generous | Income from all buildings: -10% Public order: +1 | They call him generous, others think him a squanderer. |
Excessive | Income from all buildings: -15% Public order: +2 | Someone needs to end his profligate ways! |
Unjust | Public order: -1 | His is a unique, personal brand of justice. |
Blind to Justice | Public order: -2 | They say justice is blind, and so is he. |
Tyrant | Public order: -3 | A Tyrant! Not necessarily an Ogre, but malicious none-the-less. |
Dwarfs[editedit source]
Name | Effect | Description |
---|---|---|
Clan Member | Public order: +1 | Honour to your clan, Dwarf. |
Clan Loyalist | Public order: +2 | Remember, beardling, all that matters is the Clan, the Hold and your King. |
Clan Kin | Public order: +3 | The oldest and most loyal kin share the King's blood. |
Gold Sickness | Income from all buildings: -5% | A curse that haunts all Dawi - their obsession with gold. |
Bryn Fever | Income from all buildings: -10% | This Dwarf courts gold, and will shame his ancestors to get at it! |
Gorl Blight | Income from all buildings: -15% | The worst kind of bryn sickness - even Clan honour will be forsaken in his quest to hoard gold. |
Easily Slighted | Public order per concurrent war: +1 | All Dwarfs are prickly, but this one is particularly easy to slight, looking for offence even if none is meant. |
Resentful | Public order per concurrent war: +2 | This Dwarf resents all other races, and their places in the world at the cost of the Karaz Ankor. |
Grudge Bearer | Public order per concurrent war: +3 | To remember every grudge born upon family, Clan and Hold earns great respect amongst kin. |
Other faction-specific traits[editedit source]
Vampire Counts[editedit source]
Name | Effect | Description |
---|---|---|
Conniving | Hero action success chance: +5% | Vampires of noble blood lines are conniving creatures, with many plans in place. |
Scheming | Hero action success chance: +10% | The schemes of the Undead can take centuries to unfold. |
Devious | Hero action success chance: +15% | Devious Vampires and their liche-servants are devious creatures; manipulative with many mortal servants in their thrall. |
Lore Acquainted | Lore of Death spell cooldown: -5% | Necromancers spend much time searching, gathering and pouring over blasphemous lore. |
Lore Keeper | Lore of Death spell cooldown: -10% | Once forbidden knowledge is acquired, Necromancers and Vampires will jealously guard it from rivals' eyes. |
Lichemaster | Lore of Death spell cooldown: -15% | Dread Master, tell us which grave-bound must be summoned? What corpses you require… |
Greenskins[editedit source]
Name | Effect | Description |
---|---|---|
Bragga' | Leadership +5 | When you're clearly betterer than all the uvvers you need to shout the loudest, so everybody else knows that you're the betterest. |
Mushroom-Addicted | Upkeep: -15% for Goblin and Night Goblin units | 'Dat a 'shroom in yer pouch? Give it! Give it to me!' |
Serial Danca' | Passive Ability: 'Frenzy' | You can't keep a good 'danca' down, especially when those drums start bangin'! |
Chaos[editedit source]
Name | Effect | Description |
---|---|---|
Sick | Melee defence bonus: -2 | This one has the flux alright. |
Pox-Ridden | Melee defence bonus: -4 | A sickness? A cough that won't stop? Father Nurgle surely follows in your footsteps. |
Nurgle's Rot | Melee defence bonus: -6 | With distended gut and seeping wounds, Nurgle has his claws in this one alright! |
High Elves[editedit source]
Mages:
Name | Effect | Description |
---|---|---|
Conductor | Extra spell: Urannon's Thunderbolt Upgraded Miscast base chance -15% Winds of Magic power reserve +10 | Costs 40 influence |
Protective | Extra spell: Glittering Robe (Upgraded overcast version) Extra spell: Transmutation of Lead (Upgraded overcast version) | Costs 40 influence |
Negator | Extra spell: The Enfeebling Foe (Upgraded overcast version) Extra spell: Meloth's Mystifying Miasma (Upgraded overcast version) | Costs 40 influence |
Administrator | Construction cost for buildings: -30% (local province) Construction time for buildings: -30% (local province) | Costs 40 influence |
Entrepreneur | Income from all buildings: +30% (local province) Tax rate +3% (faction wide) | Costs 40 influence |
Prince and Princess:
Name | Effect | Description |
---|---|---|
Charmed | Bound spell: The Amber Spear Missile resistance +20% Magic resistance +10% Winds of Magic power reserve -5 | ? |
Empire[editedit source]
Name | Effect | Description |
---|---|---|
Monster Tracker | Bonus vs. Large: +5% | Into the Drakwald they go, following tracks of fell beasts. |
Monster Hunter | Bonus vs. Large: +10% | To hunt the monsters of the forests and mountains is to court death. |
Monster Killer | Bonus vs. Large: +15% | The Emperor rewards such deeds of slaying monstrous creatures with titles and honours. |
Legendary Lord traits[editedit source]
- Please see Legendary Lord character traits for a full list.
These traits apply specifically to legendary lords.
