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Warhammer Underworlds | Goonhammer

Warhammer Underworlds: Nexus of Power Review

by Jake Bennington | Feb 21 2026

Thanks to Games Workshop for providing review copies of Thanatek's Tithe and Nexus of Power.

It's another preorder day for Warhammer Underworlds! The Rivals deck Nexus of Power goes on preorder today along with Thanatek's Tithes, the new death warband. If you want to read more about the new warband, you can check out the Goonhammer review. If you want to read about Nexus of Power, keep scrolling down.



As usual, I'm going to cover the theme of the Nexus of Power deck, briefly examine each of the cards it contains, and highlight some of the cards I am particularly excited about. Let's go ahead and jump in because there are 33 cards to get through. Why 33? Well, this deck has a plot card!

This is the first deck to be released with a plot card into an environment where that's not a deck building restriction in Nemesis. Previously, you could select one deck with a plot card out of your two decks for Nemesis, but that restriction went away a few balance updates ago. It's been a resounding success as far as I'm concerned – more options are opened up and nothing has proven problematic as a result. This means we're up to 12 different Rivals decks which bumps the number of unique deck combinations to 66. If you want to get crazy, you can pair any of those 66 combinations with any of the 49 Organized Play legal warbands for 3,234 unique options to bring to a tournament.

Despite this being a deck that explicitly cares about treasure tokens, GW is choosing to not classify this as a Take and Hold deck. Instead, they've got it pegged as Flex. I assume it's because playing this deck is going to focus your gameplay around not only holding treasures but also fighting the enemy, but in that case Emberstone Sentinels should probably also be listed as Flex. Honestly, these classifications are rapidly becoming less and less useful or accurate. Hunting Grounds as Strike? Really?

Whatever you want to call it, this deck wants you to do stuff around treasure tokens and it leverages a plot card to pack some extra treasure-relevant rules in. The deck is evoking the idea that the treasures on the battlefield are powerful relics of previously felled fighters and that the greed of current warbands is causing them to fight over these bounties. The flavor text card even has what I think is a fun callback to Shadespire – I wasn't around the game during those days, but the mentioned of battles across "mirrored street" is a cool nod.



The plot card for Nexus of Power has three parts to it.

First, it's one of those plot cards that introduces a new game term in order to make short handing on cards easier. In this case covetous is a state that your fighters will be in if they are within one hex of a treasure token. This pretty solidly puts a focus on being near, if not necessarily on, treasure tokens. There are a few key reminders that will be important to keep in mind. First, tokens are only considered treasure tokens when that's the side facing up – cover tokens don't count, nor do Aqua Gyranis tokens. Second, a fighter standing on a treasure token is still within 1 hex of it.

The last part is important because of the second chunk of rules on the plot card. A covetous fighter holding a treasure token gets to extend their range 1 attacks by an additional hex. The majority of fighters in this game only have a range 1 attack, so this is pretty rad. It's also a non-scoring incentive to hold treasure tokens which exists in a few limited forms already but it's cool to see an entire deck grant a bonus. Note that the fighter does have to hold the token, so conductive fighters from Exiled Dead or the squigs from Zarbag's Gitz who have used Make Some Noise won't benefit from it.

The final third of the plot card is… weird. If you're piloting this deck, your opponent can flip two treasure tokens back down to their cover sides before the game starts. If both players are playing this deck, it's a little more involved but it means the board will start with anywhere from one to all five tokens showing as treasures. It's a balancing adjustment to the deck by limiting how many treasure tokens start on the field, but in my opinion it feels a little out of place. Emberstone Sentinels doesn't have (or need) such a restriction. I wonder if in testing, it was believed that Nexus of Power was too strong and this was added as a way to tone it down. Regardless of why, just keep in mind that you won't necessarily have access to all five treasure tokens from the get-go.

Objective Cards

The deck's plan is very clearly focused on treasure tokens. Six of the objectives include the covetous keyword from the plot card, but the other six also involve either holding or being adjacent to treasure tokens, so you'll need to be covetous to score those as well. It's very clear what this deck is asking you to do while playing. Conversely, it also means your opponent is quite certain that you want to fight on and around treasure tokens, so they are able to make your life more difficult by either avoiding treasures or keeping them delved down to their cover sides.

