# | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | - | - | ||||||
113 | 'Eadbutt | 1 Smash 2 2 If this Attack action succeeds, the target cannot be activated for the rest of the phase. |
- | Gurzag Ironskull | - | - | ||||||
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. Restricted |
2 | - | ? | - | ||||||
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. Restricted |
1 | - | - | - | ||||||
291 | Superior Tactician | Score this in the third end phase if you have scored six or more other objective cards. Restricted |
3 | - | - | - | ||||||
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. Restricted |
- | - | - | SSduplicate | 4/44 (9.09%) | |||||
320 | Duel of Wits | Reaction: Play this when an opponent plays a ploy. Draw two power cards. Restricted |
- | - | - | SSduplicate | 11/44 (25%) | |||||
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. Forsaken |
- | - | - | - | ||||||
339 | Mighty Swing | (Errata update) The Scything keyword replaces the similar ability on this card. Your first Attack action with a Range characteristic of 1 in the next activation targets all adjacent enemy fighters. Roll for each. |
- | - | ? | SSduplicate | 11/44 (25%) | |||||
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. Restricted |
- | - | ? | - | ||||||
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 | ||||||
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 | 37/44 (84.09%) | |||||
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. Restricted |
- | - | ? | - |