# | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
H97 | Alternating Strikes | Surge: Score this immediately after an activation step in which two or more friendly fighters each made one or more Attack actions. Restricted |
1 | - | - | - | 2/44 (4.55%) | |||||
H98 | Appalling End | Surge: Score this immediately after a friendly minion's Attack action that took the target out of action. | 1 | - | - | - | ||||||
H102 | Forbidden Lore | Score this in an end phase if each surviving friendly fighter has one or more Charge tokens and/or one or more Move tokens. | 1 | - | - | - | ||||||
H104 | Meat Locker | Dual: Score this in an end phase if: Each surviving enemy fighter is in enemy territory And: Each surviving friendly minion is in enemy territory. |
3 | - | - | - | ||||||
H108 | The Dead Unbound | Score this in an end phase if one or more surviving friendly conductive minions are un-Inspired. | 1 | - | - | - | ||||||
H112 | Dynamic Cage | Choose one enemy fighter adjacent to two or more friendly conductive fighters. Deal 1 damage to the chosen fighter. | - | - | - | - | 2/44 (4.55%) | |||||
H115 | Scorching Surge | +1 Damage to the first Range 1 Attack action made by a friendly fighter conductive minion in the next activation. After that Attack action, if it resulted in a critical hit, deal 1 damage to that minion. | - | - | - | - | ||||||
H116 | Sparking Shuffle | Choose up to two friendly conductive minions. Push each chosen fighter up to 2 hexes. | - | - | - | - | 2/44 (4.55%) | |||||
H118 | Terrible Dynamism | Choose up to two friendly conductive minions that are out of action. Place each chosen fighter in a hex adjacent to your leader. Give each chosen fighter one Raise counter. | - | Deintalos the Exile | - | - | ||||||
H120 | Crackling Field | Reaction: During an enemy fighter's Range 1 or Range 2 Attack action that targeted this fighter, after the deal damage step, deal 1 damage to the attacker. Then break this card. You can use this reaction even if this fighter is out of action. | - | Conductive | - | - | ||||||
H122 | Dynamic Enhancer | +1 Damage to friendly conductive minions' Range 1 Attack actions, other than Scything Attack actions, while they are within 2 hexes. | - | Deintalos the Exile, Prentice Marcov | - | - | 2/44 (4.55%) | |||||
H123 | Dynamic Stabilizer | When a friendly conductive minion within 2 hexes is dealt damage, reduce that damage by 1, to a minimum of 1. | - | Deintalos the Exile, Prentice Marcov | - | - | 2/44 (4.55%) | |||||
H124 | Powered Command | Reaction: After an Attack action that took a friendly conductive minion out of action, place that fighter in a hex adjacent to the attacker, then give that fighter one Raise counter. Then break this card. | - | Deintalos the Exile | - | - | ||||||
H126 | Spark of Life | Illusion Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card. +1 Move +1 Defence. |
- | Minion | - | - | ||||||
H128 | Unfeeling Fortitude | +1 Wounds. | - | Minion | - | - | ||||||
BA1 | Dogged Determination | Surge, Hybrid: Score this immediately after an activation step if: One or more vulnerable friendly fighters are each on an objective token that is not in your territory Or: Two or more friendly fighters are each on an objective token that is not in your territory and one or more enemy fighters are out of action. |
1 | - | - | - | ||||||
BA3 | Gifted Pathfinder | Dual: Score this in an end phase if: One or more friendly fighters are each on an objective token that is not in your territory And: One or more of those fighters are within 2 hexes of another friendly fighter that is a beast, companion, minion and/or has one or more Denizen upgrades. |
1 | - | - | - | ||||||
BA6 | Loyal Allies | Surge, Dual: Score this immediately after an Attack action if: A friendly fighter's attack or defence roll included one or more Single support or Double support And: One or more of those symbols was a success. |
1 | - | - | - | 5/44 (11.36%) | |||||
BA7 | Packmasters | Dual: Score this in an end phase if: Three or more friendly fighters are in enemy territory And: Each of those fighters is a beast, companion, minion and/or has one or more Denizen upgrades. |
