Warhammer World Grand Clash I - 21st place
|2||Blood for the Blood God!||Score this immediately if three or more of your fighters made a Charge action in this phase. (Able to be scored if you draw this card after the condition was met).||1||-||-||SSduplicate|
|4||Draw the Gaze of Khorne||Score this immediately if your warband takes two or more enemy fighters out of action in this phase. (Able to be scored if you draw this card after the condition was met).||1||-||-||SSduplicate|
|5||It Begins||Score this in an end phase if at least one fighter from each warband is out of action.||1||-||-||SSduplicate|
|6||Khorne Cares Not||Score this in an end phase if five or more fighters are out of action.||2||-||-||SSduplicate|
|8||Let the Blood Flow||Score this immediately if three or more of your fighters made a successful Attack action in this phase. (Able to be scored if you draw this card after the condition was met).||2||-||-||SSduplicate|
|9||There is Only Slaughter||Score this in an end phase if no fighter is holding an objective.||1||-||-||SSduplicate|
|12||Boon of Khorne||Reaction: Play this after a friendly fighter's Attack action that takes an enemy fighter out of action. Remove all wound tokens from one friendly fighter.||-||-||-||SSduplicate|
|14||Final Blow||Reaction: Play this after an enemy fighter's Attack action that takes an adjacent friendly fighter out of action. Their attacker suffers 1 damage.||-||-||-||SSduplicate|
|15||Fuelled by Slaughter||Reaction: Play this after an Attack action or ploy that takes a fighter out of action. A friendly fighter can make an Attack action.||-||-||-||SSduplicate|
|17||Khorne Calls||Roll one extra attack dice for your first Attack action in the next activation.||-||-||-||SSduplicate|
|18||Rebirth in Blood||Reaction: Play this after an Attack action or ploy that takes your last surviving fighter out of action. Roll a defence dice. If you roll a Block or Critical success remove all wound tokens from them, and place them on a starting hex in your territory.||-||-||?||SSduplicate|
|19||Skulls for the Skull Throne!||Reaction: Play this after a friendly fighter's Attack action that takes an enemy fighter out of action. Draw up to two power cards.||-||-||-||SSduplicate|
|20||Berserk Charge||Both Fury and Smash symbols are successes when this fighter makes a Charge action.||-||Blooded Saek||-||SSduplicate|
|21||Bloodslick||+1 Defence.||-||Garrek Gorebeard||-||SSduplicate|
1 Fury 3 1Targets adjacent enemy fighters - roll for each.
|24||Frenzy||Roll an extra attack dice when this fighter makes a Charge action.||-||-||?||SSduplicate|
|25||Grisly Trophy||When this fighter takes an enemy fighter out of action, gain 1 additional glory point.||-||Garrek Gorebeard||-||SSduplicate|
|28||Whirlwind of Death||+1 Damage to all Attack actions with a Range of 1 or 2.||-||Karsus the Chained||-||SSduplicate|
|236||Annihilation||Score this in an end phase if all enemy fighters have been taken out of action.||5||-||-||SSduplicate|
|241||Brawl||Score this in an end phase if all friendly fighters (at least three) are adjacent to enemy fighters.||2||-||-||-|
|247||Conquest||Score this in the third end phase if all of your surviving fighters are in your opponent's territory.||2||-||?||SSduplicate|
|253||Denial||Score this in the third end phase if there are no enemy fighters in your territory.||3||-||-||SSduplicate|
|282||Ploymaster||Score this in an end phase if you played three or more ploys in the preceding action phase.||1||-||-||-|
|291||Superior Tactician||Score this in the third end phase if you have scored six or more other objective cards.
|311||Confusion||Choose two fighters that are adjacent to each other and switch them.||-||-||-||SSduplicate||2/56 (3.57%)|
|315||Daylight Robbery||Roll an attack dice. If you roll a Smash or Critical success take one of your opponent's unspent glory points.
|320||Duel of Wits||Reaction: Play this when an opponent plays a ploy. Draw two power cards.||-||-||?||SSduplicate|
|330||Healing Potion||Choose a friendly fighter and roll a defence dice. On a roll of Block or Critical success remove up to two wound tokens from them. Otherwise remove one wound token from them.||-||-||-||SSduplicate|
|342||Momentary Madness||Choose an enemy fighter and roll an attack dice. If you roll a Smash or Critical success make an Attack action with them as if they were a friendly fighter. Fighters do not provide support for this Attack action (in attack or defence).||-||-||?||-|
|349||Rebound||Reaction: Play this during an enemy Attack action that would succeed. Roll a defence dice. On a roll of Dodge or Critical success the attacker suffers the damage, rather than the target, and neither fighter is driven back.||-||-||?||SSduplicate||3/56 (5.36%)|
|360||Sidestep||Choose a friendly fighter and push them one hex.||-||-||-||SSduplicate||14/56 (25%)|
|362||Spoils of Battle||Play an upgrade card. This doesn't cost a glory point.||-||-||-||-|
|369||Trap||Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage.
|374||Acrobatic||If this fighter has a Dodge Defence characteristic or has a Block Defence characteristic but is on Guard, roll an extra defence dice when they are the target of an Attack action.||-||-||?||-|
|375||Army of One||If this fighter is the last friendly fighter on the battlefield, they have +1 Defence and all of their Attack actions have +1 Dice.||-||-||-||SSduplicate|
|376||Awakened Weapon||You can re-roll one attack dice each time this fighter makes an Attack action.
|377||Blessed Armour||When you roll a Critical success for this fighter when they are targeted by an Attack action, remove one wound token from them before any damage is dealt.||-||-||?||-|
|389||Great Fortitude||+1 Wounds.||-||-||-||SSduplicate||17/56 (30.36%)|
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||19/56 (33.93%)|
1 Smash 1 4
1 Smash 2 2When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage.
3 Smash 2 2After a fighter makes this Attack action, discard this upgrade. 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 Block or Critical success they suffer no damage and are not taken out of action, and you discard this upgrade.