Warhammer Underworlds – The Crimson Court Universal Objectives

Objectives

Objectives (10)
 Channeled Hunger
 Disastrous Hunt
 Dominant Display
 Fatal Underestimation
 Leveling Strike
 Magical Mauling
 Not So Fast
 Season of Famine
 Skin and Bones
 Supreme Confidence

Channeled Hunger
3/5
Depends on the Warband, but it’s fairly reliable for one Glory. Still, there are others that are more reliable or better scoring.

Disastrous Hunt
1/5
Too specific. Maybe you take it if you can make enemy fighters Hunters or your area is filthy with specific Hunter warbands, but overall it’s a pass.

Dominant Display
3/5
A very snowball card, you’re either going to score this and win big, or be just shy of scoring it in one way or another.

Fatal Underestimation
2/5
Situational, and even then not great as Support makes them harder to kill.

Leveling Strike
3/5
Also situational and difficult, though really depends on the matchup.

Magical Mauling
2/5
There are ways to get spells dealing a lot of damage, but it requires a lot of stacking and there are better cards to score along the way.

Not So Fast
3/5
If you can make enemies Quarry (cough Hrothgorn), this is an auto-take. Otherwise, there’s a lot of Quarry upgrades in the game, and it’s good if you’re playing a slow but killy warband.

Season of Famine
3/5
Extremely difficult in general, but for some warbands (Crimson Court) you can pretty reliably score this by turn 2.

Skin and Bones
2/5
Another card specifically for Hunger stacking builds, but this one not particularly worth it.

Supreme Confidence
4/5
A nice, solid card for Aggro. You discard Primacy after you gain the Glory from it, so if you get into enemy territory and hold an Objective, you can score this pretty well.

Gambits

Gambits (10)
 Blood-Soaked Ground
 Bountiful Bait
 Claim to Supremacy
 Invincible Aspect
 Irresistible Hunger
 Magnificent Aspect
 Momentary Match
 Narrowing Passage
 Punching Up
 Taste for Power

Blood-Soaked Ground
3/5
Pretty solid anti-Objective tech and Feed the Beastgrave tech. Not to mention a bit of extra glory! Obviously it does nothing if your opponent is not on an objective, but it’s interesting to think about regardless.

Bountiful Bait
3/5
You can potentially give your team mass Guard with this, which is pretty tempting, but it requires the Hunger package, so you’re building around it to an extent.

Claim to Supremacy
4/5
This can be a nice sneaky way to steal Primacy for an Objective team, even if you’re only holding 2. A good way to slow down Aggro warbands.

Invincible Aspect
2/5
There’s better ways to get Primacy, and Healing 2 on a difficult cast is a bit of a hard sell.

Irresistible Hunger
4/5
Extremely good for Hunger builds, but it’s also a situational Distraction, which is very, very useful in general.

Magnificent Aspect
2/5
Another difficult cast spell. Inspiring off a card is quite nice, however, so it depends on warband… but most Level 2 Wizard warbands don’t really need the help Inspiring, so it’s a bit of a wash currently.

Momentary Match
4/5
On design alone, this is an amazing card. The effect is also good as well, giving you some extra mobility or defense when needed. Changing a Move 3 beatstick fighter to Move 6 is a huge boost, or giving an objective holder 2 Block is massive.

Narrowing Passage
3/5
Discarding upgrades is quite powerful, though random makes it a bit less appealing. Gains a lot of power if you can force Quarry on opponents.

Punching up
5/5
Another amazingly designed card, giving a huge boost to teams with mooks. Could easily see play in a lot of warbands.

Taste for Power
3/5
Very neat for Hunger decks… if you can get Primacy, which isn’t always that easy. You can combo it with Ploys that give you Primacy, but that’s asking a lot to build around.

Upgrades

Upgrades (10)
 Armed to the Teeth
 Awesome Appetite
 Famished Familiar
 Master of Ways
 Preybond
 Preyscent
 Silent Helm
 Soultooth Dagger
 Starvations Grip
 Tremendous Maul

Armed to the Teeth
4/5
The design of this is humorous, but it’s actually pretty good for beatstick Range 2 fighters. Ensnare is pretty valuable, depending on your meta.

Awesome Appetite
2/5
Healing and getting Hunger is neat, but only off of kills makes it a bit too niche for an Upgrade.

Famished Familiar
3/5
Taking a damage sucks, but rerolling casts is nice. There’s also a Hunger stacking element, but I think overall you’d be using this for the reroll if you’re using it at all.

Master of Ways
3/5
Teleporting to an objective is very powerful, but needing Primacy beforehand is limiting. Again, you can combo this with cards that give you Primacy, but it depends on your build.

Preybond
3/5
This requires some comboing to get going, except in the two teams that have baseline Quarry. If your deck is built around Quarry upgrades, you can use this to pretty good effect, but if you don’t have many, it’s pretty middling.

Preyscent
4/5
A reaction Distraction, but only after enemy Activations so they can play around it. Still, there’s potential for it to be a lot of pushes every turn, so it can be very strong disruption tech.

Silent Helm
4/5
We can’t see any of the other Silent Relics right now, but turning an enemy’s Crit Success into a Regular Success is a pretty significant boost, especially if the fighter wearing this has multiple Defence Dice. As long as the others are as good as this, I think it’ll see plenty of play.

Soultooth Dagger
4/5
A good weapon, but there’s plenty of good weapons right now. I think this will have a place in decks that want attack upgrades, as critting to 3 damage is solid, but it’s not gamebreaking.

Starvation’s Grip
4/5
Being immune to Driveback is quite good, though again, you’re only running this in Hunger decks.

Tremendous Maul
2/5
Not as good as Soultooth Dagger, and only ok even if you’re playing heavily into Primacy. Probably better weapon options out there.

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