2 | - | - | - | ||||||
BA9 | Train Them Up | Dual: Score this in an end phase if: One or more friendly fighters each made one or more Move actions, one or more Attack actions and one or more other actions in the preceding phase And: One or more of those fighters is a beast, companion, minion and/or has one or more Denizen upgrades. |
1 | - | ? | - | ||||||
BA11 | Unexpected End | Surge: Score this immediately after an enemy fighter is taken out of action by a friendly fighter, other than a leader, that is a beast, companion, minion and/or has one or more Denizen upgrades. | 1 | - | - | - | ||||||
BA12 | We Stand Together | Surge, Dual: Score this immediately after an opponent's power step if: Two or more friendly fighters are each a beast, companion, minion and/or have one or more Denizen upgrades And: Two or more of those fighters are on objective tokens. |
1 | - | - | - | 3/44 (6.82%) | |||||
BA16 | Launch an Attack | Choose a friendly fighter with one or more upgrades. Break one of the chosen fighter's upgrades. Then choose an enemy fighter within 4 hexes of the chosen friendly fighter. Deal 1 damage to the chosen fighter. If you broke a Denizen card, stagger the chosen enemy fighter. Restricted |
- | - | - | - | 6/44 (13.64%) | |||||
BA18 | Savage Their Eyes! | (Errata update) Choose an enemy fighter within 2 hexes of one or more friendly fighters that are beasts, companions, minions and/or have one or more Denizen upgrades. -1 Dice, to a minimum of 1, from Attack actions made by the chosen fighter. This effect persists until the end of the round or until the chosen fighter's next Attack action. | - | - | - | - | ||||||
BA19 | Unexpected Ally | Choose a friendly fighter. The chosen fighter is considered to have one additional supporting fighter when making a Range 1 or Range 2 Attack action. This effect persists until the chosen fighter makes a successful Range 1 or Range 2 Attack action. | - | - | - | - | 3/44 (6.82%) | |||||
BA20 | Vicious Critters | Domain Range 1 Attack actions, other than Scything Attack actions, made by beasts, companions, minions and/or fighters with one or more Denizen upgrades have Critical success Grievous 1. This effect persists until the end of the round or until another Domain gambit is played. |
- | - | - | - | ||||||
BA21 | Well-trained | Choose a friendly fighter that is a beast, companion, minion and/or has one or more Denizen upgrades. Push the chosen fighter up to 2 hexes. | - | - | - | - | ||||||
BA22 | Winds of Wrath | Domain While one or more fighters that are beasts, companions, minions and/or have one or more Denizen upgrades are out of action, +1 Dice to Range 1 Attack actions, other than Scything Attack actions, made by those fighters' warbands. This effect persists until the end of the round or until another Domain gambit is played. |
- | - | ? | - | ||||||
BA26 | Ever-hungry Fiend | Denizen You cannot give this to a fighter in your territory. Do not break this card is this fighter is in your territory. When this fighter makes an Attack action that targets an adjacent fighter, this fighter is considered to have one additional supporting fighter. |
- | - | - | - | 3/44 (6.82%) | |||||
BA27 | Helpful Little Finder | Denizen At the start of the action phase, give this fighter one upgrade from your hand (this does not cost any glory points), then draw one power card and break this card. |
- | - | - | - | ||||||
BA30 | Stalking Terror | Denizen When another friendly fighter within 2 hexes of this fighter that is a beast, companion, minion and/or has one or more Denizen upgrades makes a Range 1 or Range 2 Attack action, this fighter supports that fighter. |
- | - | - | - | ||||||
BA32 | Vicious Familiar | Denizen Reaction: Use this during an adjacent enemy fighter's Attack action, after the attack roll, if the attack roll contained two or more attack dice. The attacking player must pick up one attack dice from the attack roll. Ignore the result on that dice. |
- | - | ? | - |