|119||Ferocious Charge||Score this immediately if a friendly fighter takes an enemy fighter out of action with a Charge action.||1||-||-||-|
|124||Scion of Grimnir||Score this immediately if your leader takes an enemy fighter out of action.||1||-||-||-|
|128||Living Wall||Choose two friendly fighters and push each of them up to one hex. They must end up adjacent to one another.||-||-||-||-|
|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.||-||-||-||-|
|142||Grimnir's Fortitude||+1 Defence.||-||Fjul-Grimnir||-||-|
|143||Grimnir's Speed||+2 Move.||-||Fjul-Grimnir||-||-|
|235||Alone in the Darkness||Score this in an end phase if there are no adjacent fighters on the battlefield.||2||-||-||-|
|252||Defensive Strike||Score this immediately when your warband takes an enemy fighter standing in your territory out of action.||1||-||-||UCR3|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.||2||-||?||-|
|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|
|278||Our Only Way Out||Score this in an end phase if you hold three or more objectives.||2||-||-||-|
|292||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||SSduplicate||3/13 (23.08%)|
|329||Great Concussion||Choose a hex on the battlefield, then push all fighters one hex (in whichever order you choose). This push must move them away from the chosen hex. If there is no hex you could push a fighter into, do not push them.
|331||Hidden Paths||Choose a friendly fighter that hasn't made a Move action this phase and is on any edge hex. Place them on any other edge hex. They are considered to have made a Move action.||-||-||?||-|
|332||Illusory Fighter||Choose one of your fighters on the battlefield. Place them on a starting hex in your territory.||-||-||-||UCR3|
|333||Improvisation||Discard all power cards in your hand and draw three power cards.||-||-||?||UCR3|
|334||Inspiration Strikes||Choose a friendly fighter. They become Inspired.||-||-||?||UCR3|
|347||Quick Thinker||Reaction: Play this after an enemy fighter's Move action. Make a Move action with a friendly fighter who has not already made a Move action in this phase.
|348||Ready for Action||Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.||-||-||?||-|
|368||Time Trap||Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation).
|373||A Destiny to Meet||If this fighter is not out of action at the end of the third action phase, gain 1 additional glory point.||-||-||?||UCR3|
|376||Awakened Weapon||You can re-roll one attack dice each time this fighter makes an Attack action.||-||-||-||UCR2|
|389||Great Fortitude||+1 Wounds.||-||-||-||SSduplicate||7/13 (53.85%)|
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||8/13 (61.54%)|
|393||Helpful Whispers||If this fighter has no adjacent friendly fighters, rolls of Single support are a success when they make an Attack action.||-||-||-||-|
|395||Incredible Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||UCR3|
1 Smash 2 2When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage.
3 Smash 2 2After a fighter makes this Attack action, discard this upgrade. On a critical hit, this Attack action has +1 Damage.
|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.||-||-||?||-|