# | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
---|---|---|---|---|---|---|---|---|---|---|---|---|
WR1 | Alone in the Dark | Score this in an end phase if no fighters are adjacent. | 2 | - | - | - | ||||||
WR2 | Bloody and Bruised | Score this immediately after your warband inflicts damage on an enemy fighter if 3 or more fighters are damaged. | 1 | - | - | - | ||||||
WR3 | Careful Advance | Score this immediately after a friendly fighter Moves if 2 or more friendly fighters that have Move tokens are in enemy territory. | 1 | - | - | - | ||||||
WR4 | Living on the Edge | Score this in an end phase if a vulnerable friendly fighter is in enemy territory. | 2 | - | - | - | ||||||
WR5 | Low on Options | Score this immediately after you discard a Power card if 5 or more Ploy cards are in your Power discard pile. | 1 | - | - | - | ||||||
WR6 | Out of the Frying Pan | Score this in an end phase if 3 or more damaged friendly fighters that have Move and/or Charge tokens are in enemy territory. | 2 | - | - | - | ||||||
WR7 | Ploymaster | Score this in an end phase if you played 3 or more Ploys this battle round. | 1 | - | - | - | ||||||
WR8 | Predictable End | Score this immediately after an ability on a friendly Wrack and Ruin card inflicts damage on an enemy fighter holding a treasure token. | 1 | - | - | - | ||||||
WR9 | Spread Out! | Score this in an end phase if there is a friendly fighter in each territory. | 1 | - | - | - | ||||||
WR10 | Stay Close | Score this in an end phase if there are no fighters in edge hexes. | 2 | - | - | - | ||||||
WR11 | Strong Start | Score this immediately after an enemy fighter is slain if that fighter was the first fighter slain this combat phase. | 1 | - | - | - | ||||||
WR12 | Unsafe Ground | Score this immediately after your warband inflicts damage on an enemy fighter in an edge hex. If you are the underdog, that enemy fighter can be within 1 hex of an edge hex instead. | 1 | - | - | - | ||||||
WR13 | Confusion | Pick 2 adjacent fighters. Remove those fighters from the battlefield and then place each in the hex the other was removed from. | - | - | - | - | ||||||
WR14 | Damned if you Do | 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. |
- | - | - | - | ||||||
WR15 | Deadly Traps | Play this immediately after a friendly fighter's drawn Attack if the target is not vulnerable and was driven back. Inflict 1 damage on the target. | - | - | - | - | ||||||
WR16 | Fault Lines | Pick an undamaged enemy fighter. Inflict 1 damage on that fighter. Then, your opponent can pick a fighter. Inflict 1 damage on that fighter. | - | - | - | - | ||||||
WR17 | Fireproof | The first time damage is inflicted on a friendly fighter in the next turn, reduce that damage to 1. | - | - | - | - | ||||||
WR18 | Flee! | Pick a friendly fighter in friendly territory. That fighter has +3 Move in your next Action step. If that fighter Moves in that Action step, that Move cannot end in friendly territory. | - | - | - | - | ||||||
WR19 | Ominous Rumbling | 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. |
- | - | - | - | ||||||
WR20 | Sidle Up | Pick a friendly fighter. Push that fighter up to 2 hexes. That push must end adjacent to 2 or more fighters. | - | - | - | - | ||||||
WR21 | Vicious Intent | 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. | - | - | - | - | ||||||
WR22 | Volcanic Eruption | Pick a fighter. Then your opponent can pick an enemy fighter. Starting with the fighter you picked, roll a number of Attack dice for each of those fighters equal to their Bounty characteristic, to a minimum of 1. If the roll contains any Smash, inflict 1 damage on that fighter. | - | - | - | - | ||||||
WR23 | Barge | Barge: This fighter can use this Core ability if they have no Move and/or Charge tokens. This fighter Moves. That Move must end adjacent to an enemy fighter. Give this fighter a Charge token. Then, pick an enemy fighter adjacent to this fighter. Push that fighter 1 hex then give them a Stagger token. | 2 | - | - | - | ||||||
WR24 | Desperate Defence | 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 | - | - | - | ||||||
WR25 | Fiery Temper | Belligerent: Immediately after this fighter has been picked to be pushed, you can inflict 1 damage on this fighter. If you do so, this fighter is not pushed. | 0 | - | - | - | ||||||
WR26 | Great Speed | This fighter has +1 Move. | 0 | - | - | - | ||||||
WR27 | Henchman | Disciplined: Immediately after you make an Attack roll for this fighter, you can change 1 result to Single support. You cannot re-roll Attack rolls for this fighter. | 1 | - | - | - | ||||||
WR28 | Misfortune | Ill-fated: Immediately after this fighter uses a Core ability, you can inflict 1 damage on this fighter. Then, you can remove this Upgrade from this fighter and equip another friendly fighter with this Upgrade. | 0 | - | - | - | ||||||
WR29 | Rock-splitting Tread | Stomp: Immediately after your last Action step in a battle round, pick an adjacent enemy fighter that is not vulnerable. Inflict 1 damage on that fighter. Then, roll an Attack dice. On an Smash, discard this card. | 1 | - | - | - | ||||||
WR30 | Sundering Weapon | This fighter's melee weapons have Cleave. | 1 | - | - | - | ||||||
WR31 | Unstoppable | While this fighter is vulnerable, each time 1 damage is inflicted on this fighter, reduce that damage to 0. | 2 | - | - | - | ||||||
WR32 | Wary Tread | 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 | - | - | - |