Surge Objectives



I guess Seized technically makes me a liar because your fighter doesn't need to be within 1 of a treasure token to score this, but their melee target does. It does mean you can't park a fighter on a token and use their boosted attack range to bop an enemy further away to score this, but it does also give you a little more leeway to charge into range if your opponent is in front of a treasure token. In theory, it's rewarding you for attacking an enemy fighter holding a treasure but they can get around this easily by just delving the token if they're standing on it, so I see it mostly being used counter-attacking enemies coming after your own treasure holders. Alternatively, in the first few turns it's possible to have a few decent targets given that all enemy fighters will be on starting hexes and at least some of those could be near treasures if you place them carefully. This feels like it'll settle around the 5th or 6th surge choice – not something I'm jumping to include in a Nemesis deck, but one I can comfortably include in my game plan and reasonably hope to score.

The timing here means you're able to make an attack into an enemy that qualifies and still score this if you drive them back, but you can't drive an enemy back to be adjacent to a treasure if they weren't already and score this.

Break Out is the first of the objectives that leans into needing to invade your opponent's side of the board. My first glance made me think you'd really have to commit to score this, but it's potentially not all that bad. You can even get it by having a treasure token in your side of the board and two fighters just in neutral adjacent to it. The safest play is probably to drop a token in neutral territory, get one fighter onto it and then another fighter adjacent to it. Many warbands are capable of setting this up in one activation, as well – Jaws of Itzl, Hexbane's Hunters, Elathain's Soulraid, and the list goes on. This doesn't care at all about your opponent's positioning and can be hard for them to disrupt. Great.

The real value with Claimed (and in Break Out above) is that these objectives care about the number of covetous fighters you have, not the number of treasure tokens you're coveting. You can easily score this by clustering around a single treasure token – in fact, there are a few warbands with high enough numbers of fighters who are capable of placing treasure tokens and deploying to score this at the very start of the game. Expect your opponent to flip down those treasure tokens, but it's nothing a Sidestep and delve can't fix. Plus, you can still just spread out and hold multiple tokens to score it as well. Hordes will love this.



Objectives that care about enemy bounty values can be rough. It's one of the (many) reasons Realmstone Raiders is not a popular or powerful choice. If you sit down across from Zarbag's Gitz, Grymwatch, Thorns of the Briar Queen, or other similar horde warbands they're simply not going to have a fighter with a bounty characteristic of 2 or more. Likewise, warbands with 0 bounty fighters or raise mechanics make Pound for Pound more difficult. Fortunately, it has a little bit of help in that being the underdog drops the bounty requirement to 1, but it's also pretty common for horde warbands to gain the underdog status early (because their fighters are so squishy) so it's not something I'd like to count on. It could be a meta flex if you know you're going into elites or 4x4 warbands almost exclusively, but there's almost always at least a Zarbag player at every event, so it's a gamble.

I don't get All Part of the Plan. Why does GW keep making objectives like this? First there was Usurped from Hunting Grounds and now this. Your opponent needs to have a fighter on a treasure token (so not delved into cover), you need to make a successful attack that includes enough crits to trigger Overrun, and then you have to choose to Overrun onto the treasure after slaying the enemy or driving them back. There are just too many hoops for me to want to ever include this in a deck. Maybe if I was playing a warband that had on-demand Overrun, I was playing Deadly Synergy with Battering Ram, and/or playing Raging Slayers with an accurate warband to turn hits into crits, one could make an argument for it to be the reluctant final surge objective choice but even then I'd want something else instead.

Speaking of crits, Calculated Strike is just Critical Effort from Blazing Assault but with more conditions. Just like Critical Effort, this is going to either feel like a free score that you didn't have to do anything for, or it's going to sit in your hand taunting you for a full round as you roll 3 dice with 2 rerolls over and over only to never see a critical.

It's nice that it works for ranged attacks and the melee range increase benefit for a covetous fighter holding a treasure token also means they will have more viable targets than normal, so this doesn't feel too bad. Just cross your fingers.

End Phase Objectives



Both Audacity and Close the Vice have some vague wording problems that will need to be addressed by an FAQ. The phrasing means it can be interpreted in two ways. The first is that a fighter was (a) covetous and (b) in enemy territory when they made a successful attack. The other is that a fighter was in enemy territory when they made an attack and have become covetous by the end phase. Purely guessing, I'd have to say the design intent was that the fighter is covetous while making the attack but it'd be nice to have it clarified.

