AdeptiCon 2018 Grand Clash - 10th 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|
|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|
|10||Blood Offering||Choose a friendly fighter. They suffer 1 damage. Roll two extra attack dice for their first Attack action in the next activation.||-||-||-||SSduplicate|
|21||Bloodslick||+1 Defence.||-||Garrek Gorebeard||-||SSduplicate|
|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|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.
|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|
|284||Precise Use of Force||Score this immediately if a friendly fighter makes a successful Attack action that deals exactly enough damage to take their target out of action.
|292||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||SSduplicate|
|318||Distraction||Choose an enemy fighter and push them one hex.||-||-||-||SSduplicate||43/56 (76.79%)|
|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||2/56 (3.57%)|
|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.
|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).||-||-||?||-|
|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%)|
|360||Sidestep||Choose a friendly fighter and push them one hex.||-||-||-||SSduplicate||15/56 (26.79%)|
|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.||-||-||?||-|
|376||Awakened Weapon||You can re-roll one attack dice each time this fighter makes an Attack action.
|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||26/56 (46.43%)|
|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.||-||-||-||-|
1 Smash 2 3When this Attack action is successful, 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.