Faction
- Magore's Fiends
Card sets (7)
Organised play
3 | 13 - NOT VALID
Objectives (12)


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Total glory - 19
7 |
0 |
4 |
1
Gambits (13)


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Q: Which dice can I re-roll using Fuelled by Fury?
A: Any of the attack dice that you choose. You could re-roll one or more specific dice, or all of the dice.
Current as of official Nightvault Designer's Commentary, November 2018


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Q: Can Improvisation be used if you have no power cards in your hand to discard?
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: Who has dealt the damage dealt by Rebound?
A: The damage is dealt by the warband of the player who played Rebound.
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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Q: If a fighter is taken out of action by Trap, does that happen before or after they are driven back?
A: After.
Q: If a fighter is driven back by an Attack action that was not successful, and then Trap is played to deal damage to that fighter, is the Attack action considered to be successful?
A: No. The damage is dealt by the ploy, not the Attack action.
Q: I make an Attack action with my fighter, and after the dice are rolled it is determined that the Attack action is successful and will cause damage. My opponent plays Rebound as a reaction, but fails the roll so nothing happens. We continue to resolve the Attack action: my fighter deals the damage, and I choose to drive the target fighter back. Can I now play the Trap reaction?
A: Yes. The trigger for Trap is after the fighter is driven back, which is a different trigger to when the Attack action is determined to be successful or not.
Current as of official Nightvault Designer's Commentary, November 2018


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Upgrades (13)


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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


- Description:
(Errata update) Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll aor
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
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# | Name | Name | Faction | Type | Description | Glory | Restrictions | Set | FAQ | Tags | TDC |
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176 | Bane of Champions |
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Score this immediately if Riptooth takes an enemy leader out of action | 2 | - |
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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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193 | To the Victor, the Spoils |
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Reaction: Play this after a friendly fighter's Attack action that takes an enemy fighter with a Wounds characteristic of 3 or more out of action. Draw three power cards | - | - |
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194 | Brutal Charge |
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Roll an extra attack dice when this fighter makes a Charge action | - | Magore Redhand, Ghartok Flayskull, Zharkus the Bloodsighted |
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- | - | 3/33 (9.09%) | |
197 | No Respite |
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Reaction: During an Attack action or ploy that will take this fighter out of action, you can make an Attack action with them | - | Magore Redhand, Ghartok Flayskull, Zharkus the Bloodsighted |
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- | - | 3/33 (9.09%) | |
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%) | |
252 | Defensive Strike |
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Restricted Score this immediately when your warband takes an enemy fighter standing in your territory out of action |
1 | - |
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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%) | |
278 | Our Only Way Out |
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Score this in an end phase if you hold three or more objectives | 2 | - |
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- | - | 6/33 (18.18%) | |
282 | Ploymaster |
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Score this in an end phase if you played three or more ploys in the preceding action phase | 1 | - |
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- | - | 9/33 (27.27%) | |
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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292 | Supremacy |
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Score this in an end phase if you hold three or more objectives | 3 | - |
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- | SSduplicate | 13/33 (39.39%) | |
327 | Fuelled by Fury |
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You can re-roll any attack dice for the first friendly fighter's Attack action in the next activation | - | - |
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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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333 | Improvisation |
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Discard all power cards in your hand and draw three power cards | - | - |
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? | - | 3/33 (9.09%) | |
335 | Invisible Walls |
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All fighters' Move characteristics are reduced to 1 for the next activation | - | - |
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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%) | |
349 | Rebound |
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Reaction: Play this during an enemy Attack action that would succeed. Roll a defence dice. On a roll of ![]() ![]() |
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? | - | 6/33 (18.18%) | |
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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369 | Trap |
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Restricted Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage |
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? | - | 6/33 (18.18%) | |
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%) | |
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%) | |
378 | Concealed Weapon |
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On a critical hit, this fighter's Attack actions with a Range of 1 have +2 Damage | - | - |
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383 | Dark Darts |
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- | - | 5/33 (15.15%) | |
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%) | |
424 | Tethered Spirit |
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Restricted (Errata update) 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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