Faction
- The Farstriders
Card sets (8)
Organised play
1 | 10 - NOT VALID
Objectives (12)


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Total glory - 17
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5 |
1
Gambits (10)


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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: When does the fighter suffer damage as a result of Shattering Terrain – before or after they are moved? If the damage would take a fighter out of action, in which hex would that happen, the starting or ending hex?
A: After they are moved – if the damage would take them out of action, this happens in the ending hex.
Q: If a fighter from Ironskull’s Boyz who is not Inspired makes a Charge action after Shattering Terrain has been played, do they suffer damage (and therefore become Inspired) after finishing the whole Charge action, or after the Move action and before the Attack action?
A: They are damaged (and therefore Inspired) after their Move action and before their Attack action.
Q: Who gains a glory point if a fighter is taken out of action as a result of Shattering Terrain?
A: In a two-player game, when a player’s fighter is taken out of action their opponent gains a glory point. In a three- or four-player game, if you play Shattering Terrain and the damage it deals takes an enemy fighter out of action, you gain a glory point; if it takes one of your own fighters out of action, no one gains a glory point.
Q: How much damage does a fighter driven back by an Attack action with Knockback suffer from Shattering Terrain, if it is in effect?
A: 1 damage.
Q: If a fighter both moves and is pushed while Shattering Terrain is in effect, how much damage do they suffer, and when?
A: They suffer 1 damage after the first move or push. They do not suffer any damage for subsequent moves or pushes in the same activation.
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 (10)


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- 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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211 | Ranger Strike |
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Score this immediately if your warband has taken two or more fighters out of action in this phase | 1 | - |
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215 | Lightning Blow |
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The first Attack action in the next activation has +1 Damage | - | - |
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218 | Rangers, Advance |
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Choose two friendly fighters and push them one hex | - | - |
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219 | Rapid Volley |
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Reaction: Play this after a friendly fighter's Boltstorm Pistol or Overcharged Boltstorm Pistol Attack action. That fighter can make another Boltstorm Pistol or Overcharged Boltstorm Pistol Attack action that targets the same fighter | - | - |
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225 | Flashing Handaxe |
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- | Sanson Farstrider |
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227 | Lone Warrior |
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Rolls of ![]() |
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228 | Overcharged Boltstorm Pistol |
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229 | Sharp Eyes |
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This fighter's Attack actions gain Cleave | - | Almeric Eagle-Eye |
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232 | Well-timed Lunge |
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- | Elias Swiftblade |
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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%) | |
243 | Change of Tactics |
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Restricted Score this immediately if a friendly fighter on Guard makes a Charge action |
1 | - |
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- | - | 13/33 (39.39%) | |
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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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%) | |
263 | Hold Objective 1 |
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Score this in an end phase if you are holding objective 1 | 1 | - |
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264 | Hold Objective 2 |
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Score this in an end phase if you are holding objective 2 | 1 | - |
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265 | Hold Objective 3 |
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Score this in an end phase if you are holding objective 3 | 1 | - |
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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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291 | Superior Tactician |
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Score this in the third end phase if you have scored six or more other objective cards | 3 | - |
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- | - | 24/33 (72.73%) | |
298 | The Bigger They Are |
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Score this immediately if a friendly fighter takes an enemy fighter out of action with an Attack action that had a Damage characteristic of 1 | 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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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%) | |
357 | Shattering Terrain |
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Any fighters that make a Move action, are pushed or are driven back in the next activation suffer 1 damage | - | - |
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? | - | 2/33 (6.06%) | |
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%) | |
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%) | |
393 | Helpful Whispers |
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Restricted If this fighter has no adjacent friendly fighters, rolls of ![]() |
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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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433 | Trusted Defender |
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You can re-roll one defence dice for this fighter when they are the target of an Attack action | - | - |
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- | - | 2/33 (6.06%) | |
L16 | Raptor Strike |
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Choose an enemy fighter within four hexes of your leader. They take 1 damage | - | - |
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L38 | Inspired Command |
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Choose a friendly fighter (other than your leader) and push them up to one hex or put them on Guard. You can only play this if your leader is on the battlefield | - | - |
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- | - | 3/33 (9.09%) | |
L56 | Rising to the Challenge |
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If your leader is out of action, this fighter has +1 Wounds and the Attack actions on their fighter card have +1 Dice | - | - |
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