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Fighter cards
Faction
- The Chosen Axes
Card sets (8)
Organised play
0 | 0 - VALID
Objectives (12)
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Total glory - 17
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Gambits (10)
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Upgrades (10)
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*(Errata update)* The Grievous 1 keyword replaces the similar ability on this card. \n [:Hex: 3 - :atFury: 3 - :boom: 1] \n On a critical hit, this Attack action has +1 Damage. - 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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119 | Ferocious Charge | Score this immediately if a friendly fighter takes an enemy fighter out of action with a Charge action. | 1 | - | - | - | |||||
124 | Scion of Grimnir | Score this immediately if your leader takes an enemy fighter out of action. | 1 | - | - | - | |||||
125 | Unstoppable Advance | Score this in an end phase if all of your surviving fighters are in enemy territory. | 2 | - | - | - | |||||
132 | The Earth Shakes | Choose a fighter and push them one hex. | - | - | - | - | |||||
133 | Treasure-lust | Choose a friendly fighter and push them up to three hexes. They must end up holding an objective. | - | - | - | - | |||||
136 | Activated Runes | Each time this fighter make an Attack action, you can re-roll one dice. | - | - | - | - | |||||
142 | Grimnir's Fortitude | +1 Defence. | - | Fjul-Grimnir | - | - | |||||
235 | Alone in the Darkness | Score this in an end phase if there are no adjacent fighters on the battlefield. | 2 | - | - | - | |||||
257 | Escalation | Score this in an end phase if *three or more upgrade cards* were played in the preceding action phase. | 2 | - | ? | - | |||||
272 | Master of War | Score this in an end phase if you scored an objective card, played a ploy card and played an upgrade card in this round. | 1 | - | - | - | |||||
276 | No More Tricks | Score this in an end phase if you have no power cards in your hand. | 1 | - | - | - | |||||
282 | Ploymaster | Score this in an end phase if you played three or more ploys in the preceding action phase. | 1 | - | - | - | |||||
284 | Precise Use of Force | Score this immediately if a friendly fighter makes a successful Attack action that deals exactly enough damage to take their target out of action. | 1 | - | - | - | |||||
291 | Superior Tactician | Score this in the third end phase if you have scored six or more other objective cards. | 3 | - | - | - | |||||
293 | Swift Advance | Score this in an end phase if all of your surviving fighters are in enemy territory. | 1 | - | - | - | |||||
320 | Duel of Wits | **Reaction:** Play this when an opponent plays a ploy. Draw two power cards. | - | - | - | SSduplicate | 10/37 (27.03%) | ||||
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. | - | - | ? | - | |||||
334 | Inspiration Strikes | Choose a friendly fighter. They become Inspired. | - | - | ? | - | |||||
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. | - | - | - | - | |||||
348 | Ready for Action | **Reaction:** Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action. | - | - | ? | - | |||||
362 | Spoils of Battle | Play an upgrade card. This doesn't cost a glory point. | - | - | - | - | |||||
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. | - | - | ? | - | |||||
389 | Great Fortitude | +1 Wounds. | - | - | - | SSduplicate | 17/37 (45.95%) | ||||
391 | Great Strength | +1 Damage to all Attack actions with a Range of 1 or 2. | - | - | - | SSduplicate | 31/37 (83.78%) | ||||
393 | Helpful Whispers | If this fighter has no adjacent friendly fighters, rolls of :atSup1: are a success when they make an Attack action. | - | - | - | - | |||||
411 | Shadeglass Darts | *(Errata update)* The Grievous 1 keyword replaces the similar ability on this card. \n [:Hex: 3 - :atFury: 3 - :boom: 1] \n On a critical hit, this Attack action has +1 Damage. | - | - | - | - | |||||
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. | - | - | ? | - | |||||
421 | Sprinter | +1 Move. | - | - | - | - | |||||
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. | - | - | - | - | |||||
L24 | Shining Example | Score this in an end phase if your leader is on the battlefield and Inspired. | 1 | - | - | - |