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Warhammer: Invasion – The Skavenblight Threat thumbnail

Warhammer: Invasion – The Skavenblight Threat

Expansion for Warhammer: Invasion

Warhammer: Invasion – The Skavenblight Threat Rulebook

Table of Contents

Table of Contents

  • Cards
    • 1 Gurni's Elite
    • 2 Stand Your Ground
    • 3 Nordland Halberdiers
    • 4 Infiltrate
    • 5 Tyriel (unique)
    • 6 Steel's Bane
    • 7 Repair the Waystones
    • 8 Spider Riders
    • 9 War Paint
    • 10 Chosen of Tzeentch
    • 11 Bolt of Change
    • 12 Malus Darkblade (unique)
    • 13 Morathi's Pegasus
    • 14 We Need Your Blood
    • 15 Greyseer Thanquol (unique)
    • 16 Clan Rats
    • 17 Warp Lightning Cannon
    • 18 Marius the Righteous (unique)
    • 19 Abandoned Mine
    • 20 Forge

Cards

The pack contains 20 cards. Each entry gives the card's number and name, its card type, faction, cost, loyalty, power, hit points and traits where printed, the number of copies in the pack, and its text.

1 Gurni's Elite

Unit · Dwarf · Cost 3 · Loyalty 3 · Power 3 · HP 1 · Traits: Warrior, Elite · ×3 copies

Battlefield only.

2 Stand Your Ground

Tactic · Dwarf · Cost 1 · Loyalty 2 · ×3 copies

Action: Put into play one target Dwarf unit that entered your discard pile this turn. (You choose the zone in which the unit enters play.)

3 Nordland Halberdiers

Unit · Empire · Cost 4 · Loyalty 2 · Power 2 · HP 2 · Traits: Warrior · ×3 copies

You may play this unit from your hand any time you could take an action.

4 Infiltrate

Tactic · Empire · Cost 1 · Loyalty 2 · ×3 copies

Action: Target opponent cannot draw more than one card this turn.

5 Tyriel (unique)

Unit · High Elf · Cost 5 · Loyalty 3 · Power 2 · HP 4 · Traits: Hero · ×3 copies

Limit one Hero per zone. Forced: Whenever an opponent attacks this zone, he must return one of his attacking units to its owner's hand at the end of the turn.

6 Steel's Bane

Tactic · High Elf · Cost 1 · Loyalty 4 · ×3 copies

Action: Cancel the next 10 damage that would be dealt to one target High Elf unit this turn.

7 Repair the Waystones

Quest · High Elf · Cost 0 · Loyalty 3 · ×3 copies

Quest. Action: Discard 3 resource tokens from this card to target a support card in your discard pile, and put it into play in your quest zone. Quest. Forced: Place 1 resource token on this card at the beginning of your turn if a unit is questing here.

8 Spider Riders

Unit · Orc · Cost 1 · Loyalty 1 · Power 1 · HP 1 · Traits: Cavalry · ×3 copies

Battlefield. This unit gains 2 Power while attacking.

9 War Paint

Support · Orc · Cost 0 · Loyalty 1 · Traits: Attachment · ×3 copies

Attach to a target unit in your battlefield. Attatched unit gains 1 Power for each damage on it.

(The source text reads "Attatched" here; it is reproduced as printed in the database.)

10 Chosen of Tzeentch

Unit · Chaos · Cost 3 · Loyalty 2 · Power 2 · HP 2 · Traits: Sorceror · ×3 copies

Quest. Action: Spend 1 resource to deal 1 damage to one target damaged unit (limit once per turn).

(The source trait reads "Sorceror" here; it is reproduced as printed in the database.)

11 Bolt of Change

Tactic · Chaos · Cost 1 · Loyalty 2 · Traits: Spell · ×3 copies

Action: Until the end of turn, one target development becomes a unit with 2 hit points and 2 Power. It also counts as a development.

12 Malus Darkblade (unique)

Unit · Dark Elf · Cost 5 · Loyalty 4 · Power 3 · HP 3 · Traits: Hero · ×3 copies

Limit one Hero per zone. At the end of your battlefield phase, deal 1 damage to each of your opponent's units that could have defended but did not.

13 Morathi's Pegasus

Unit · Dark Elf · Cost 3 · Loyalty 4 · Power 1 · HP 3 · Traits: Cavalry · ×3 copies

Toughness 3 Action: Spend 3 resources to have this unit lose all Toughness until the end of turn. Only an opponent may trigger this ability.

14 We Need Your Blood

Tactic · Dark Elf · Cost 1 · Loyalty 1 · ×3 copies

Action: One target unit gets -1 hit points and another target unit gets +1 hit points until the end of the turn.

15 Greyseer Thanquol (unique)

Unit · Neutral · Cost 3 · Loyalty 0 · Power 1 · HP 1 · Traits: Hero, Skaven · ×3 copies

Limit one Hero per zone. Destruction only. This unit may attack from any zone. While attacking, this unit gains 1 Power for each Skaven unit you control.

16 Clan Rats

Unit · Neutral · Cost 2 · Loyalty 0 · Power 1 · HP 1 · Traits: Skaven · ×3 copies

Destruction only. Action: Corrupt this unit to have one other target Skaven unit gain 1 Power until end of the turn.

17 Warp Lightning Cannon

Support · Neutral · Cost 2 · Loyalty 0 · Traits: Attachment, Weapon, Skaven · ×3 copies

Destruction only. Attach to a target unit. Corrupt that unit. Attached unit gains 3 Power while attacking or defending.

18 Marius the Righteous (unique)

Unit · Neutral · Cost 4 · Loyalty 0 · Power 2 · HP 4 · Traits: Hero, Witchhunter · ×3 copies

Limit one hero per zone. Order only. Quest. Action: Spend 1 resource to deal 1 damage to one target corrupted unit in the battlefield.

19 Abandoned Mine

Support · Neutral · Cost 4 · Loyalty 0 · Power 2 · Traits: Building · ×3 copies

Kingdom. Action: At the beginning of your turn, you may return one of your developments to its owner's hand.

20 Forge

Support · Neutral · Cost 2 · Loyalty 0 · Power 1 · Traits: Building · ×3 copies

Kingdom. While you control two or more developments in this zone, lower the cost for you to play Attachment cards by 1.