| # | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| BL2 | Branching Fate |
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Score this immediately after you make an Attack roll that contained 3 or more dice if each result was a different symbol. If you are the underdog, the Attack roll can contain 2 or more dice instead. | 1 | - |
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| BL3 | Perfect Strike |
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Score this immediately after you make an Attack roll if all of the results were successes. | 1 | - |
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| BL4 | Critical Effort |
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Score this immediately after you make an Attack roll if any of the results was a Critical success. |
1 | - |
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| BL5 | Get Stuck In |
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Score this immediately after a friendly fighter's Attack if the target was in enemy territory. | 1 | - |
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| BL6 | Strong Start |
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Score this immediately after an enemy fighter is slain if that fighter was the first fighter slain this combat phase. | 1 | - |
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| BL7 | Keep Choppin' |
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Score this in an end phase if your warband Attacked 3 or more times this combat phase. | 1 | - |
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| BL8 | Fields of Blood |
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Score this in an end phase if 4 or more fighters are damaged and/or slain. | 1 | - |
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| BL13 | Determined Effort |
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Play this immediately after you pick a weapon as part of an Attack. That weapon has +1 Attack dice for that Attack. If you are the underdog, that weapon has +2 Attack dice for that Attack instead. | - | - |
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| BL14 | Twist the Knife |
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Play this immediately after you pick a melee weapon as part of an Attack. That weapon has Grievous for that Attack. | - | - |
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| BL16 | Sidestep |
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Pick a friendly fighter. Push that fighter 1 hex. | - | - |
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| BL18 | Illusory Fighter |
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Pick a friendly fighter. Remove that fighter from the battlefield, and then place that fighter in an empty starting hex in friendly territory. Restricted |
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| BL20 | Shields Up! |
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Pick a friendly fighter. Give that fighter a Guard token. | - | - |
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| BL22 | Healing Potion |
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Pick a friendly fighter. Heal that fighter. If you are the underdog, you can roll a Save dice. On a Block or Critical success, heal that fighter again. |
- | - |
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| BL23 | Brawler |
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This fighter cannot be Flanked or Surrounded. | 1 | - |
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| BL24 | Hidden Aid |
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Enemy fighters adjacent to this fighter are Flanked. | 1 | - |
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| BL25 | Accurate |
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Strike True: After you make an Attack roll for this fighter, you can immediately re-roll 1 Attack dice in that Attack roll. | 1 | - |
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| BL26 | Great Strength |
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This fighter's melee weapons have Grievous. | 2 | - |
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| BL28 | Sharpened Points |
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This fighter's weapons have Cleave. | 1 | - |
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| BL29 | Duellist |
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Footwork: Immediately after this fighter has Attacked, you can push this fighter 1 hex. | 1 | - |
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| BL31 | Great Fortitude |
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This fighter has +1 Health. | 2 | - |
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| BL32 | Keen Eye |
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This fighter's melee weapons have +1 Attack dice. | 2 | - |
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| RF1 | Aim for the Top |
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Score this in an end phase if the total Bounty characteristic of slain and/or damaged enemy fighters is 4 or more. | 1 | - |
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| RF2 | Arena Mortis |
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Score this in an end phase if all fighters in the same territory have Charge tokens and their total Bounty characteristic is 4 or more. | 2 | - |
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| RF5 | Bloody Momentum |
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Score this in an end phase if 2 or more friendly fighters with a total Bounty characteristic of 4 or more have Charge tokens and are in enemy territory. | 2 | - |
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| RF6 | Frenzied Rush |
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Score this immediately after an Action step if friendly fighters with a total Bounty characteristic of 3 or more have Charge tokens and are in enemy territory. | 1 | - |
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| RF11 | Unrelenting Massacre |
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Score this in an end phase if all fighters have Charge tokens. | 3 | - |
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| RF14 | Catch Weapon |
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Play this immediately after a fighter's successful Attack. Give that fighter a Charge token. | - | - |
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| RF15 | Diving In |
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Pick a friendly fighter. Push that fighter up to 2 hexes. That push must end adjacent to any fighters with Charge tokens. | - | - |
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| RF18 | Outburst |
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Pick a friendly fighter with any Charge tokens. Roll an Attack dice for each enemy fighter adjacent to them. If you are the underdog, roll a number of dice equal to the battle round number instead. If the roll contains any Smash, inflict 1 damage on that fighter. |
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| RF22 | Reckless Attitudes |
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Enemy fighters cannot use Core abilities other than the Charge ability in the next Action step. | - | - |
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| RF25 | Blades of Wrath |
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If this fighter is slain, before removing them from the battlefield, roll a number of Attack dice equal to the battle round number for each enemy fighter adjacent to them. If the roll contains any Smash, inflict 1 damage on that fighter. |
1 | - |
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| RF29 | Headlong Charge |
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This fighter has +2 Move while using the Charge ability. | 0 | - |
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