| # | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ES1 | Sally Forth |
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Score this immediately after your opponent's Action step if a friendly fighter with any Charge tokens hold a treasure token in enemy territory. | 1 | - |
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| ES3 | Step by Step |
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Score this immediately after your opponent's Action step if a friendly fighter with any Move tokens holds a treasure token in enemy territory. If you are the underdog, that friendly fighter can have any Charge tokens instead. | 1 | - |
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| ES4 | Unassailable |
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Score this immediately after an enemy fighter's Attack if a friendly fighter holding a treasure token was the target of that Attack. | 1 | - |
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| 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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| ES7 | Hold Treasure Token 1 or 2 |
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Score this in an end phase if a friendly fighter holds treasure token 1 or 2. | 1 | - |
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| ES10 | Slow Advance |
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Score this in an end phase if your warband holds any treasure tokens in both neutral territory and enemy territory. | 2 | - |
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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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| ES14 | Sidestep |
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Pick a friendly fighter. Push that fighter 1 hex. | - | - |
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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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| ES20 | Hold the Line! |
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Fighters cannot be driven back. This effect persists until the end of the next Action step. | - | - |
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| ES21 | Shoulder Throw |
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Play this immediately after a friendly fighter's successful Attack if the target is adjacent. Remove the target from the battlefield, and then place them in a different empty hex adjacent to the attacker. | - | - |
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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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| ES25 | Great Speed |
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This fighter has +1 Move. | 0 | - |
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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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| WR1 | Alone in the Dark |
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Score this in an end phase if no fighters are adjacent. | 2 | - |
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| WR2 | Bloody and Bruised |
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Score this immediately after your warband inflicts damage on an enemy fighter if 3 or more fighters are damaged. | 1 | - |
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| WR5 | Low on Options |
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Score this immediately after you discard a Power card if 5 or more Ploy cards are in your Power discard pile. | 1 | - |
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| WR7 | Ploymaster |
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Score this in an end phase if you played 3 or more Ploys this battle round. | 1 | - |
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| WR10 | Stay Close |
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Score this in an end phase if there are no fighters in edge hexes. | 2 | - |
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| WR14 | Damned if you Do |
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Your opponent must pick 1 of the following abilities for you to resolve: Pick an enemy fighter. Push that fighter 1 hex. Pick an enemy fighter that is not vulnerable. Inflict 1 damage on that fighter. |
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| WR17 | Fireproof |
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The first time damage is inflicted on a friendly fighter in the next turn, reduce that damage to 1. | - | - |
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| WR19 | Ominous Rumbling |
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Your opponent must pick 1 of the following abilities for you to resolve: Pick 2 enemy fighters. Give each of those fighters a Stagger token. Pick an enemy fighter that is not vulnerable. Inflict 1 damage on that fighter. |
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| WR21 | Vicious Intent |
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Play this immediately after you pick a melee weapon as part of an Attack. That weapon has +1 Attack dice for that Attack. If the target is undamaged, that weapon has +2 Attack dice for that Attack instead. | - | - |
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| WR24 | Desperate Defence |
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While this fighter is the target of an Attack, the attacker's weapons have -1 Damage. The next time damage is inflicted on this fighter as part on an Attack, discard this card. | 2 | - |
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| WR32 | Wary Tread |
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You can use this ability after the last Power step in a battle round. Push this fighter 1 hex. That push cannot end adjacent to any fighters. | 1 | - |
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