As for the quality of the objective, it has a few nice perks. The attack doesn't have to be melee, so you can safely fire off ranged attacks and still score it. There is no restriction on the target's location, so they can be in friendly/neutral/enemy territory – you just need your fighter to be in enemy territory. You can even just barely nudge over the line and stay covetous with a treasure token in neutral to qualify. The downside is that it has to be a successful attack and it's only a 1 glory. Single glory end phases are not where you want to start with unless they're incredibly reliable. If you're planning on being in enemy territory, have the maneuverability to get there easily, and (ideally) a bit of ranged attack access to make this easier to score, it could take one of your final objective slots.

First there was Keep Choppin' in Blazing Assault. Then there was Aggressive Unity (aka Spicy Keep Choppin') in Deadly Synergy. Now we have Close the Vice, another variant of Keep Choppin' that rewards you for making attacks, even if they're not successful, but this time requiring that the attacks come from covetous fighters. Probably. Again, there's an argument that you just make attacks with any three fighters and make sure they're covetous in the end phase, but I'm leaning against that being the right interpretation.

The main issue here is that it requires three different friendly fighters to make the attacks, but none of the other similar objectives have that requirement. It's substantially more difficult to score.

The first of our reprints in this deck shows up with Slow Advance. I was initially pretty fond of this objective when Emberstone Sentinels first came out, but realized it's just a risky proposition to try and invade onto two treasure tokens at once and hold onto them all the way to the end phase. It's just a lot safer to take objectives that score from the treasures you already comfortably surround from the start of the game rather than risk overextending your fighters. Still, 2 glory is tempting…



While not quite asking you to hold three treasure tokens, Domination is awfully close to that and to be rewarded with only a single glory for doing so is honestly terrible. Any warband with 5 or fewer fighters should probably avoid taking this in Nemesis. I guess Grymwatch might be able to leverage their large number of bodies and flexible raise locations to make it doable. Domination just doesn't feel like it's worth the squeeze for most warbands, though.

Lone Wolves is a weird one that could also use some clarity from an FAQ. I'll talk about both interpretations I can see for it.

In the first, you need to have two fighters within 1 hex of a treasure token and they cannot be adjacent to any fighter at all. This means you'll need two fighters, neither of which are actually holding the token. Instead, they're both flanking it from opposite sides. This version of the card actively discourages holding treasure tokens which could be why it gets the 2 glory payoff – it's something that requires extra effort and doesn't just happen natively with your plans.

The other interpretation is that you need two fighters within 1 hex of a treasure token and they cannot be adjacent to any other fighters. This would allow you to score it by having one fighter hold the token and another fighter hang out next to them, but no other fighters from either player's warband would be adjacent to either of your two fighters here. This is a lot easier to score, but does still require two dedicated fighters avoiding combat to pull off so I could also see this being worth 2 glory.

It's a pretty big difference in how highly I'd rate this card. The former is only something I'd take if I had a lot of warscroll movement in a warband with many fighters. Think Zarbag's Gitz or maybe Thorns of the Briar Queen. The latter interpretation is a lot more forgiving and would make the cut in many more cases. I'm hoping for the latter because it's still something that can be very easily disrupted by the opponent (you don't have to even drive anyone back, just run up and touch one of the fighters) while still requiring an investment from the Nexus of Power player to score.

Holding two treasures (with some extra requirements) for two glory is fairly standard, even in this deck. Just look at Slow Advance for another example. Skin of Their Teeth is both easier and harder. It's nice that there are no positional requirements at all, so both treasures could be safely tucked back in your territory away from the enemy. The downside is those "safe" fighters are less likely to be damaged.

It's worth two glory though, so I'm willing to jump through a few hoops. There are a few self-damaging cards in the game, but I wouldn't pick any that are just there to score this objective. They'd need to have other useful utility, so if you're including any of Desperate Rage, Sunder the Realm, Fault Lines, Scream of Anger, or Push Through, then this becomes even just a little easier to score. Alternatively, if you're a warband that can raise fighters in a damaged state, this becomes much easier. Reluctantly, I'll also say, for like the fourth time this article, Zarbag's Gitz can do well if you just run one of your idiots through the Snirk ping bubble on their way to a treasure.

