# | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | ||||||
6 | Khorne Cares Not | Score this in an end phase if five or more fighters are out of action. | 2 | - | - | 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 | ||||||
15 | Fuelled by Slaughter | Reaction: Play this after an Attack action or ploy that takes a fighter out of action. A friendly fighter can make an Attack action. | - | - | - | SSduplicate | ||||||
21 | Bloodslick | +1 Defence. | - | Garrek Gorebeard | - | SSduplicate | ||||||
24 | Frenzy | Roll an extra attack dice when this fighter makes a Charge action. | - | - | ? | SSduplicate | ||||||
234 | Advancing Strike | Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action. Restricted |
1 | - | - | - | ||||||
235 | Alone in the Darkness | Score this in an end phase if there are no adjacent fighters on the battlefield. Restricted |
2 | - | - | - | ||||||
236 | Annihilation | Score this in an end phase if all enemy fighters have been taken out of action. | 5 | - | - | SSduplicate | ||||||
247 | Conquest | Score this in the third end phase if all of your surviving fighters are in your opponent's territory. | 2 | - | ? | SSduplicate | 2/37 (5.41%) | |||||
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 | - | ? | - | ||||||
261 | Heroes All | Score this in an end phase if all of your surviving fighters (at least three) are Inspired. | 1 | - | - | - | ||||||
282 | Ploymaster | Score this in an end phase if you played three or more ploys in the preceding action phase. | 1 | - | - | - | ||||||
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 | - | - | - | ||||||
320 | Duel of Wits | Reaction: Play this when an opponent plays a ploy. Draw two power cards. Restricted |
- | - | - | SSduplicate | 10/37 (27.03%) | |||||
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. | - | - | ? | - | ||||||
332 | Illusory Fighter | Choose one of your fighters on the battlefield. Place them on a starting hex in your territory. Restricted |
- | - | - | - | ||||||
334 | Inspiration Strikes | Choose a friendly fighter. They become Inspired. | - | - | ? | - | ||||||
343 | My Turn | 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. Restricted |
- | - | ? | - | ||||||
347 | Quick Thinker | 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. Forsaken |
- | - | - | - | ||||||
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 | ||||||
356 | Shardgale | All fighters suffer 1 damage. | - | - | - | - | ||||||
361 | Spectral Wings | The first fighter to make a Move action in the next activation has +2 Move. | - | - | - | SSduplicate | ||||||
362 | Spoils of Battle | Play an upgrade card. This doesn't cost a glory point. | - | - | - | - | ||||||
369 | Trap | Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage. Restricted |
- | - | ? | - | ||||||
372 | Twist the Knife | 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. Restricted |
- | - | - | - | ||||||
373 | A Destiny to Meet | If this fighter is not out of action at the end of the third action phase, gain 1 additional glory point. Restricted |
- | - | ? | - | ||||||
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. Restricted |
- | - | - | - | ||||||
378 | Concealed Weapon | On a critical hit, this fighter's Attack actions with a Range of 1 have +2 Damage. | - | - | - | - | ||||||
384 | Deathly Fortitude | -2 Move, +2 Wounds. Restricted |
- | - | - | - | ||||||
389 | Great Fortitude | +1 Wounds. | - | - | - | SSduplicate | 17/37 (45.95%) | |||||
391 | Great Strength | +1 Damage to all Attack actions with a Range of 1 or 2. | - | - | - | SSduplicate | 31/37 (83.78%) | |||||
395 | Incredible Strength | +1 Damage to all Attack actions with a Range of 1 or 2. Restricted |
- | - | - | - | ||||||
402 | Legendary Swiftness | +1 Move. | - | - | - | - | ||||||
410 | Shadeglass Dagger | (Errata update) The Grievous 1 keyword replaces the similar ability on this card. 1 Fury 3 3 When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage. Restricted |
- | - | - | - | ||||||
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 |
- | - | ? | - | ||||||
424 | Tethered Spirit | (Errata update) 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 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. Restricted |
- | - | - | - |