Other[editedit source]
Character specializations[editedit source]
- These traits serve as a summary of the character's abilities and offer no special benefits on their own.
Name | Hero | Effect | Description |
---|---|---|---|
Devoted of the Goddess | Damsel | Caster: Skill selections have made this character a highly effective spellcaster. | Taken to the Otherworld as a child, this Damsel's magical ability has been honed and tempered by the Fay Enchantress herself. |
Beloved of the Goddess | Damsel | Caster: Skill selections have made this character a highly effective spellcaster. | Such is her gift for magic, it is only a matter of time before this Damsel is raised to the status of Prophetess. |
Jouster | Lord (Bretonnia) | Character killer: Skill selections have made this character more effective at slaying enemy characters. | With skills honed on the tourney field, this Lord is a master of single combat. |
Puissant | Lord (Bretonnia) | Character killer: Skill selections have made this character more effective at slaying enemy characters. | Long ago this Lord foreswore the tourney field, since none could withstand him. Now he pits his deadly skill in mortal combat upon the field of battle. |
Combatant | Paladin | Unit killer: Skill selections have made this character more effective at slaying enemy units. | Countless hours in the practice yard as a youth, often matched against several of the larger boys at once, have honed this man's skills in general melee. |
Champion | Paladin | Unit killer: Skill selections have made this character more effective at slaying enemy units. | Though seen as being a lower contest than the joust, this man's skill in the melee is legendary and has raised him to the status of a hero. |
Ruthless | Exalted Hero | Unit killer: Skill selections have made this character more effective at slaying enemy units. +1 | This man seeks to capture the notice of the Dark Gods with ever-greater feats of mass-slaughter. |
Bloody Butcher | Exalted Hero | Unit killer: Skill selections have made this character more effective at slaying enemy units. | A paragon of deadly ability and lethal intent, this champion of Chaos will brutally butcher any who dare stand in his path, no matter their number. |
Challenger | Lord (Chaos) | Character killer: Skill selections have made this character more effective at slaying enemy characters. | This man is bound to a lifetime of constant duelling and violent death. |
Conqueror | Lord (Chaos) | Character killer: Skill selections have made this character more effective at slaying enemy characters. | This champion has risen in greatness by climbing a mountain of rivals, who have all fallen to his blade. |
Cultist | Chaos Sorcerer | Caster: Skill selections have made this character a highly effective spellcaster. | Following an easy, seductive path to power, this man teeters above the void. |
Sorceror | Chaos Sorcerer | Caster: Skill selections have made this character a highly effective spellcaster. | Having bartered much of his soul for power, this once-man has lost much of his humanity. Yet he is a force to behold. |
Dark Wizard | Chaos Sorcerer Lord | Caster: Skill selections have made this character a highly effective spellcaster. | Do not gaze at this one over-long, for Chaos scours his soul and, with each shard of his being stripped away, his sorcerous power grows. |
Sorceror Lord | Chaos Sorcerer Lord | Caster: Skill selections have made this character a highly effective spellcaster. | Wielding the wild energies of entropy itself, a word from this servant of Chaos can strip the flesh from a man's bones. |
Linchpin | Master Engineer | Support: Skill selections have made this character effective at providing support to the rest of their army. | An asset to the throng. Only the most curmudgeonly Longbeard can find any faults to grumble about. |
Cornerstone | Master Engineer | Support: Skill selections have made this character effective at providing support to the rest of their army. | His skills and expertise are such that he has earned the ultimate Dwarfen accolade: respect. |
Durable | Lord (Dwarfs) | Tank: Skill selections have made this character very effective at resisting physical damage for long periods. | Scion of the union between a rock and a boulder, this Dwarf is very hard to hurt. |
Impenetrable | Lord (Dwarfs) | Tank: Skill selections have made this character very effective at resisting physical damage for long periods. | The original immovable object, this Dwarf can soak up more punishment than Thorek's anvil. |
Linchpin | Runesmith | Support: Skill selections have made this character effective at providing support to the rest of their army. +1 | An asset to the throng. Only the most curmudgeonly Longbeard can find any faults to grumble about. |
Cornerstone | Runesmith | Support: Skill selections have made this character effective at providing support to the rest of their army. | His skills and expertise are such that he has earned the ultimate Dwarfen accolade: respect. |
Undaunted by Numbers | Thane | Unit killer: Skill selections have made this character more effective at slaying enemy units. | To warn him of the enemy's numbers is to insult him: a dangerous thing to do. |
Death-Dealing | Thane | Unit killer: Skill selections have made this character more effective at slaying enemy units. | Hoards his grudges deep. An anger to shake the mountain's roots, scattering foes like sparks from the anvil. |
Thaumaturge | Battle Wizard | Caster: Skill selections have made this character a highly effective spellcaster. | He smells a bit sulphurous, but shows an above-average aptitude for the magical arts. |
Enchanter | Battle Wizard | Caster: Skill selections have made this character a highly effective spellcaster. | Famed for his mastery of magic. Also his extreme arrogance and pedantry. Certainly bullied as a child. |
Brawler | Empire Captain | Unit killer: Skill selections have made this character more effective at slaying enemy units. | Skilled in making enemy units into mounds of corpses. |
