Faction
- Magore's Fiends
Card sets (11)
Organised play
3 | 14 - NOT VALID
Objectives (12)


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Total glory - 17
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4 |
1
Gambits (12)


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Q: Hidden Paths says that the fighter is considered to have made a Move action. Does this count towards triggering cards like Quick Thinker, Kunnin’ But Brutal, and March of the Dead?
A: The fighter gains a Move token but Hidden Paths is not a Move action (or, indeed, an action of any kind). This means that Quick Thinker and Kunnin’ But Brutal cannot be triggered by Hidden Paths (because there was no action to make the reaction to), and you cannot score Cover Ground from Hidden Paths (because it isn’t a Move action). However, as the fighter is considered to have made a Move action in that round, that fighter does count for March of the Dead when you check that in the end phase.
Current as of official Nightvault Designer's Commentary, November 2018


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Q: Can I play Inspiration Strikes on a fighter that is already Inspired?
A: Yes.
Current as of official Nightvault Designer's Commentary, November 2018


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Q: Can the damage my fighter suffers from using Daemonic Weapon trigger My Turn, and if so in what order is it resolved?
A: Yes. You would play My Turn after resolving the Daemonic Weapon Attack action.
Q: Can the damage my fighter suffers from Shattering Terrain while making a Charge action trigger My Turn, and if so how is the this resolved?
A: Yes. You would play My Turn after the Move action taken as part of the Charge action (this is when Shattering Terrain damages the fighter), resolve My Turn and then (assuming you still could) resolve the Attack action taken as part of the Charge action.
Current as of official Nightvault Designer's Commentary, November 2018


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Q: Time Trap instructs you to skip your next activation. Does this mean you have to take a Pass on your next activation, or do you get an extra activation and therefore change the turn order?
A: When you use Time Trap you take an extra action (not an activation). This action happens in the power step, and you do not flip an activation token when you take the action. You cannot use this action to do something you could not normally do (e.g. make a Move action with a fighter that has already has a Move token). Once you have taken the action, the power step continues. You must take the ‘Pass’ player activation as your next activation, which will be followed by the power step as normal. Time Trap does not change the turn order.
Q: How do ploys that grant extra actions work?
A: When a ploy allows a fighter to make an action, but does not specify an action, the fighter cannot make an action that would not normally be allowed by the rules of the game. In the case of Time Trap, if the fighter chosen had a Move token, they could not make a Move or Charge action, as the rules forbid a fighter with a Move token from making a Move action (and a Charge action always includes a Move action). However, if the fighter had a Charge token, this ploy would still allow them to make any action, as a Charge token simply prevents that fighter from being activated.
Current as of official Nightvault Designer's Commentary, November 2018


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Upgrades (12)


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Q: Can Soultrap still be used if the attacking player used Twist the Knife?
A: Yes. Twist the Knife is used when it is determined that the Attack action will succeed, to increase the amount of damage the Attack action deals. Soultrap is used when the fighter is taken out of action (so when the damage is dealt).
Q: Can Soultrap still be used if either player used Rebound?
A: Yes. Rebound is used when it is determined that the Attack action would succeed. Soultrap is used when the fighter is taken out of action (so when the damage is dealt).
Q: If an enemy fighter would be taken out of action by my fighter’s Attack action, but my opponent uses Soultrap or Last Chance so that they are not taken out of action, can I still drive that fighter back?
A: Yes
Q: Can any combination of the reactions on Last Chance, Last Lunge and Soultrap be made during the same Attack action?
A: No.
Current as of official Nightvault Designer's Commentary, November 2018


