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Warhammer Underworlds: Nightvault – Garrek’s Reavers

Expansion for Warhammer Underworlds: Shadespire

Warhammer Underworlds: Nightvault – Garrek’s Reavers Rulebook

Table of Contents

Table of Contents

  • Fighters
  • Warband Abilities
    • Corrupters
      • Inspire
      • Roots of Chaos
      • Aura of Ruin
      • Purge the Weak
      • Unholy Desecration
    • Slayers
      • Inspire
      • Swell of Power
      • Reckless Rage
      • Decapitating Strike
      • Strengthened by Slaughter
  • Fighter Cards
    • Garrek
    • Karsus
    • Saek
    • Arnulf
    • Targor

Fighters

  1. Garrek (the warband’s leader, identified by the crown symbol on the card)
  2. Karsus
  3. Saek
  4. Arnulf
  5. Targor

Warband Abilities

Garrek’s Reavers can use either of the two Grand Alliance Chaos warscrolls below, Corrupters or Slayers. Icons printed in the abilities are written out as words below.

Corrupters

Inspire

Immediately after your opponent’s Action step, if there are more friendly fighters than enemy fighters in neutral territory, Inspire each friendly fighter in that territory.

Roots of Chaos

Immediately after a friendly fighter Delves a feature token, give each enemy fighter within 2 hexes of that feature token/within 2 hexes of them a Stagger token.

Aura of Ruin

Such is this entity’s corrupting aura that merely being in proximity to it causes the flesh to writhe and soul to scream.

Use this in your Power step. Pick an enemy fighter with a Stagger token that is adjacent to a friendly fighter and not vulnerable. Inflict 1 damage on that enemy fighter. This ability can only be used once per game.

Purge the Weak

Servants of the Dark Gods are swift to spot the enemy’s most vulnerable warriors and dispose of them bloodily.

Pick an enemy fighter with a Stagger token. Friendly fighters’ melee weapons have +1 Attack dice for Attacks that target that enemy fighter in the next turn. This ability can only be used once per game.

Unholy Desecration

The Dark Gods shower their blessings upon those who pervert and corrupt the icons of lesser deities.

Pick a friendly fighter on a feature token. Enemy fighters’ melee weapons have -1 Attack dice for Attacks that target that friendly fighter in the next turn. This ability can only be used once per game.

Slayers

Inspire

Immediately after an enemy fighter is slain by a melee Attack made by a friendly fighter, Inspire a number of friendly fighters equal to the Bounty characteristic of the target.

Swell of Power

Immediately after an Action step, in which an enemy fighter was slain by a friendly fighter’s melee Attack, give the attacker a chaotic power token. That fighter’s melee weapons have +1 Attack dice for the next Attack they make. Then remove that fighter’s chaotic power token.

Reckless Rage

Some warriors rely upon raw, unchecked fury in lieu of martial grace, not caring for their own wounds as they rip and kill.

Pick a friendly fighter with any Charge tokens to use this ability. That fighter can immediately Charge. Inflict 2 damage on that fighter after resolving this ability. This ability can only be used once per game.

Decapitating Strike

When one’s prey is bloodied and weakened, they are in danger of losing their head to a single well-aimed blow.

Use this immediately after you pick a weapon as part of a melee Attack. If the target is vulnerable, that weapon has Cleave and Ensnare. This ability can only be used once per game.

Strengthened by Slaughter

The sight of worthy foes being butchered fills hardened Chaos-worshippers with a terrible resolve.

Use this immediately after an Action step in which an enemy fighter was slain by a melee Attack made by your warband. Pick a number of friendly fighters equal to the Bounty characteristic of the slain fighter and give each of those fighters a Guard token. This ability can only be used once per game.

Fighter Cards

Each fighter has a front card and an Inspired card (the gold card), which replaces the front card when the fighter becomes Inspired. The Move, Defence, Wounds and Bounty values are printed on the left edge of each card, and the attack actions are printed along the bottom. Each attack line reads, from left to right: the Range (the hexagon-ring symbol with a number), the Dice (the dice symbol with a number), and the Damage (the starburst symbol with a number).

Note on icons: the printed stat cards carry symbols rather than words. The mapping used below is inferred from the card layout and the characteristics named in the core Shadespire rulebook (Move, Defence, Wounds, Bounty; Range, Dice and Damage for attacks). The top blue hexagon is read as Move, the green shield as Defence, the red roundel as Wounds, and the orange coin as Bounty. Attack dice are written as the face printed on the card: the hammer face, or the crossed-blades face. Small keyword glyphs printed beside some attacks are not identified here and are marked as such.

Garrek

Front card: Move 4, Defence 1, Wounds 4, Bounty 2.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 2.

Inspired card: Move 5, Defence 2, Wounds 4, Bounty 2.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 3.

Karsus

Front card: Move 4, Defence 1, Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 2.
  • Attack 2 (melee): Range 2, Dice 3 (crossed-blades), Damage 1.

Inspired card: Move 5, Defence 1, Wounds 3, Bounty 2.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 2, with a keyword glyph (not identified here).
  • Attack 2 (melee): Range 2, Dice 3 (crossed-blades), Damage 2.

Saek

Front card: Move 4, Defence 1, Wounds 3, Bounty 2.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 3.

Inspired card: Move 5, Defence 2, Wounds 3, Bounty 2.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 3, with a keyword glyph (not identified here).

Arnulf

Front card: Move 4, Defence 1, Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 1, with two keyword glyphs (not identified here).

Inspired card: Move 5, Defence 1, Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 2, with two keyword glyphs (not identified here).

Targor

Front card: Move 4, Defence 1, Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 1.

Inspired card: Move 5, Defence 1, Wounds 3, Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 2.