Faction

Garrek's Reavers - Garrek's Reavers


Card sets (7)

Core setSepulchral Guard expansionIronskull's Boyz expansionThe Chosen Axes expansionSpiteclaw's Swarm expansionMagore's Fiends expansionThe Farstriders expansion


Organised play

1 | 15 - NOT VALID

Objectives (12)

Core set - Blood for the Blood God! (1)
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Core set - Khorne Cares Not (2)
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Core set - Let the Blood Flow (2)
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The Farstriders expansion - Advancing Strike (1)
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Spiteclaw's Swarm expansion - Alone in the Darkness (2)
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Core set - Annihilation (5)
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Core set - Conquest (2)
  • FAQ:

    Q: Can I score Conquest if all of my fighters are out of action?


    A: No.


    Current as at official Nightvault Designer's Commentary, November 2018


Core set - Denial (3)
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Spiteclaw's Swarm expansion - Escalation (2)
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The Farstriders expansion - Heroes All (1)
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Ironskull's Boyz expansion - Ploymaster (1)
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The Chosen Axes expansion - Precise Use of Force (1)
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Total glory - 23
4 | 0 | 6 | 2

Gambits (14)

Core set - Fuelled by Slaughter
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Ironskull's Boyz expansion - Duel of Wits
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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.


    Current as at official Nightvault Designer's Commentary, November 2018


Sepulchral Guard expansion - Illusory Fighter
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The Farstriders expansion - Inspiration Strikes
  • FAQ:

    Q: Can I play Inspiration Strikes on a fighter that is already Inspired?


    A: Yes.


    Current as at official Nightvault Designer's Commentary, November 2018


Magore's Fiends expansion - My Turn
  • FAQ:

    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.


    Current as at official Nightvault Designer's Commentary, November 2018


The Farstriders expansion - Quick Thinker
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The Chosen Axes expansion - Ready for Action
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Spiteclaw's Swarm expansion - Rebound
  • FAQ:

    Q: Who has dealt the damage dealt by Rebound?


    A: The damage is dealt by the warband of the player who played Rebound.


    Current as at official Nightvault Designer's Commentary, November 2018


The Farstriders expansion - Shardgale
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The Farstriders expansion - Spectral Wings
  • FAQ:

    Q: Can Spectral Wings add 2 to a fighter’s Move action made as part of a Charge action?


    A: Yes.


    Current as at official Nightvault Designer's Commentary, November 2018


Spiteclaw's Swarm expansion - Spoils of Battle
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The Chosen Axes expansion - Trap
  • FAQ:

    Q: If a fighter is taken out of action by Trap, does that happen before or after they are driven back?


    A: After.


    Q: If a fighter is driven back by an Attack action that was not successful, and then Trap is played to deal damage to that fighter, is the Attack action considered to be successful?


    A: No. The damage is dealt by the ploy, not the Attack action.


    Q: I make an Attack action with my fighter, and after the dice are rolled it is determined that the Attack action is successful and will cause damage. My opponent plays Rebound as a reaction, but fails the roll so nothing happens. We continue to resolve the Attack action: my fighter deals the damage, and I choose to drive the target fighter back. Can I now play the Trap reaction?


    A: Yes. The trigger for Trap is after the fighter is driven back, which is a different trigger to when the Attack action is determined to be successful or not.


    Current as at official Nightvault Designer's Commentary, November 2018


The Farstriders expansion - Twist the Knife
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Upgrades (14)

Core set - Bloodslick
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Core set - Frenzy
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The Farstriders expansion - A Destiny to Meet
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Spiteclaw's Swarm expansion - Acrobatic
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Spiteclaw's Swarm expansion - Awakened Weapon
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The Farstriders expansion - Concealed Weapon
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Magore's Fiends expansion - Deathly Fortitude
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Core set - Great Fortitude
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Core set - Great Strength
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The Farstriders expansion - Incredible Strength
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Ironskull's Boyz expansion - Legendary Swiftness
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Magore's Fiends expansion - Shadeglass Dagger
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Sepulchral Guard expansion - Soultrap
  • FAQ:

    Q: Can Soultrap still be used if the attacking player used Twist the Knife?


    A: Yes. Twist the Knife is used when it is determined that the Attack action will succeed, to increase the amount of damage the Attack action deals. Soultrap is used when the fighter is taken out of action (so when the damage is dealt).


    Q: Can Soultrap still be used if either player used Rebound?


    A: Yes. Rebound is used when it is determined that the Attack action would succeed. Soultrap is used when the fighter is taken out of action (so when the damage is dealt).


    Q: If an enemy fighter would be taken out of action by my fighter’s Attack action, but my opponent uses Soultrap or Last Chance so that they are not taken out of action, can I still drive that fighter back?


    A: Yes


    Q: Can any combination of the reactions on Last Chance, Last Lunge and Soultrap be made during the same Attack action?


    A: No.


