# | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
180 | No Escape | Score this immediately if three or more of your fighters made a Charge action this phase. (Able to be scored if you draw this card after the condition was met). | 1 | - | - | - | ||||||
183 | Show of Strength | Score this immediately if your leader takes an enemy fighter out of action. | 1 | - | - | - | ||||||
188 | Daemonic Resilience | The first friendly fighter who suffers any amount of damage in the next activation only suffers 1 damage. | - | - | - | - | ||||||
190 | Furious Inspiration | Choose a friendly fighter. The become Inspired. | - | - | - | - | ||||||
191 | Glory to Khorne | Roll one extra attack dice for the first Attack action made by a friendly fighter in the next activation. | - | - | - | - | ||||||
197 | No Respite | 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 | - | - | ||||||
198 | Predatory Leap | When this fighter makes a Charge action they can move through other fighters, but their move must end in an empty hex. | - | Riptooth the Flesh Hound | - | - | ||||||
201 | Trophy Hunter | When this fighter takes an enemy fighter out of action, gain 1 additional glory point. | - | Magore Redhand | - | - | ||||||
234 | Advancing Strike | Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action. Restricted |
1 | - | - | - | ||||||
253 | Denial | Score this in the third end phase if there are no enemy fighters in your territory. | 3 | - | - | SSduplicate | ||||||
257 | Escalation | Score this in an end phase if three or more upgrade cards were played in the preceding action phase. Restricted |
2 | - | ? | - | ||||||
263 | Hold Objective 1 | Score this in an end phase if you are holding objective 1. | 1 | - | - | SSduplicate | ||||||
264 | Hold Objective 2 | Score this in an end phase if you are holding objective 2. | 1 | - | - | SSduplicate | ||||||
265 | Hold Objective 3 | Score this in an end phase if you are holding objective 3. | 1 | - | - | SSduplicate | ||||||
266 | Hold Objective 4 | Score this in an end phase if you are holding objective 4. | 1 | - | - | SSduplicate | ||||||
267 | Hold Objective 5 | Score this in an end phase if you are holding objective 5. | 1 | - | - | SSduplicate | ||||||
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 | - | - | - | ||||||
305 | Victorious Duel | Score this immediately if your leader takes an enemy leader out of action. | 2 | - | - | SSduplicate | ||||||
320 | Duel of Wits | Reaction: Play this when an opponent plays a ploy. Draw two power cards. Restricted |
- | - | - | SSduplicate | 11/44 (25%) | |||||
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. Forsaken |
- | - | - | - | ||||||
343 | My Turn | 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. Restricted |
- | - | ? | - | ||||||
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. Forsaken |
- | - | - | - | ||||||
348 | Ready for Action | Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action. Restricted |
- | - | ? | - | ||||||
368 | Time Trap | Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation). Forsaken |
- | - | - | - | ||||||
372 | Twist the Knife | 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. Restricted |
- | - | - | - | ||||||
376 | Awakened Weapon | You can re-roll one attack dice each time this fighter makes an Attack action. Restricted |
- | - | - | - | ||||||
389 | Great Fortitude | +1 Wounds. | - | - | - | SSduplicate | 19/44 (43.18%) | |||||
391 | Great Strength | +1 Damage to all Attack actions with a Range of 1 or 2. | - | - | - | SSduplicate | 37/44 (84.09%) | |||||
393 | Helpful Whispers | If this fighter has no adjacent friendly fighters, rolls of Single support are a success when they make an Attack action. Restricted |
- | - | - | - | ||||||
395 | Incredible Strength | +1 Damage to all Attack actions with a Range of 1 or 2. Restricted |
- | - | - | - | ||||||
403 | Light Armour | Rolls of Critical success on a defence dice are no longer a success for this fighter. Roll an extra attack dice when this fighter make an Attack action. | - | - | - | - | ||||||
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 Block or Critical success 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. Restricted |
- | - | - | - |