Warhammer World Grand Clash 2019 - 14th place
|243||Change of Tactics||Score this immediately if a friendly fighter on Guard makes a Charge action.
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.
|274||Miraculous Escape||Score this immediately if one of your fighters is the target of an enemy Attack action with a Dice characteristic of 3 or more that fails.||1||-||-||-|
|291||Superior Tactician||Score this in the third end phase if you have scored six or more other objective cards.
|315||Daylight Robbery||Roll an attack dice. If you roll a Smash or Critical success take one of your opponent's unspent glory points.
|318||Distraction||Choose an enemy fighter and push them one hex.||-||-||-||SSduplicate||43/56 (76.79%)|
|331||Hidden Paths||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.||-||-||?||-|
|336||Last Chance||Reaction: Play this during an Attack action that would take a friendly fighter out of action. Roll a defence dice. If the result would not normally be a success for this fighter, ignore the damage from that Attack action on this fighter.
|348||Ready for Action||Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.
|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%)|
|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.||-||-||?||-|
|384||Deathly Fortitude||-2 Move, +2 Wounds.
|L29||Well-guarded||Score this in an end phase if your leader is adjacent to two or more friendly fighters.||1||-||-||-|
|L38||Inspired Command||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.||-||-||-||SSduplicate|
|L42||Quick Advance||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.||-||-||?||-|
|L49||Hero's Mantle||If this fighter is on the battlefield in the third end phase, gain 1 glory point.||-||Leader||-||-|
|N92||Mad Scurry||Score this in an end phase if at least five of your surviving fighters made a Move action in the preceding action phase.||2||-||-||-|
|N317||Extreme Flank||Score this in an end phase if there is a friendly fighter on an edge hex and another friendly fighter on an edge hex on the opposite edge of the battlefield to the first fighter. Where there is more than one opposite edge, it must be the furthest of these edges.
|N319||Fired Up||Score this in an end phase if at least one surviving friendly fighter is Inspired.||1||-||-||-|
|N340||Keep Them Guessing||(Errata update) Score this in an end phase if your warband made at least four different actions from the following list in the preceding action phase: Move (other than as part of a Charge), Attack (other than as part of a Charge), Charge, Guard, another action on a fighter card (other than a reaction).
|N347||Martyred||Score this immediately if the first fighter taken out of action in this round is a friendly fighter.||1||-||?||-|
|N374||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||NVduplicate|
|N385||What Armour?||Score this immediately if a friendly fighter's Attack action with Cleave succeeds.||1||-||-||-|
|N389||Abasoth's Withering||Gambit Spell (Channel): If this spell is cast, choose an enemy fighter within four hexes of the caster. That fighter has -1 Wounds (to a minimum of 1). This spell persists until that fighter is out of action.||-||-||?||-|
|N400||Centre of Attention||(Errata update) Choose a fighter and push all other fighters that are within 2 hexes 1 hex so that they are closer to that fighter in an order you choose.||-||-||-||NVduplicate|
|N499||Faneway Crystal||When this fighter makes a Move action, they do not move normally. Instead, place them on any objective token, then discard this card. It is still considered to be a Move action.||-||-||?||-|
|N503||Gloryseeker||+1 Damage to this fighter's Attack actions that target a fighter with a Wounds characteristic of 4 or more.||-||-||-||NVduplicate|
|N506||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||NVduplicate||19/56 (33.93%)|
1 Smash 2 2When a fighter makes this Attack action, choose Cleave or Knockback 1. This Attack action has that rule in this activation.
|N529||Potion of Rage||Reaction: During this fighter's Attack action, before any dice are rolled, discard this card. The Attack action has +2 Dice until the action is resolved.||-||-||?||-|
|N543||Sudden Growth||-2 Move (to a minimum of 0), +2 Wounds.||-||-||-||-|
|N546||Tome of Glories||Katophrane Tome
Action: If this fighter is holding an objective, gain 1 glory point. Place a Charge token next to this fighter.