AdeptiCon 2018 Grand Clash - 18th place
|90||Call of the Waaagh!||Score this immediately if three or more of your fighters made a Charge action this phase. (Able to be scored if you draw this card after the condition was met).||1||-||-||-|
|97||'Avin' a Good Time||Choose a fighter and roll an attack dice. If you roll a Smash or Critical success the can make an Attack action.||-||-||-||-|
|101||Kunnin' But Brutal||Reaction: Play this after a friendly fighter's Move action. That fighter can make an Attack action. You cannot play this during a Charge action.||-||-||-||-|
|107||'Ard Head||When this fighter suffers damage, reduce that damage by 1 to a minimum of 1.||-||Hakka, Basha||-||-|
1 Smash 2 2If this Attack action succeeds, the target cannot be activated for the rest of the phase.
|115||Unkillable||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.||-||Gurzag Ironskull||-||-|
|116||Waaagh!||This fighter's Attack actions with a Range of 1 or 2 have +1 Damage in a phase in which they make a Charge action.||-||-||-||-|
|239||Blooded||Score this in an end phase if all of your surviving fighters (at least three) have at least one wound token.||1||-||-||-|
|253||Denial||Score this in the third end phase if there are no enemy fighters in your territory.||3||-||-||SSduplicate|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.
|259||Flawless Strategy||Score this in an end phase if you scored two or more other objective cards in this phase.||1||-||-||-|
|260||Geared for War||Score this in an end phase if each of your surviving fighters (at least three) has at least one upgrade.||1||-||-||-|
|272||Master of War||Score this in an end phase if you scored an objective card, played a ploy card and played an upgrade card in this round.||1||-||-||-|
|277||No Remorse||Score this immediately if one of your fighters takes an enemy fighter out of action with an Attack action with a Damage characteristic greater than the target's Wounds characteristic.||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.
|291||Superior Tactician||Score this in the third end phase if you have scored six or more other objective cards.
|293||Swift Advance||Score this in an end phase if all of your surviving fighters are in enemy territory.||1||-||-||-|
|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|
|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.
|339||Mighty Swing||Your first Attack action with a Range characteristic of 1 in the next activation targets all adjacent enemy fighters. Roll for each.||-||-||?||SSduplicate|
|345||On Your Feet||Reaction: Play this during an Attack action or ploy that would take a friendly fighter out of action, when there is a friendly fighter adjacent to them. Roll a defence dice. On a roll of Block or Critical success the fighter does not suffer damage and is not taken out of action.||-||-||-||-|
|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%)|
|362||Spoils of Battle||Play an upgrade card. This doesn't cost a glory point.||-||-||-||-|
|387||Flickering Image||Reaction: After an Attack action made by this fighter that scores a critical hit, you can push them up to two hexes.||-||-||?||-|
|390||Great Speed||+1 Move.||-||-||-||SSduplicate|
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||19/56 (33.93%)|
|404||Light-footed||Reaction: During an Attack action that could drive this fighter back (whether or not your opponent chose to), you can instead push them one hex.||-||-||-||-|
|417||Shifting Image||Reaction: After any Attack action in which you roll a Critical success for this fighter (with an attack or defence dice), you can push this fighter one hex.||-||-||-||-|
|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.