Objective Thoughts

Honestly, these objectives feel decent. They are centered around feature tokens but manage to thread the needle between being too easy (*cough* Pillage & Plunder) or too hard. Even if your fighters get driven back off of a treasure token, a decent number of these can be scored just from being next to a treasure. It does mean your opponent is going to want to delve and that's going to hurt a Nexus of Power player quite a bit, but that's also making them sacrifice turns for potentially less optimal plays.

It's also nice to see roughly half of these are cards I'd be happy to slot into decks, including multiple 2-glory end phases. As long as your Nemesis pair also brings some decent objectives, you should have a solid number of options to play around with.

Power Cards

While only two power cards have the new covetous keyword on them, there are plenty that talk about "a friendly fighter within one hex of a treasure token." It feels odd to not shorthand that to "covetous" on the cards. As a whole, the power deck is also heavily stacked to care about being on or around treasure tokens – in fact, there are only three power cards that don't directly mention treasure or cover tokens, and those are defensive cards intended to help keep your fighters near tokens.

Ploys



The first ploy is essentially a bad Sidestep, but as I've said even a bad Sidestep is usually worth including. The limitations on Pilfer are going to be a pain in some games because you can't use it to push onto a cover token to delve it back to the treasure side, but it's still going to be useful in enabling a lot of this deck's scoring as well as other decks' scoring (Emberstone Sentinels, Pillage & Plunder, Countdown to Cataclysm, etc.).

Being able to get two activations in one turn is fantastic. Move at the Opening makes certain objectives trivial to score and also just helps out with action economy. The first fighter is completely unrestrained in where they move (or charge!), even if the second fighter has to end up near a treasure token.



The fact that there is no range restriction on Organised Efforts' swap teleport is intriguing. Use it to yo-yo back a fighter that you charged into the enemy after they soak up a hit and replace them with a fresh body. Use it to suddenly threaten a large bubble in the enemy's lines (thanks to the +1 range for being on a treasure token) with your warband's big hitter like Blackpowder or Kainan. It will be less useful if you're just focusing on holding in your own territory, but could still come in handy in some situations.

Defiance is this deck's version of a card that grants bonus attack dice and it's fine. A single bonus dice isn't anything too fancy. It is nice that if you're holding the token and get the range increase, it means you're more likely to be able to use this. It also works for ranged attacks as well and not all of these effects do.



Into the Deepwoods is such a cool card name. Although, the effect is yet another one that's a little vague on how it works. Does the friendly fighter need to be in neutral or enemy territory, or is it the treasure token that needs to be there? The wording on these cards isn't particularly tight which is a bit frustrating. Either way, granting a guard token when your whole plan is to park fighters in spots that you don't want to be driven back from is useful. It'd just be nice to know exactly how this was supposed to work.

The companion to Pillage & Plunder's Crumbling Mine, Unearthed Treasure can help flip back the tokens your opponent flipped before turn one or delves away during the game. I think Crumbling Mine is pretty limited in use, but this one feels a little better given that you have various pushes and moves that need to end near treasure tokens. It's not only helping a lot of your scoring options, but also helping you move fighters around the battlefield.



Cleave is nice and all, especially with the latest rules update to the Wurmspat, but Territorial Welcome feels like too many hoops to jump through for me to want to include it. The enemy fighter has to be (a) undamaged, (b) near a treasure token, and (c) on shield defenses. If it was a little less restrictive and/or granted Ensnare in addition to Cleave, I'd be more willing to consider it but as is this isn't going to make the cut in my decks.

Another reprint from Emberstone Sentinels, Hold the Line simply lets you say "no" to when your opponent wants to reposition your fighters. It's useful there and it's useful here. It might not come in handy quite as often as it does in Emberstone Sentinels, just because of how a lot of these objectives are a tiny bit more flexible, but it's a nice tool to have access to if your warband wants it. Razek is also looking pretty bad ass in the art.



A surprise defensive re-roll on a fighter that's likely in an important board position? Dig In is great and can help throw off your opponent's math without telegraphing anything. It can even be a last ditch effort to try and fish for a critical to trigger Stand Fast to survive an otherwise lethal hit.

I'll probably pass on The High Ground in my decks. Grapple continues to be underwhelming in my experience, and Brutal is a nice-to-have but not really worth a card slot. You can't even use it to ignore the defensive bonus cover grants because you can only play this near a treasure token.

