Faction

The Farstriders - The Farstriders


Card sets (11)

Sepulchral Guard expansionIronskull's Boyz expansionThe Chosen Axes expansionSpiteclaw's Swarm expansionMagore's Fiends expansionThe Farstriders expansionLeadersNightvault core setZarbag's Gitz expansionGarrek's Reavers expansionSteelheart's Champions expansion


Organised play

2 | 10 - NOT VALID

Objectives (12)

The Farstriders expansion - Brave but Cautious (1)
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Spiteclaw's Swarm expansion - Alone in the Darkness (2)
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Sepulchral Guard expansion - Bloodless (1)
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The Farstriders expansion - Change of Tactics (1)
  • FAQ:

    Q: When is Change of Tactics scored?


    A: After the Charge action has been resolved.


    Current as of official Nightvault Designer's Commentary, February 2019


The Farstriders expansion - Complete Victory (3)
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The Farstriders expansion - Concerted Attack (1)
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The Farstriders expansion - Defensive Strike (1)
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Spiteclaw's Swarm expansion - Escalation (2)
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Ironskull's Boyz expansion - Ploymaster (1)
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The Farstriders expansion - Skirting Danger (1)
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Ironskull's Boyz expansion - Superior Tactician (3)
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The Chosen Axes expansion - Unbroken Wall (1)
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Total glory - 18
3 | 0 | 7 | 2

Gambits (12)

The Farstriders expansion - Rangers, Advance
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Ironskull's Boyz expansion - Duel of Wits
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The Farstriders expansion - Great Concussion
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Magore's Fiends expansion - Hidden Paths
  • FAQ:

    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.


    Q: If my fighter hasn’t made a Move action but has one or more Move tokens (e.g. if they were chosen by Transfixing Stare), can I still use Hidden Paths on them?


    A: Yes.


    Current as of official Nightvault Designer's Commentary, February 2019


Magore's Fiends expansion - Invisible Walls
  • FAQ:

    Q: How does Spectral Wings interact with Invisible Walls?


    A: If both of these cards are played in the same power step, in any order, the first fighter to make a Move action in the next activation has a Move characteristic of 3.


    Current as of official Nightvault Designer's Commentary, February 2019


Magore's Fiends expansion - My Turn
  • FAQ:

    Q: Can my opponent drive my fighter back with an Attack action before I make the reaction on My Turn?


    A: Yes. The reaction on My Turn happens after an Attack action, and if a fighter is driven back as part of an Attack action this happens during that Attack action.


    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.


    Q: Can the damage that a wizard suffers when there are two or more Critical Hit symbols in their casting roll trigger the reaction on My Turn?


    A: If the spell they were attempting to cast was a spell Attack action, then yes. My Turn would be resolved after the spell is cast or after the spell fails.


    Q: I play My Turn, and push my fighter one hex, preparing to take an Attack action as granted by the card. My opponent plays Mirror Move – does the push granted by Mirror Move occur before or after the attack from My Turn?


    A: Before – it is a reaction to the push, and the push is completed before the Attack action.


    Current as of official Nightvault Designer's Commentary, February 2019


The Farstriders expansion - Quick Thinker
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Leaders - Raptor Strike
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Leaders - Quick Advance
  • FAQ:

    Q: When I play Quick Advance, do I have to be able to choose two friendly fighters other than my leader, and do I have to push them if I play the card?


    A: You do not have to be able to choose two friendly fighters other than your leader to play the card – you can play this card even if the only friendly fighter on the battlefield is your leader. When you play the card, you can choose to push the chosen fighters 0 hexes.


    Current as of official Nightvault Designer's Commentary, February 2019


Garrek's Reavers expansion - Aggressive Defence
  • FAQ:

    Q: If I play Aggressive Defence during an Attack action, and a player plays a reaction (like Tireless Assault) after that Attack action, which is resolved first – my Attack action, or the reaction?


    A: If Aggressive Defence is played during an Attack action, and a reaction (such as Tireless Assault) is played after that Attack action, the reaction is resolved first, then the Attack action from Aggressive Defence is resolved (if that Attack action can still be resolved).


