| # | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ES5 | Aggressive Defender |
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Score this immediately after a friendly fighter's Attack if the attacker is holding a treasure token. | 1 | - |
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? | - | |||
| ES8 | Hold Treasure Token 3 or 4 |
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Score this in an end phase if a friendly fighter holds treasure token 3 or 4. | 1 | - |
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| ES11 | Iron Grasp |
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Score this in an end phase if your warband holds all of the treasure tokens in a friendly and/or enemy territory. | 2 | - |
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| ES12 | Supremacy |
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Score this in an end phase if 2 or more friendly fighters with a total Bounty characteristic of 3 or more hold treasure tokens. Restricted |
3 | - |
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| ES16 | Settle In |
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Pick a friendly fighter on a feature token. Give that fighter a Guard token. | - | - |
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- | - | |||
| ES17 | 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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- | - | |||
| ES19 | Confusion |
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Pick 2 adjacent fighters. Remove those fighters from the battlefield and then place each in the hex the other was removed from. | - | - |
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- | - | |||
| ES22 | By the Numbers |
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Draw a number of Power cards equal to the number of treasure tokens held by your warband. | - | - |
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| ES24 | Inviolate |
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This fighter cannot be Flanked or Surrounded while they hold a treasure token. | 1 | - |
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| ES26 | Sharp Reflexes |
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This fighter has +1 Save, to a maximum of 2. | 2 | - |
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| ES27 | Brute Momentum |
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This fighter cannot be driven back while they have any Charge tokens. | 1 | - |
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| ES28 | Agile |
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Deft: After you make a Save roll for this fighter, you can immediately re-roll 1 Save dice in that Save roll. | 2 | - |
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| ES29 | Duellist |
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Footwork: Immediately after this fighter has Attacked, you can push this fighter 1 hex. | 1 | - |
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| ES30 | Great Fortitude |
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This fighter has +1 Health. | 2 | - |
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| ES31 | Keen Eye |
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This fighter's melee weapons have +1 Attack dice. | 2 | - |
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| ES32 | Great Strength |
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This fighter's melee weapons have Grievous. | 2 | - |
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| HG1 | Back Off! |
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Score this immediately after a friendly fighter's Attack if the target was pushed into a different territory. | 1 | - |
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| HG3 | Hands Off! |
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Score this immediately after a friendly fighter's Attack if the target was on a feature token and was driven back. | 1 | - |
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| HG4 | Home Advantage |
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Score this immediately after an enemy fighter's failed Attack if the target was a friendly fighter in friendly territory. | 1 | - |
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| HG5 | Lead by Example |
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Score this in an end phase if your leader is in friendly territory and Attacked 2 or more times this battle round. | 2 | - |
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| HG6 | No Business Here |
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Score this immediately after a friendly fighter's Attack if the target was in friendly territory and was Flanked and/or Surrounded. | 1 | - |
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| HG7 | No Trespassers |
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Score this immediately after a friendly fighter's Attack if the target was in friendly territory and was slain. | 1 | - |
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| HG8 | Pinned! |
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Score this in an end phase if an enemy fighter was driven back into an edge hex in friendly territory this battle round. | 3 | - |
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| HG11 | This is Our Turf! |
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Score this in an end phase if there are more friendly fighters with Move and/or Charge tokens in friendly territory than there are enemy fighters with Move and/or Charge tokens in friendly territory. | 1 | - |
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| HG14 | Deny Invaders |
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In the next turn, friendly fighters' weapons have +1 Attack dice while they are in friendly territory. | - | - |
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| HG16 | Keep Them at Bay |
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In the next turn, friendly fighters' melee weapons have +1 Range, to a maximum of 2, for Attacks that target enemy fighters in friendly territory. | - | - |
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| HG17 | Mind Your Step |
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Pick an enemy fighter in friendly territory. Push that fighter up to 2 hexes. That push must end in neutral or enemy territory. | - | - |
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| HG19 | Paths Unknown |
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Pick a friendly fighter in friendly territory. If you are the underdog, you can pick a friendly fighter in enemy territory instead. In the next turn, that fighter cannot be picked to be the target of an Attack. | - | - |
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| HG20 | Poor Footing |
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Pick an enemy fighter in friendly territory and within 1 hex of a feature token. Give that fighter a Move token. | - | - |
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| HG22 | Sidestep |
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Pick a friendly fighter. Push that fighter 1 hex. | - | - |
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| HG27 | Goading Defender |
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This fighter has +1 Save while they are in friendly territory. Discard this card if this fighter is picked to be the target of a Ploy or is damaged. | 2 | - |
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- | - | |||
| HG29 | Hidden Aid |
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Enemy fighters adjacent to this fighter are Flanked. | 1 | - |
|
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