Upgrades



Wily Prospector one is tricky to evaluate. Initially, I thought it could be used to help secure scoring against an opponent who is doing a good job at delving away all the treasure tokens and squatting in the resulting cover. Upon review though, this will only help score three surge objectives (Break Out, Claimed, Calculated Strike) and two end phase objectives (Audacity, Close the Vice). Most of the cards specifically call out needing to be on or near treasure tokens, so this doesn't help as much as it might seem at first glance. It doesn't even do anything by itself like grant the extra range on melee attacks from holding a treasure token and costs a hefty 2 glory to play. That said, all five of those objectives are pretty solid options to include. It feels like a candidate for that 10th or 11th upgrade slot, but only if you're packing all five of the potential objectives it can help unlock.

Up next... Wicked Aim from the old Hungering Parasite deck, is this you? That card was so much fun and while Cautious Attitude is both more expensive and restricted, it's still pretty rad. You're capped at 2 damage, but can still add grievous to be a threatening turret. On my first reading of it, I thought it was just increasing the range granted by the plot card but it's also granting the extended range to fighters who are only covetous – no need to actually hold the token.



Mirror Shield feels like a pricey upgrade that's not going to even be useful in many match ups. Ranged attacks, while not exactly rare, aren't something every warband is going to bring against you. There are currently 15 Organized Play legal warbands who don't have a single ranged attack, and the vast majority of the rest only have one fighter who can attack at ranged. Maybe if Thundrik or Ephilim somehow become a meta threat, but otherwise it's too expensive for too little payoff.

Driven by Pain is another anti-drive back reprint. This time it gives your opponent the choice to either drive back your fighter or heal them. They're (obviously) going to always pick the option that's worst for you and your fighter has to be able to survive getting punched in the face to begin with, so I've found it to be of limited use. If your warband is full of big beefy brawlers it becomes a little more tempting to include.



Yet another reprint shows up with Inviolate, and it's one that has become more useful with the widespread adoption of Deadly Synergy. This helps keep your fighters a little bit safer while on treasure tokens and can sometimes help their attack accuracy. It's not as good as Brawler from Blazing Assault, but it does a pretty solid impression. It won't do anything if you're only adjacent to treasures, but it's still a solid inclusion.

Opportunist is an odd card and one I'm least sure of. The enemy fighter that charges doesn't have to be anywhere near the fighter with this upgrade to flip the cover token which is cool. If your fighter was already on the token, they could just delve it manually, so it seems to be best suited for occasions when your fighter is adjacent to and can't get onto a token. Maybe they didn't have quite enough movement to get there or they were pulled off with Lure of Battle before they could delve. I'll have to see it in action more before I can feel sure, but my initial judgment is that it's going to be too narrow in use to be something I'm happy to see in my hand.



Overreach is Cautious Attitude's ranged friend. Warbands like Thundrik's Profiteers and Ephilim's Pandaemonium are going to be able to get absurd threat ranges with this, albeit only for a single shot and (usually) just one damage. It's expensive and disposable, but sometimes you just really need to try and shove an enemy off of an Aqua Ghyranis token or finish off a vulnerable fighter that ran away. Do note that unlike Cautious Attitude, this doesn't check to make sure it was used before it breaks – any successful ranged attack while the fighter is near a treasure token will cause it to break, so try not to play it out before you plan to use it.

Spiteful Defender, this deck's version of conditional grievous, comes with two conditions instead of the usual one. Luckily, if your fighter is standing on a treasure token, they wind up having extra reach with their weapons so they can possible hit enemies a bit easier without having to charge. It also means that if your fighter is driven back off of a treasure token, they're going to be (potentially) standing next to a target while still juiced up with grievous for a potent crack back. I'll be including Spiteful Defender in my Nexus of Power decks just to get that extra bit of damage.



I appreciate GW continuing the silly even/odd pun names on cards like I Like Those Odds. Getting an extra save dice for only one glory is a great deal; the cap of 2 and needing to be on one of the odd numbered treasure tokens is a little annoying, but given that's what this deck wants to do it's not a huge ask. Just try to coordinate your single save fighters to be the ones going after odd number tokens if you have the choice.

