All Emperor’s Tarot Cards Explained — Warhammer Survivors Power-Ups

Warhammer Survivors: All Items & How to Unlock Them

The screen went red and my Astartes was a heartbeat from dying. I hit redeploy and one Tarot flip rewired the fight in seconds. You know that electric knot in your gut when a single card can steal a run.

I’ve played enough ruined runs and sudden comebacks to tell you what matters: which cards to chase, which to stack, and which to treat like a curious trinket. I’ll walk you through every Emperor’s Tarot card, what it actually does to your stats and behavior, and the simple choices that make those numbers matter in-game.

Tarot cards in Warhammer Survivors
Screenshot by Moyens I/O

On my commute I watched a vendor sort tarot cards by color — All Emperor’s Tarot Cards and how they work in Warhammer Survivors

There are 10 Emperor’s Tarot cards you can find only in the 40K universe of Warhammer Survivors. Each card changes builds in clear, measurable ways: some buff your damage, others rewire your economy or crowd control. An Emperor’s Tarot is a loaded die in your pocket.

Name Ability
VIII – The God-Emperor Gain +1 Redeployment at Level 2, 20, and 40. You become Frenzied for 10 seconds whenever you redeploy.
XV – The Tides of the Warp Attracts Stage Items, Pickups, and Light Sources toward you when a specific number of enemies have been killed.
0 – The Fool Raises the chance of you finding a Collectathon pickup. When you redeploy, it triggers a Collectathon on critical HP. Any currency collected has a chance to heal or increase Corruption.
XIV – The Young Warrior Gives +5 Rerolls. You also get +10% Veterancy and -5% Reload for each follower. It also makes it easier to find Laud Hailers.
XVI – The Tree of Life Get doubled healing and immunity to Bleeding, Burning, Cursed, Poisoned, Slowed, Stunned, and Vulnerable status effects. You’ll get Blessed for Overheal seconds whenever you do so.
IX – Daemon Get +2 Skip, Banish, and Reroll. Gain Corruption at every level, and it also reduces Reload stat slightly. However, you get better Skill and Move stats.
III – The Hulk All attacks against Tyranids have chance to deal double damage. Range and Skill raises by 2% every level while Move drops by the same percentage.
X – Astartes All attacks against Orks have a chance to deal double damage. Melee weapons gain +15% Range, +20% Knockback, Strength, and +25% base damage.
I – Galaxy Emit Warp Rifts within Aura range. The character starts to gain +1% Range at every level.
IV – The Silver Key Raises the chances of inflicting status effects on enemies, their duration, and damage by 20%.

Below I’ll parse each card for what it does to your stats, how it pairs with common items, and the high-leverage choices that turn a small bonus into a run-saving advantage. I’ll reference community tools like Steam guides, Moyens I/O’s screenshots, and Reddit threads where players test strange combos so you can reproduce results rather than guess at them.

How many Emperor’s Tarot cards are there?

There are 10 distinct cards available in the 40K universe. Each card provides a persistent, often level-scaled effect that changes how you handle fights, pickups, and redeploys. If you collect them in different runs you’ll notice how some stack into aggressive builds while others steer you toward support or crowd-control playstyles.

Where do I find Emperor’s Tarot cards in Warhammer Survivors?

Tarot cards spawn only in the 40K universe stages. Community trackers on Steam and Reddit map spawn themes and suggest routes; streamers on Twitch and YouTube often show exact chest locations for specific runs. If you like reproducible testing, check Steam Workshop guides or search Moyens I/O articles for screenshots that match stage layouts.

Which Tarot card should I pick first?

Pick based on role. If you play melee and want raw power, X – Astartes converts a lot of your hits into big numbers. If survivability is your problem, XVI – The Tree of Life is effectively a regenerating safety net. For economy-focused runs the Fool shifts pickups into a healing/corruption gamble that pairs well with resource-gathering builds. Each card pushes your run into a different tactical lane; choose the lane that already fits your weapons and followers.

Here’s a quick read of the cards with one-line coaching:

  • VIII – The God-Emperor: Extra redeploys and a frenzy burst—great for aggressive resets or getting out of bad positions.
  • XV – The Tides of the Warp: Pulls items to you—useful for greedy builds or when you want consistent light pickup access.
  • 0 – The Fool: Boosts pickup rates and converts currency into heal or corruption—risky but high reward for long runs.
  • XIV – The Young Warrior: Rerolls and follower bonuses—excellent for builds that rely on follower scaling or item hunting.
  • XVI – The Tree of Life: Doubles healing and grants broad status immunity—your best bet when sustain matters more than raw DPS.
  • IX – Daemon: Corruption-heavy with stat trade-offs—this one can create glassy killers that snowball fast.
  • III – The Hulk: Tyranid-focused damage spikes—pair with anti-Tyranid weapons for arena stomps.
  • X – Astartes: Melee scaling and big damage against Orks—melee-centric players should prize this card.
  • I – Galaxy: Emits Warp Rifts and grows range—ideal for hybrid builds that mix AoE and spacing.
  • IV – The Silver Key: Boosts status chance and duration—turn weapons that apply effects into harassment machines.

Stacking notes: cards that add rerolls or redeploys change how you value items like Laud Hailers and Collectathon pickups. The Fool and God-Emperor change economic math; the Tree of Life makes status immunity items redundant. If you’re using third-party tools like build planners on Steam or spreadsheet testing from Reddit, record which card combos consistently return the biggest win rate.

Two simple rules I follow: prioritize cards that shore up your biggest weakness, and never let a card that accelerates corruption sit without a mitigation plan. Each card is a tuning fork for your run’s tempo.

Want to argue which card is overpowered or underrated after a hundred runs—are you ready to pick a side?