| # | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| BL4 | Critical Effort |
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Score this immediately after you make an Attack roll if any of the results was a Critical success. |
1 | - |
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| BL5 | Get Stuck In |
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Score this immediately after a friendly fighter's Attack if the target was in enemy territory. | 1 | - |
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| BL7 | Keep Choppin' |
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Score this in an end phase if your warband Attacked 3 or more times this combat phase. | 1 | - |
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| BL8 | Fields of Blood |
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Score this in an end phase if 4 or more fighters are damaged and/or slain. | 1 | - |
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| BL13 | Determined Effort |
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Play this immediately after you pick a weapon as part of an Attack. That weapon has +1 Attack dice for that Attack. If you are the underdog, that weapon has +2 Attack dice for that Attack instead. | - | - |
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| BL15 | Lure of Battle |
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Pick 1 friendly fighter that is within 2 hexes of another fighter. Push the other fighter 1 hex closer to that friendly fighter. | - | - |
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| BL16 | Sidestep |
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Pick a friendly fighter. Push that fighter 1 hex. | - | - |
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| BL17 | Commanding Stride |
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Push your leader up to 3 hexes. That push must end in a starting hex. | - | - |
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| BL18 | Illusory Fighter |
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Pick a friendly fighter. Remove that fighter from the battlefield, and then place that fighter in an empty starting hex in friendly territory. Restricted |
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| BL20 | Shields Up! |
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Pick a friendly fighter. Give that fighter a Guard token. | - | - |
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| BL22 | Healing Potion |
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Pick a friendly fighter. Heal that fighter. If you are the underdog, you can roll a Save dice. On a Block or Critical success, heal that fighter again. |
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| BL24 | Hidden Aid |
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Enemy fighters adjacent to this fighter are Flanked. | 1 | - |
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| BL25 | Accurate |
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Strike True: After you make an Attack roll for this fighter, you can immediately re-roll 1 Attack dice in that Attack roll. | 1 | - |
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| BL26 | Great Strength |
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This fighter's melee weapons have Grievous. | 2 | - |
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| BL27 | Deadly Aim |
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This fighter's weapons have Ensnare. | 1 | - |
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| BL28 | Sharpened Points |
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This fighter's weapons have Cleave. | 1 | - |
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| BL29 | Duellist |
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Footwork: Immediately after this fighter has Attacked, you can push this fighter 1 hex. | 1 | - |
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| BL31 | Great Fortitude |
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This fighter has +1 Health. | 2 | - |
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| BL32 | Keen Eye |
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This fighter's melee weapons have +1 Attack dice. | 2 | - |
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| RF1 | Aim for the Top |
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Score this in an end phase if the total Bounty characteristic of slain and/or damaged enemy fighters is 4 or more. | 1 | - |
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| RF2 | Arena Mortis |
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Score this in an end phase if all fighters in the same territory have Charge tokens and their total Bounty characteristic is 4 or more. | 2 | - |
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| RF3 | Best Foot Forward |
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Score this immediately after a friendly fighter's successful Attack if that fighter has any Charge tokens and is in enemy territory. | 1 | - |
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| RF4 | Bloodbathed Rampager |
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Score this in an end phase if a friendly fighter has 2 or more Charge tokens. | 1 | - |
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| RF5 | Bloody Momentum |
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Score this in an end phase if 2 or more friendly fighters with a total Bounty characteristic of 4 or more have Charge tokens and are in enemy territory. | 2 | - |
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| RF6 | Frenzied Rush |
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Score this immediately after an Action step if friendly fighters with a total Bounty characteristic of 3 or more have Charge tokens and are in enemy territory. | 1 | - |
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| RF9 | Sally Forth |
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Score this immediately after your opponent's Action step if a friendly fighter with any Charge tokens holds a treasure token in enemy territory. | 1 | - |
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| RF11 | Unrelenting Massacre |
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Score this in an end phase if all fighters have Charge tokens. | 3 | - |
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| RF12 | Vicious Brawl |
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Score this immediately after an Action step if there are 3 or more fighters with Charge tokens adjacent to each other. If you are the underdog, there can be 2 or more fighters instead. | 1 | - |
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| RF13 | Braced |
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Pick a friendly fighter. Give that fighter a Charge token. | - | - |
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| RF14 | Catch Weapon |
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Play this immediately after a fighter's successful Attack. Give that fighter a Charge token. | - | - |
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| RF15 | Diving In |
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Pick a friendly fighter. Push that fighter up to 2 hexes. That push must end adjacent to any fighters with Charge tokens. | - | - |
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| RF22 | Reckless Attitudes |
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Enemy fighters cannot use Core abilities other than the Charge ability in the next Action step. | - | - |
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| RF23 | Bellowing Tyrant |
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Bellow: This fighter can use this Core ability if they have any Charge tokens. Push each other friendly fighter with any Charge tokens up to 2 hexes. Then, pick 1 of those fighters. Remove 1 of that fighter's Charge tokens. | 1 | - |
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| RF28 | Headcase |
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If this fighter has no Charge tokens, instead of playing a Power card in a Power step, you can give this fighter a Charge token. | 0 | - |
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| RF29 | Headlong Charge |
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This fighter has +2 Move while using the Charge ability. | 0 | - |
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