Faction

Thorns of the Briar Queen - Thorns of the Briar Queen


Card sets (9)

Core setSepulchral Guard expansionIronskull's Boyz expansionThe Chosen Axes expansionSpiteclaw's Swarm expansionMagore's Fiends expansionThe Farstriders expansionLeadersNightvault core set


Organised play

3 | 13 - NOT VALID

Objectives (12)

Total glory - 19
7 | 0 | 4 | 1

Gambits (12)

The Farstriders expansion - Great Concussion
  • FAQ: -
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The Farstriders expansion - Quick Thinker
  • FAQ: -
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The Chosen Axes expansion - Ready for Action
  • FAQ: -
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Sepulchral Guard expansion - Time Trap
  • FAQ:

    Q: Time Trap instructs you to skip your next activation. Does this mean you have to take a Pass on your next activation, or do you get an extra activation and therefore change the turn order?


    A: When you use Time Trap you take an extra action (not an activation). This action happens in the power step, and you do not flip an activation token when you take the action. You cannot use this action to do something you could not normally do (e.g. make a Move action with a fighter that has already has a Move token). Once you have taken the action, the power step continues. You must take the ‘Pass’ player activation as your next activation, which will be followed by the power step as normal. Time Trap does not change the turn order.


    Q: How do ploys that grant extra actions work?


    A: When a ploy allows a fighter to make an action, but does not specify an action, the fighter cannot make an action that would not normally be allowed by the rules of the game. In the case of Time Trap, if the fighter chosen had a Move token, they could not make a Move or Charge action, as the rules forbid a fighter with a Move token from making a Move action (and a Charge action always includes a Move action). However, if the fighter had a Charge token, this ploy would still allow them to make any action, as a Charge token simply prevents that fighter from being activated.


    Current as at official Nightvault Designer's Commentary, November 2018


The Chosen Axes expansion - Trap
  • FAQ:

    Q: If a fighter is taken out of action by Trap, does that happen before or after they are driven back?


    A: After.


    Q: If a fighter is driven back by an Attack action that was not successful, and then Trap is played to deal damage to that fighter, is the Attack action considered to be successful?


    A: No. The damage is dealt by the ploy, not the Attack action.


    Q: I make an Attack action with my fighter, and after the dice are rolled it is determined that the Attack action is successful and will cause damage. My opponent plays Rebound as a reaction, but fails the roll so nothing happens. We continue to resolve the Attack action: my fighter deals the damage, and I choose to drive the target fighter back. Can I now play the Trap reaction?


    A: Yes. The trigger for Trap is after the fighter is driven back, which is a different trigger to when the Attack action is determined to be successful or not.


    Current as at official Nightvault Designer's Commentary, November 2018


The Farstriders expansion - Twist the Knife
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Leaders - Quick Advance
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Nightvault core set - Drifting Advance
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Nightvault core set - Endless Malice
  • FAQ: -
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Nightvault core set - Howling Vortex
  • FAQ: -
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Nightvault core set - Maddening Cackle
  • FAQ: -
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Nightvault core set - Sudden Appearance
  • FAQ:

    Q: Can Sudden Appearance be used to place a fighter that is out of action on the battlefield?


    A: No.


    Current as at official Nightvault Designer's Commentary, November 2018


Upgrades (12)

