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Fighter cards
Faction
- Spiteclaw's Swarm
Card sets (7)
Organised play
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Objectives (12)
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Total glory - 25
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Gambits (11)
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Upgrades (11)
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*(Errata update)* **Reaction:** During an enemy fighter's Attack action that targets this fighter, after the determine success step, if the Attack action is successful, deal 1 damage to the attacker. Then the Attack action fails, the combat sequence ends, and this fighter is taken out of action. No player gains a glory point for this fighter being taken out of action in this way. - FAQ:
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*(Errata update)* **Reaction:** During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a :dfBlock: or :dfCrit: place them on any starting hex in your territory, ignore the damage and discard this upgrade (they cannot be driven back). If you cannot, they are taken out of action. - FAQ:
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# | Name | Name | Faction | Type | Description | Glory | Restrictions | Set | FAQ | Tags | TDC |
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159 | Musk of Fear | Choose a friendly fighter and put them on Guard. | - | - | - | - | |||||
163 | Sudden Skittering | Double the Move characteristic of the first friendly fighter to make a Move action in the next activation. They may not make a Charge action. Once they have moved, they cannot be activated again this phase. | - | - | - | - | |||||
164 | There Are Always More | Choose one friendly fighter that is out of action (other than Skritch or Krrk). Remove all wound tokens from them and place them on any starting hex. | - | - | ? | - | |||||
167 | Expendable | *(Errata update)* **Reaction:** During an enemy fighter's Attack action that targets this fighter, after the determine success step, if the Attack action is successful, deal 1 damage to the attacker. Then the Attack action fails, the combat sequence ends, and this fighter is taken out of action. No player gains a glory point for this fighter being taken out of action in this way. | - | Lurking Skaven, Hungering Skaven, Festering Skaven | - | - | |||||
170 | Skitter-scurry | **Reaction:** After any action that this fighter makes, you can push this fighter one hex. | - | Skritch Spiteclaw, Krrk the Almost-Trusted | ? | - | |||||
235 | Alone in the Darkness | Score this in an end phase if there are no adjacent fighters on the battlefield. | 2 | - | - | - | |||||
243 | Change of Tactics | Score this immediately if a friendly fighter on Guard makes a Charge action. | 1 | - | - | - | |||||
249 | Cover Ground | Score this immediately if a friendly fighter makes a Move action of six or more hexes. | 1 | - | ? | SSduplicate | |||||
255 | Divide and Conquer | Score this in an end phase if each player has at least one fighter in their own territory and at least one fighter in enemy territory. | 1 | - | - | - | |||||
257 | Escalation | Score this in an end phase if *three or more upgrade cards* were played in the preceding action phase. | 2 | - | ? | - | |||||
270 | Making a Statement | Score this in an end phase if you hold *all objectives (at least one) in your opponent's territory*. | 3 | - | - | SSduplicate | |||||
278 | Our Only Way Out | Score this in an end phase if you hold three or more objectives. | 2 | - | - | - | |||||
292 | Supremacy | Score this in an end phase if you hold three or more objectives. | 3 | - | - | SSduplicate | 3/44 (6.82%) | ||||
294 | Tactical Genius 1-3 | Score this in an end phase if you hold objectives 1, 2 and 3. | 3 | - | - | SSduplicate | |||||
295 | Tactical Genius 3-5 | Score this in an end phase if you hold objectives 3, 4 and 5. | 3 | - | - | SSduplicate | |||||
296 | Tactical Supremacy 1-2 | Score this in an end phase if you hold objectives 1 and 2. | 2 | - | - | SSduplicate | |||||
297 | Tactical Supremacy 3-4 | Score this in an end phase if you hold objectives 3 and 4. | 2 | - | - | SSduplicate | |||||
321 | Earthquake | Push all fighters one hex. You must push them all in the same direction. Any that cannot be pushed this way are not pushed. | - | - | ? | - | |||||
329 | Great Concussion | Choose a hex on the battlefield, then push all fighters one hex (in whichever order you choose). This push must move them away from the chosen hex. If there is no hex you could push a fighter into, do not push them. | - | - | - | - | |||||
331 | Hidden Paths | Choose a friendly fighter that hasn't made a Move action this phase and is on any edge hex. Place them on any other edge hex. They are considered to have made a Move action. | - | - | ? | - | |||||
335 | Invisible Walls | All fighters' Move characteristics are reduced to 1 for the next activation. | - | - | - | - | |||||
344 | No Time | No more power cards can be played until after the next activation. | - | - | ? | SSduplicate | |||||
347 | Quick Thinker | **Reaction:** Play this after an enemy fighter's Move action. Make a Move action with a friendly fighter who has not already made a Move action in this phase. | - | - | - | - | |||||
360 | Sidestep | Choose a friendly fighter and push them one hex. | - | - | - | SSduplicate | 10/44 (22.73%) | ||||
363 | Sprint | Double the move characteristic of the first friendly fighter to make a Move action in the next activation. They may not make a Charge action. Once they have moved, they cannot be activated again in this phase. | - | - | - | - | |||||
373 | A Destiny to Meet | If this fighter is not out of action at the end of the third action phase, gain 1 additional glory point. | - | - | ? | - | |||||
374 | Acrobatic | If this fighter has a :dfDodge: Defence characteristic or has a :dfBlock: Defence characteristic but is on Guard, roll an extra defence dice when they are the target of an Attack action. | - | - | ? | - | |||||
402 | Legendary Swiftness | +1 Move. | - | - | - | - | |||||
420 | Soultrap | **Reaction:** During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a :dfBlock: or :dfCrit: they suffer no damage and are not taken out of action, and you discard this upgrade. | - | - | ? | - | |||||
424 | Tethered Spirit | *(Errata update)* **Reaction:** During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a :dfBlock: or :dfCrit: place them on any starting hex in your territory, ignore the damage and discard this upgrade (they cannot be driven back). If you cannot, they are taken out of action. | - | - | - | - | |||||
425 | The Blazing Key | If this fighter is holding objective 3 in the third end phase, score 2 glory points. | - | - | - | SSduplicate | |||||
426 | The Dazzling Key | If this fighter is holding objective 4 in the third end phase, score 2 glory points. | - | - | - | SSduplicate | |||||
427 | The Formless Key | If this fighter is holding an objective in the third end phase, score 1 glory point. | - | - | - | SSduplicate | |||||
430 | The Shadowed Key | If this fighter is holding objective 2 in the third end phase, score 2 glory points. | - | - | - | SSduplicate |