    Current as of official Nightvault Designer's Commentary, February 2019


Steelheart's Champions expansion - Baffling Illusion
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Zarbag's Gitz expansion - Mirror Move
  • FAQ:

    Q: If I use this as a reaction to Earthquake, what happens?


    A: All of the pushes made during Earthquake are made simultaneously. After those pushes, you can play Mirror Move to choose any fighter and push them one hex.


    Q: Can I play Mirror Move when a fighter from my opponent’s warband drives a fighter back during an Attack action?


    A: Yes. When you play Mirror Move in this way, it uses the same reaction window as Trap.


    Current as of official Nightvault Designer's Commentary, February 2019


Upgrades (12)

The Farstriders expansion - Flashing Handaxe
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The Farstriders expansion - Furious Blow
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The Farstriders expansion - Overcharged Boltstorm Pistol
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The Farstriders expansion - Sharp Eyes
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The Farstriders expansion - Well-timed Lunge
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The Farstriders expansion - A Destiny to Meet
  • FAQ:

    Q: When do I score the glory point from A Destiny to Meet?


    A: At the end of the last action phase, before the third end phase.


    Current as of official Nightvault Designer's Commentary, February 2019


Spiteclaw's Swarm expansion - Awakened Weapon
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Sepulchral Guard expansion - Helpful Whispers
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The Farstriders expansion - Incredible Strength
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Zarbag's Gitz expansion - Fighter's Ferocity
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Nightvault core set - Great Fortitude
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Nightvault core set - Great Strength
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# Name Name Faction Type Description Glory Restrictions Set FAQ Tags TDC
205 Brave but Cautious The Farstriders Objective Score this in an end phase if you have at least one surviving fighter and none of your fighters suffered any damage in the preceding action phase 1 - The Farstriders expansion - -
218 Rangers, Advance The Farstriders Ploy Choose two friendly fighters and push them one hex - - The Farstriders expansion - -
225 Flashing Handaxe The Farstriders Upgrade

Hex 1 Hammer 2 Damage 3
Cleave

- Sanson Farstrider The Farstriders expansion - -
226 Furious Blow The Farstriders Upgrade Reaction: During an Attack action that targets this fighter and has failed, this fighter cannot be driven back and can make an Attack action. It must target the attacker - Almeric Eagle-Eye The Farstriders expansion - -
228 Overcharged Boltstorm Pistol The Farstriders Upgrade

Hex 3 Hammer 3 Damage 1
Cleave

- - The Farstriders expansion - -
229 Sharp Eyes The Farstriders Upgrade This fighter's Attack actions gain Cleave - Almeric Eagle-Eye The Farstriders expansion - -
232 Well-timed Lunge The Farstriders Upgrade