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# | Name | Name | Faction | Type | Description | Glory | Restrictions | Set | FAQ | Tags | TDC |
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178 | Khorne Sees Us |
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Score this immediately if your warband takes two or more enemy fighters out of action in a phase | 1 | - |
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180 | No Escape |
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Score this immediately if three or more of your fighters made a Charge action this phase | 1 | - |
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- | - | 3/33 (9.09%) | |
183 | Show of Strength |
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Score this immediately if your leader takes an enemy fighter out of action | 1 | - |
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- | - | 5/33 (15.15%) | |
188 | Daemonic Resilience |
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The first friendly fighter who suffers any amount of damage in the next activation only suffers 1 damage | - | - |
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190 | Furious Inspiration |
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Choose a friendly fighter. The become Inspired | - | - |
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- | - | 5/33 (15.15%) | |
199 | Rage-fuelled Attacks |
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This fighter's Attack actions with a Range of 1 or 2 have +1 Damage | - | Zharkus the Bloodsighted |
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- | - | 2/33 (6.06%) | |
201 | Trophy Hunter |
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When this fighter takes an enemy fighter out of action, gain 1 additional glory point | - | Magore Redhand |
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- | - | 3/33 (9.09%) | |
234 | Advancing Strike |
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Restricted Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action |
1 | - |
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- | - | 4/33 (12.12%) | |
235 | Alone in the Darkness |
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Restricted Score this in an end phase if there are no adjacent fighters on the battlefield |
2 | - |
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- | - | 6/33 (18.18%) | |
253 | Denial |
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Score this in the third end phase if there are no enemy fighters in your territory | 3 | - |
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- | SSduplicate | 5/33 (15.15%) | |
257 | Escalation |
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Restricted Score this in an end phase if three or more upgrade cards were played in the preceding action phase |
2 | - |
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- | - | 29/33 (87.88%) | |
284 | Precise Use of Force |
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Restricted 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 | - |
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305 | Victorious Duel |
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Score this immediately if your leader takes an enemy leader out of action | 2 | - |
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- | - | 4/33 (12.12%) | |
329 | Great Concussion |
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Banned 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 |
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331 | Hidden Paths |
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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 | - | - |
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? | - | 27/33 (81.82%) | |
334 | Inspiration Strikes |
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Choose a friendly fighter. They become Inspired | - | - |
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? | - | 13/33 (39.39%) | |
343 | My Turn |
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Restricted Reaction: Play this after an Attack action or ploy that damages a friendly fighter. Push them up to one hex and make an Attack action with them |
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? | - | 12/33 (36.36%) | |
347 | Quick Thinker |
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Banned 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 |
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348 | Ready for Action |
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Restricted Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action |
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- | - | 26/33 (78.79%) | |
362 | Spoils of Battle |
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Play an upgrade card. This doesn't cost a glory point | - | - |
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- | - | 8/33 (24.24%) | |
368 | Time Trap |
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Banned Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation) |
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372 | Twist the Knife |
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Restricted Reaction: Play this during a friendly fighter's Attack action that has a Range of 1 and will succeed. It has +1 Damage for that Attack action |
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- | - | 4/33 (12.12%) | |
373 | A Destiny to Meet |
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Restricted If this fighter is not out of action at the end of the third action phase, gain 1 additional glory point |
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- | - | 2/33 (6.06%) | |
374 | Acrobatic |
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If this fighter has a ![]() ![]() |
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- | - | 7/33 (21.21%) | |
376 | Awakened Weapon |
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Restricted You can re-roll one attack dice each time this fighter makes an Attack action |
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- | - | 3/33 (9.09%) | |
389 | Great Fortitude |
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+1 Wounds | - | - |
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- | SSduplicate | 10/33 (30.3%) | |
390 | Great Speed |
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+1 Move | - | - |
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- | SSduplicate | 7/33 (21.21%) | |
391 | Great Strength |
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+1 Damage to all Attack actions with a Range of 1 or 2 | - | - |
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- | SSduplicate | 25/33 (75.76%) | |
393 | Helpful Whispers |
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Restricted If this fighter has no adjacent friendly fighters, rolls of ![]() |
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395 | Incredible Strength |
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Restricted +1 Damage to all Attack actions with a Range of 1 or 2 |
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- | - | 2/33 (6.06%) | |
420 | Soultrap |
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Restricted Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a ![]() ![]() |
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? | - | 2/33 (6.06%) | |
L24 | Shining Example |
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Score this in an end phase if your leader is on the battlefield and Inspired | 1 | - |
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- | - | 19/33 (57.58%) | |
N319 | Fired Up |
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Restricted Score this in an end phase if at least one surviving friendly fighter is Inspired |
1 | - |
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- | - | 14/33 (42.42%) | |
N385 | What Armour? |
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Score this immediately if a friendly fighter's Attack action with Cleave succeeds | 1 | - |
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- | - | 15/33 (45.45%) | |
N436 | Pit Trap |
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Restricted Reaction: Play this after an Attack action that drives an enemy fighter back. They suffer 1 damage |
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- | - | 3/33 (9.09%) | |
N483 | Butcher's Eye |
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