Warrior | Empire Captain | Unit killer: Skill selections have made this character more effective at slaying enemy units. | The number of the enemy is irrelevant. All will die by my blade. |
Ironclad | General of the Empire | Tank: Skill selections have made this character very effective at resisting physical damage for long periods. | Armoured in both steel and skill, this man is hard to kill. |
Indestructible | General of the Empire | Tank: Skill selections have made this character very effective at resisting physical damage for long periods. | Armoured in both steel and skill, this man is very hard to kill. |
Inspires Faith | Warrior Priest | Support: Skill selections have made this character effective at providing support to the rest of their army. | Word is spreading of this man's faith and the blessings he can share with comrades. |
Shining Example | Warrior Priest | Support: Skill selections have made this character effective at providing support to the rest of their army. | Beloved of Sigmar, to have this man at one’s side in battle is a blessing. |
Duelist | Witch Hunter | Character killer: Skill selections have made this character more effective at slaying enemy characters. | Skilled in despatching even the hardiest enemy warrior. |
Executioner | Witch Hunter | Character killer: Skill selections have made this character more effective at slaying enemy characters. | Cut off an enemy's head and you kill the body too. So it is with leaders and their armies. |
Backstabber | Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 | He's a Goblin: he's a backstabber. 'Nuff said. | |
Murderer | Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 | It's all very well for the Orcs to stomp about acting tough, but a blade in the dark is a good leveller. | |
Cunning | Caster: Skill selections have made this character a highly effective spellcaster. +1 | For a Goblin to survive long enough to become skilled in anything he must be cunning, something which chimes well with Goblin magic. | |
Great Shaman | Caster: Skill selections have made this character a highly effective spellcaster. +1 | Worshipped by his Goblin lackeys, such is the magical power at his command that even the Orcs fear him. | |
Sneaky | Caster: Skill selections have made this character a highly effective spellcaster. +1 | Surprisingly, for one raised on creeping in tunnels and licking crazy mushrooms, he's becoming quite a good Shaman. | |
Shaman | Caster: Skill selections have made this character a highly effective spellcaster. +1 | A Night Goblin Shaman is about more than just the black hood, beaky nose and mushroom-crazed eyes. It's also about some really nasty spells. | |
Loony | Caster: Skill selections have made this character a highly effective spellcaster. +1 | Prone to dancing and trancing, and he can throw down some pretty nasty magic too. | |
Shaman | Caster: Skill selections have made this character a highly effective spellcaster. +1 | A master of da Big Waaagh! Just don't expect any sense out of him. | |
'Ard | Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 | To be known as 'da Hard' amongst Orcs says something about this one's ability to wreck faces. | |
Greatest | Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 | Refers to himself as 'Da Greatest'. No-one's arguing. No-one still breathing anyway… | |
Restless Spirit | Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 | Unable or unwilling to pass to the afterlife, this woman's evil spirit screams in anguish, stopping the heart of even the mightiest champion. | |
Unquiet Horror | Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 | It is a foolish warrior indeed who does not shudder at the sound of the Tomb Banshee's ghostly howling. | |
Revenant | Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 | This Vampire follows the path of the warrior, taking up arms in dark mockery of a Knightly vow. | |
Dread Knight | Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 | So, mortal, you presume to face me, a Lord of Death? Your grave opens! | |
Master of Puppets | Caster: Skill selections have made this character a highly effective spellcaster. +1 | To a Necromancer, a corpse is just a puppet. Its strings can be taken up and it will dance to its master's tune. | |
Master of the Dead | Caster: Skill selections have made this character a highly effective spellcaster. +1 | Deeply steeped in the Lore of Death, he stands on the threshold between worlds, neither alive nor dead. | |
Master of Puppets | Caster: Skill selections have made this character a highly effective spellcaster. +1 | To a Necromancer, a corpse is just a puppet. Its strings can be taken up and it will dance to its master's tune. | |
Master of the Dead | Caster: Skill selections have made this character a highly effective spellcaster. +1 | Deeply steeped in the Lore of Death, he stands on the threshold between worlds, neither alive nor dead. | |
Savage | Unit killer: Skill selections have made this character more effective at slaying enemy units. +1 | The sword strikes of even ten men are but clumsy and childlike swipes before this Vampire's preternatural speed. | |
Death's Scythe | Unit killer: Skill selections have made this character more effective at slaying enemy units. +1 | No matter the numbers of mortals who stand before her in battle, this Vampire will cut through them like a scythe. | |
Enduring | Tank: Skill selections have made this character very effective at resisting physical damage for long periods. +1 | In his tomb, clad in the ceremonial panoply in which he was placed in ages past, this Wight King ignores the blows of mortal weapons. | |
Undying | Tank: Skill selections have made this character very effective at resisting physical damage for long periods. +1 | Clad in ancient armour, his flesh all but withered away, and with an unholy light flickering in his empty eye sockets, this Wight King is all but unkillable. |