    Current as at official Nightvault Designer's Commentary, November 2018


Magore's Fiends expansion - Tethered Spirit
  • Description:
    (Errata update) Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a Shield or Critical Hit place them on any starting hex in your territory, ignore the damage and discard this upgrade (they cannot be driven back). If you cannot, they are taken out of action
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# Name Name Faction Type Description Glory Restrictions Set FAQ Tags
2 Blood for the Blood God! Garrek's Reavers Objective Score this immediately if three or more of your fighters made a Charge action in this phase 1 - Core set - SSduplicate
6 Khorne Cares Not Garrek's Reavers Objective Score this in an end phase if five or more fighters are out of action 2 - Core set - SSduplicate
8 Let the Blood Flow Garrek's Reavers Objective Score this immediately if three or more of your fighters made a successful Attack action in this phase 2 - Core set - SSduplicate
15 Fuelled by Slaughter Garrek's Reavers Ploy Reaction: Play this after an Attack action or ploy that takes a fighter out of action. A friendly fighter can make an Attack action - - Core set - SSduplicate
21 Bloodslick Garrek's Reavers Upgrade +1 Defence - Garrek Gorebeard Core set - SSduplicate
24 Frenzy Garrek's Reavers Upgrade Roll an extra attack dice when this fighter makes a Charge action - - Core set - SSduplicate
234 Advancing Strike Universal Objective
Restricted
Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action
1 - 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 - -
236 Annihilation Universal Objective Score this in an end phase if all enemy fighters have been taken out of action 5 - Core set - SSduplicate
247 Conquest Universal Objective Score this in the third end phase if all of your surviving fighters are in your opponent's territory 2 - Core set ? SSduplicate
253 Denial Universal Objective Score this in the third end phase if there are no enemy fighters in your territory 3 - Core set - SSduplicate
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 - -
261 Heroes All Universal Objective Score this in an end phase if all of your surviving fighters (at least three) are Inspired 1 - The Farstriders expansion - -
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 - -
284 Precise Use of Force Universal Objective
Restricted
Score this immediately if a friendly fighter makes a successful Attack action that deals exactly enough damage to take their target out of action
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 - -
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 ? -
332 Illusory Fighter Universal Ploy
Restricted
Choose one of your fighters on the battlefield. Place them on a starting hex in your territory
- - Sepulchral Guard expansion - -
334 Inspiration Strikes Universal Ploy Choose a friendly fighter. They become Inspired - - The Farstriders 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 ? -
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 - -
348 Ready for Action Universal Ploy
Restricted
Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action
- - The Chosen Axes expansion - -
349 Rebound Universal Ploy Reaction: Play this during an enemy Attack action that would succeed. Roll a defence dice. On a roll of Dodge or Critical Hit the attacker suffers the damage, rather than the target, and neither fighter is driven back - - Spiteclaw's Swarm expansion ? -
356 Shardgale Universal Ploy All fighters suffer 1 damage - - The Farstriders expansion - -
361 Spectral Wings Universal Ploy The first fighter to make a Move action in the next activation has +2 Move - - The Farstriders expansion ? -
362 Spoils of Battle Universal Ploy Play an upgrade card. This doesn't cost a glory point - - Spiteclaw's Swarm expansion - -
369 Trap Universal Ploy
Restricted
Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage
- - The Chosen Axes expansion ? -
372 Twist the Knife Universal Ploy
Restricted
Reaction: Play this during a friendly fighter's Attack action that has a Range of 1 and will succeed. It has +1 Damage for that Attack action
- - 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 - -
374 Acrobatic Universal Upgrade If this fighter has a Dodge Defence characteristic or has a Shield Defence characteristic but is on Guard, roll an extra defence dice when they are the target of an Attack action - - Spiteclaw's Swarm 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 - -
378 Concealed Weapon Universal Upgrade On a critical hit, this fighter's Attack actions with a Range of 1 have +2 Damage - - The Farstriders expansion - -
384 Deathly Fortitude Universal Upgrade -2 Move, +2 Wounds - - Magore's Fiends expansion - -
389 Great Fortitude Universal Upgrade +1 Wounds - - Core set - SSduplicate
391 Great Strength Universal Upgrade +1 Damage to all Attack actions with a Range of 1 or 2 - - Core set - SSduplicate
395 Incredible Strength Universal Upgrade
Restricted
+1 Damage to all Attack actions with a Range of 1 or 2
- - The Farstriders expansion - -
402 Legendary Swiftness Universal Upgrade +1 Move - - Ironskull's Boyz expansion - -
410 Shadeglass Dagger Universal Upgrade
Restricted

Hex 1 Sword 3 Damage 3

When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage
- - Magore's Fiends expansion - -
420 Soultrap Universal Upgrade
Restricted
Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a Shield or Critical Hit they suffer no damage and are not taken out of action, and you discard this upgrade
- - Sepulchral Guard expansion ? -
424 Tethered Spirit Universal Upgrade
Restricted
(Errata update) Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a Shield or Critical Hit place them on any starting hex in your territory, ignore the damage and discard this upgrade (they cannot be driven back). If you cannot, they are taken out of action
- - Magore's Fiends expansion - -