Warhammer Underworlds Masters Germany - 9th place
|62||March of the Dead||Score this in an end phase if all of your surviving fighters (at least five) made a Move action in the preceding action phase.||2||-||?||-|
|65||Skills Unforgotten||Score this immediately if your leader takes an enemy fighter out of action.||1||-||-||-|
|73||Restless Dead||Place one friendly fighter that is out of action, other than the Sepulchral Warden, on a starting hex in your territory. Give that fighter one Raise counter.||-||-||-||-|
|76||Terrifying Screams||Choose an enemy fighter and push them one hex.||-||-||-||-|
|77||The Necromancer Commands||Reaction: Play this after a friendly fighter's Attack action that fails. Make the Attack action again.||-||-||?||-|
|80||Deathly Charge||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.||-||The Champion||?||-|
1 Smash 2 2Reaction: Make this Attack action during an Attack action that takes this fighter out of action, before they are removed from the battlefield. It must target their attacker.
|83||Frightening Speed||+2 Move.||-||The Harvester, The Champion, The Prince of Dust||-||-|
2 Smash 2 3
|-||The Sepulchral Warden||-||-|
|250||Crushing Force||Score this immediately if a friendly fighter makes a successful attack that deals at least twice as much damage as is needed to take their target out of action.||1||-||-||-|
|254||Determined Defender||Score this in an end phase if the same friendly fighter has held the same objective at the end of two consecutive action phases.||1||-||-||-|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.
|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|
|278||Our Only Way Out||Score this in an end phase if you hold three or more objectives.||2||-||-||-|
|282||Ploymaster||Score this in an end phase if you played three or more ploys in the preceding action phase.||1||-||-||-|
|296||Tactical Supremacy 1-2||Score this in an end phase if you hold objectives 1 and 2.||2||-||-||SSduplicate|
|297||Tactical Supremacy 3-4||Score this in an end phase if you hold objectives 3 and 4.||2||-||-||SSduplicate|
|318||Distraction||Choose an enemy fighter and push them one hex.||-||-||?||SSduplicate|
|320||Duel of Wits||Reaction: Play this when an opponent plays a ploy. Draw two power cards.
|321||Earthquake||Push all fighters one hex. You must push them all in the same direction. Any that cannot be pushed this way are not pushed.
|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.||-||-||?||-|
|348||Ready for Action||Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.
|354||Second Wind||(Errata update) Choose a friendly fighter that has one or more Charge tokens. In the next activation, treat the chosen fighter as if they had one fewer Charge tokens than they have, and one more Move token than they have.||-||-||?||-|
|369||Trap||Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage.
3 Fury 3 1
|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.||-||-||-||-|
|416||Shardcaller||At the beginning of each action phase, you can switch an objective held by this fighter with any other objective.||-||-||-||SSduplicate|
|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.
|427||The Formless Key||If this fighter is holding an objective in the third end phase, score 1 glory point.||-||-||-||SSduplicate|
|N374||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||NVduplicate|
|N446||Sidestep||Choose a friendly fighter and push them one hex.||-||-||-||NVduplicate||8/24 (33.33%)|
|N506||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||NVduplicate||22/24 (91.67%)|