The Farstriders expansion - A Destiny to Meet
  • FAQ: -
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Spiteclaw's Swarm expansion - Acrobatic
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Spiteclaw's Swarm expansion - Awakened Weapon
  • FAQ: -
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Core set - Great Fortitude
  • FAQ: -
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Core set - Great Speed
  • FAQ: -
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Core set - Great Strength
  • FAQ: -
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Sepulchral Guard expansion - Helpful Whispers
  • FAQ: -
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Magore's Fiends expansion - Shadeglass Dagger
  • FAQ: -
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Magore's Fiends expansion - Tethered Spirit
  • Description:
    (Errata update) Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a Shield or Critical Hit 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
  • FAQ: -
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Nightvault core set - Creeping Terror
  • FAQ: -
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Nightvault core set - Inescapable Vengeance
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Nightvault core set - Shacklegheist Chains
  • FAQ: -
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# Name Name Faction Type Description Glory Restrictions Set FAQ Tags
234 Advancing Strike Universal Objective
Restricted
Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action
1 - The Farstriders expansion - -
235 Alone in the Darkness Universal Objective
Restricted
Score this in an end phase if there are no adjacent fighters on the battlefield
2 - Spiteclaw's Swarm expansion - -
252 Defensive Strike Universal Objective
Restricted
Score this immediately when your warband takes an enemy fighter standing in your territory out of action
1 - The Farstriders expansion - -
257 Escalation Universal Objective
Restricted
Score this in an end phase if three or more upgrade cards were played in the preceding action phase
2 - Spiteclaw's Swarm expansion - -
278 Our Only Way Out Universal Objective Score this in an end phase if you hold three or more objectives 2 - The Farstriders expansion - -
284 Precise Use of Force Universal Objective
Restricted
Score this immediately if a friendly fighter makes a successful Attack action that deals exactly enough damage to take their target out of action
1 - The Chosen Axes expansion - -
292 Supremacy Universal Objective Score this in an end phase if you hold three or more objectives 3 - Core set - SSduplicate
305 Victorious Duel Universal Objective Score this immediately if your leader takes an enemy leader out of action 2 - Ironskull's Boyz expansion - -
329 Great Concussion Universal Ploy
Banned
Choose a hex on the battlefield, then push all fighters one hex (in whichever order you choose). This push must move them away from the chosen hex. If there is no hex you could push a fighter into, do not push them
- - The Farstriders expansion - -
347 Quick Thinker Universal Ploy
Banned
Reaction: Play this after an enemy fighter's Move action. Make a Move action with a friendly fighter who has not already made a Move action in this phase
- - The Farstriders expansion - -
348 Ready for Action Universal Ploy
Restricted
Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action
- - The Chosen Axes expansion - -
368 Time Trap Universal Ploy
Banned
Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation)
- - Sepulchral Guard expansion ? -
369 Trap Universal Ploy
Restricted
Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage
- - The Chosen Axes expansion ? -
372 Twist the Knife Universal Ploy
Restricted
Reaction: Play this during a friendly fighter's Attack action that has a Range of 1 and will succeed. It has +1 Damage for that Attack action
- - The Farstriders expansion - -
373 A Destiny to Meet Universal Upgrade
Restricted
If this fighter is not out of action at the end of the third action phase, gain 1 additional glory point
- - The Farstriders expansion - -
374 Acrobatic Universal Upgrade If this fighter has a Dodge Defence characteristic or has a Shield Defence characteristic but is on Guard, roll an extra defence dice when they are the target of an Attack action - - Spiteclaw's Swarm expansion - -
376 Awakened Weapon Universal Upgrade
Restricted
You can re-roll one attack dice each time this fighter makes an Attack action
- - Spiteclaw's Swarm expansion - -
389 Great Fortitude Universal Upgrade +1 Wounds - - Core set - SSduplicate
390 Great Speed Universal Upgrade +1 Move - - Core set - SSduplicate
391 Great Strength Universal Upgrade +1 Damage to all Attack actions with a Range of 1 or 2 - - Core set - SSduplicate
393 Helpful Whispers Universal Upgrade
Restricted
If this fighter has no adjacent friendly fighters, rolls of Single Support are a success when they make an Attack action
- - Sepulchral Guard expansion - -
410 Shadeglass Dagger Universal Upgrade
Restricted

Hex 1 Sword 3 Damage 3

When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage
- - Magore's Fiends expansion - -
424 Tethered Spirit Universal Upgrade
Restricted
(Errata update) Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a Shield or Critical Hit 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
- - Magore's Fiends expansion - -
L42 Quick Advance Universal Ploy Choose up to two friendly fighters (other than your leader) and push each of them up to one hex. You can only play this if your leader is on the battlefield - - Leaders - -
N30 As Nagash Commands Thorns of the Briar Queen Objective Score this in the third end phase if no enemy fighters are holding objectives 2 - Nightvault core set - -
N31 Death Sentence Thorns of the Briar Queen Objective Score this immediately if three or more friendly fighters are adjacent to the same enemy fighter 1 - Nightvault core set - -
N34 Swarming Spirits Thorns of the Briar Queen Objective Score this immediately if two or more friendly fighters moved through a hex occupied by an enemy fighter in this phase 1 - Nightvault core set - -
N37 Treacherous Foe Thorns of the Briar Queen Objective Score this immediately if your warband makes a reaction 1 - Nightvault core set - -
N39 Drifting Advance Thorns of the Briar Queen Ploy Push all friendly Chainrasps up to two hexes. This push must take them closer to the nearest enemy fighter in each case. If there is more than one nearest enemy fighter, you can choose which the Chainrasp is pushed towards - - Nightvault core set - -
N40 Endless Malice Thorns of the Briar Queen Ploy Reaction: Play this after a friendly fighter's Attack action that fails. That fighter can make another Attack action that targets the same fighter - - Nightvault core set - -
N42 Howling Vortex Thorns of the Briar Queen Spell Gambit Spell (Focus): If this spell is cast, push all enemy fighters up to one hex - - Nightvault core set - -
N43 Maddening Cackle Thorns of the Briar Queen Ploy Reaction: Play this after an enemy fighter's Attack action that fails. That fighter is no longer Inspired, and cannot be Inspired. This effect persists - - Nightvault core set - -
N47 Sudden Appearance Thorns of the Briar Queen Ploy Choose a friendly fighter and place them on any starting hex - - Nightvault core set ? -
N50 Creeping Terror Thorns of the Briar Queen Upgrade Reaction: After this fighter makes a Move action, roll an attack dice for the first enemy fighter they moved through in that action. On a Hammer or Critical Hit, the enemy fighter suffers 1 damage - - Nightvault core set - -
N55 Inescapable Vengeance Thorns of the Briar Queen Upgrade When this fighter makes a Move or Charge action, instead of moving them normally you can place them on any starting hex - Briar Queen Nightvault core set - -
N57 Shacklegheist Chains Thorns of the Briar Queen Upgrade When this fighter's Attack action takes an enemy fighter out of action, gain 1 additional glory point - Varclav the Cruel Nightvault core set - -