Hex 1 Hammer 2 Damage 3
Cleave

- Elias Swiftblade The Farstriders expansion - -
235 Alone in the Darkness Universal Objective
Restricted
Score this in an end phase if there are no adjacent fighters on the battlefield
2 - Spiteclaw's Swarm expansion - - 8/32 (25%)
240 Bloodless Universal Objective Score this in an end phase if no fighter suffered any damage in the preceding action phase 1 - Sepulchral Guard expansion - -
243 Change of Tactics Universal Objective
Restricted
Score this immediately if a friendly fighter on Guard makes a Charge action
1 - The Farstriders expansion ? - 13/32 (40.63%)
245 Complete Victory Universal Objective Score this in the third end phase if none of your fighters are out of action 3 - The Farstriders expansion - -
246 Concerted Attack Universal Objective Score this immediately if three or more friendly fighters made an Attack action against the same enemy fighter in this phase. (Able to be scored if you draw this card after the condition was met) 1 - The Farstriders expansion - -
252 Defensive Strike Universal Objective
Restricted
Score this immediately when your warband takes an enemy fighter standing in your territory out of action
1 - The Farstriders expansion - -
257 Escalation Universal Objective
Restricted
Score this in an end phase if three or more upgrade cards were played in the preceding action phase
2 - Spiteclaw's Swarm expansion - - 28/32 (87.5%)
282 Ploymaster Universal Objective Score this in an end phase if you played three or more ploys in the preceding action phase 1 - Ironskull's Boyz expansion - - 4/32 (12.5%)
289 Skirting Danger Universal Objective Score this in an end phase if all surviving friendly fighters (at least two) are on edge hexes 1 - The Farstriders expansion - - 2/32 (6.25%)
291 Superior Tactician Universal Objective
Restricted
Score this in the third end phase if you have scored six or more other objective cards
3 - Ironskull's Boyz expansion - - 14/32 (43.75%)
303 Unbroken Wall Universal Objective Score this in an end phase if all surviving friendly fighters (at least three) are in a single group with each friendly fighter adjacent to another friendly fighter 1 - The Chosen Axes expansion - -
320 Duel of Wits Universal Ploy Reaction: Play this when an opponent plays a ploy. Draw two power cards - - Ironskull's Boyz expansion - - 6/32 (18.75%)
329 Great Concussion Universal Ploy
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
- - The Farstriders expansion - -
331 Hidden Paths Universal Ploy 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 - - Magore's Fiends expansion ? - 20/32 (62.5%)
335 Invisible Walls Universal Ploy All fighters' Move characteristics are reduced to 1 for the next activation - - Magore's Fiends expansion ? -
343 My Turn Universal Ploy
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
- - Magore's Fiends expansion ? - 13/32 (40.63%)
347 Quick Thinker Universal Ploy
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
- - The Farstriders expansion - -
373 A Destiny to Meet Universal Upgrade
Restricted
If this fighter is not out of action at the end of the third action phase, gain 1 additional glory point
- - The Farstriders expansion ? -
376 Awakened Weapon Universal Upgrade
Restricted
You can re-roll one attack dice each time this fighter makes an Attack action
- - Spiteclaw's Swarm expansion - - 7/32 (21.88%)
393 Helpful Whispers Universal Upgrade
Restricted
If this fighter has no adjacent friendly fighters, rolls of Single Support are a success when they make an Attack action
- - Sepulchral Guard expansion - -
395 Incredible Strength Universal Upgrade
Restricted
+1 Damage to all Attack actions with a Range of 1 or 2
- - The Farstriders expansion - - 3/32 (9.38%)
L16 Raptor Strike The Farstriders Ploy Choose an enemy fighter within four hexes of your leader. They take 1 damage - - Leaders - -
L42 Quick Advance Universal Ploy Choose up to two friendly fighters (other than your leader) and push each of them up to one hex. You can only play this if your leader is on the battlefield - - Leaders ? - 5/32 (15.63%)
N391 Aggressive Defence Universal Ploy Reaction: Play this during an Attack action that targets a friendly fighter, before the attack roll. You cannot make a defence roll, but the target of the Attack action cannot be driven back. After the Attack action, if the friendly fighter survives, immediately make an attack action with that fighter that targets their attacker - - Garrek's Reavers expansion ? - 9/32 (28.13%)
N397 Baffling Illusion Universal Ploy The first time a fighter would make a Move action in the next activation, their player instead Scatters X from the hex that fighter occupies, and pushes the fighter along the chain to the end hex. X is the fighter's Move characteristic. If the fighter cannot be pushed into a hex, the push ends in the last hex in the chain they can occupy. Place a Move token next to that fighter - - Steelheart's Champions expansion - -
N432 Mirror Move Universal Ploy Reaction: Play this after an opponent pushes a fighter. Choose a different fighter and push them the same number of hexes - - Zarbag's Gitz expansion ? - 4/32 (12.5%)
N501 Fighter's Ferocity Universal Upgrade If you score a critical hit when making an Attack action with this fighter, that Attack action has +1 Damage - - Zarbag's Gitz expansion - -
N504 Great Fortitude Universal Upgrade +1 Wounds - - Nightvault core set - NVduplicate 19/32 (59.38%)
N506 Great Strength Universal Upgrade +1 Damage to all Attack actions with a Range of 1 or 2 - - Nightvault core set - NVduplicate 28/32 (87.5%)