Well dang, Starmaw is a weapon with tremendous range, surprisingly good accuracy, plus it has stagger? This is fantastic for any warbands that aren't completely stacked with ranged attacks because it means you can safely park fighters on treasure tokens and still have a really good shot at being able to engage the enemy even if they're far away. To get across how insanely large a 4 hex radius is, take a look at the board. If you have a fighter standing in the center hex, then they are going to be in range of every other hex on the board aside from the edge hexes. Sheesh.

Power Card Thoughts

The power cards here certainly support the objective suite. Some do it better than others, but I'd say it's a pretty coherent set of 20 cards.

Jake's Picks

This is where I highlight cards that stand out to me from the deck. I'll pick a surge objective, end phase objective, ploy, and upgrade and talk about it a little bit. They might not be the most powerful option in their category – sometimes I pick something that's just a neat design that I appreciate, other times it's something I feel is going to be really solid in play.

Seized is probably my favorite surge objective.I want this deck to lead to games where action is centered around the treasure tokens with a lot of dramatic back-and-forth. Will that happen? I dunno, but this objective will work best if that's the case.

Close the Vice scores off of making attacks and I've been learning I am very much inclined to be making attacks in this game. If it winds up being ruled the way I expect (fighters need to be covetous when making attacks, but then can move elsewhere or just straight up die) then I think it'll be a staple in this deck, particularly with any warbands who have at least one ranged fighter.

Move at the Opening: Being able to squeeze a 13th activation in a game is great. First edition of Underworlds had a few out of sequence move ploys like this and they were always both powerful and flexible, so I fully expect this to function similarly. Starblood Stalkers will love yet another way to get two fighters onto treasures in one turn. Offensive warbands can use it to throw two powerhouses at the enemy at once – imagine both Morgok and 'Ardskull suddenly being within brawling distance before you ever get to take a turn.

Overreach will lead to hilariously long shots. By using a couple of swag tokens on Swag Mortar, Blackpowder could park his happy pirate butt on a treasure token and cover the entire board with this. Ranged attacks aren't nearly as threatening as melee attacks in second edition, but the utility in being able to bop fighters off of tokens is always welcome, especially in an Aqua Ghyranis world.

Warbands

Noodling on the various warbands out there, I think some fighters might be more interested in this deck than others.

Spiteclaw's Swarm could take advantage of their movement speed and ability to raise all over the board to very easily become covetous. I just spent a few minutes on this, but I was surprised at seeing how many times treasure tokens wind up being adjacent to starting hexes. You can also plop Spiteclaw or Krrk onto a treasure token and their weapons instantly get an upgrade to 2/2H/2 profiles – tack on grievous if they've got an underling nearby and that's nothing to scoff at. Plus the warband comes with its own built in confusion effect now with the updated Out of My Way, Fool Things!

There are plenty of 4x4 warbands that also seem like they'd be willing to brawl around treasure tokens and could benefit from a boost to their melee range, especially the ones with some extra movement tricks to get there and defensive tricks to stay there. Gnarlspirit Pack has all those tools and the thought of a range 2 Gorl is going to give me nightmares. Khagra's Ravagers are instantly going to be interested in this deck because there's finally another deck that cares about holding treasures so they can desecrate them even more. Xandire's Truthseekers have a use for their Seeker's Strike ability, letting them un-delve a feature out from under an enemy and be covetous more easily.

Nemesis Pairings

Only three of the objectives specifically require being in neutral and/or enemy territory, so it's possible to cherry pick other "safe" hold objectives from decks like Emberstone Sentinels, Countdown to Cataclysm, or Pillage & Plunder and wind up with a deck that is content sitting back in friendly territory to rake up the glory.

It also feels like a potentially fun deck to pair with something like Blazing Assault or Reckless Fury for a solid flex approach -- get in and beat faces near treasure tokens. Ylthari's Guardians or Elathain's Soulraid, perhaps?

Closing Thoughts

I'm quite excited to see this deck. I think it has potential to be a solid contender in the pool of Rivals decks. The core four decks from Embergard are sitting comfortably on their thrones of the most solid decks available. I suspect Nexus of Power won't be quite as prevalent as Deadly Synergy has been, but I suspect it will be on par with Reckless Fury (post-nerfs) which feels like a solid place to be.

Rejoice, Underworlds players. Games Workshop has finally heard our pleas to reward our fighters for standing on tokens again.

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Tags: warhammer underworlds | Starting Hex

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