|118||A Grim Promise||Score this in an end phase if your warband took an enemy leader out of action in the preceding action phase.||1||-||-||-|
|119||Ferocious Charge||Score this immediately if a friendly fighter takes an enemy fighter out of action with a Charge action.||1||-||-||-|
|120||For the Ur-gold||Score this in an end phase if all your surviving fighters (at least three) are Inspired.||1||-||-||-|
|124||Scion of Grimnir||Score this immediately if your leader takes an enemy fighter out of action.||1||-||-||-|
|127||Indomitable||The first time a friendly fighter suffers damage in the next activation, they only suffer 1 damage.||-||-||-||-|
|129||Oathsworn||Reaction: Play this after a friendly fighter's Attack action that fails. That fighter can make another Attack action that targets the same fighter.||-||-||-||-|
|131||Slaying Blow||If the first Attack action in the next activation is a critical hit, double its Damage characteristic.||-||-||-||-|
|132||The Earth Shakes||Choose a fighter and push them one hex.||-||-||-||-|
|133||Treasure-lust||Choose a friendly fighter and push them up to three hexes. They must end up holding an objective.||-||-||-||-|
|136||Activated Runes||Each time this fighter make an Attack action, you can re-roll one dice.||-||-||-||-|
1 Fury 3 1Reaction: During an Attack action that succeeds against this fighter, this fighter cannot be driven back and makes this Attack action. It must target the attacker.
1 Fury 2 2Targets all adjacent enemy fighters - roll for each.
|143||Grimnir's Speed||+2 Move.||-||Fjul-Grimnir||-||-|
3 Fury 2 1On a critical hit this Attack action has +1 Damage.
|237||Assassinate||Score this in an end phase if your warband took an enemy leader out of action in the preceding action phase.||1||-||-||-|
|263||Hold Objective 1||Score this in an end phase if you are holding objective 1.||1||-||-||SSduplicate|
|264||Hold Objective 2||Score this in an end phase if you are holding objective 2.||1||-||-||SSduplicate|
|265||Hold Objective 3||Score this in an end phase if you are holding objective 3.||1||-||-||SSduplicate|
|266||Hold Objective 4||Score this in an end phase if you are holding objective 4.||1||-||-||SSduplicate|
|267||Hold Objective 5||Score this in an end phase if you are holding objective 5.||1||-||-||SSduplicate|
|271||Massive Assault||Score this immediately if your fighters deal 7 or more damage in an action phase (damage in excess of a fighter's Wounds characteristic is included). (Able to be scored if you draw this card after the condition was met).||1||-||-||-|
|277||No Remorse||Score this immediately if one of your fighters takes an enemy fighter out of action with an Attack action with a Damage characteristic greater than the target's Wounds characteristic.||1||-||-||-|
|316||Death Throes||Reaction: Play this card during an Attack action or ploy that will take a friendly fighter out of action. Choose an enemy fighter adjacent to the target. They suffer 1 damage.||-||-||-||-|
|327||Fuelled by Fury||You can re-roll any attack dice for the first friendly fighter's Attack action in the next activation.||-||-||?||-|
|348||Ready for Action||Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.
|354||Second Wind||(Errata update) Choose a friendly fighter that has one or more Charge tokens. In the next activation, treat the chosen fighter as if they had one fewer Charge tokens than they have, and one more Move token than they have.||-||-||?||-|
|369||Trap||Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage.
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||14/17 (82.35%)|
|392||Headlong Charge||When this fighter makes a Charge action, increase their Move characteristic by 1 until the end of the activation.||-||-||-||-|
|403||Light Armour||Rolls of Critical success on a defence dice are no longer a success for this fighter. Roll an extra attack dice when this fighter make an Attack action.||-||-||-||-|
|424||Tethered Spirit||(Errata update) Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a Block or Critical success place them on any starting hex in your territory, ignore the damage and discard this upgrade (they cannot be driven back). If you cannot, they are taken out of action.||-||-||?||-|
|431||Total Offence||(Errata update) When this fighter makes their first Attack action in an activation or power step (other than an Attack action made as part of a Charge action), you can choose for that Attack action to have +2 Dice. If you do, this fighter cannot be activated again this phase.||-||-||-||-|