|149||Honed Survival Instincts||Score this in an end phase if no friendly fighter was taken out of action in the preceding action phase.||1||-||-||-|
|154||Skritch is the Greatest, Yes-yes||Score this immediately if your leader takes an enemy fighter out of action.||1||-||-||-|
|159||Musk of Fear||Choose a friendly fighter and put them on Guard.||-||-||-||-|
|166||Bodyguard for a Price||If Skritch is adjacent to this fighter, Skritch is on Guard (even if Skritch has made a Charge action this phase).||-||Krrk the Almost-Trusted||?||-|
|171||Sneaky Stab-stab||You can push this fighter one hex before they take an Attack action, though not when this fighter takes a Charge action.||-||-||?||-|
|234||Advancing Strike||Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action.||1||-||-||-|
|235||Alone in the Darkness||Score this in an end phase if there are no adjacent fighters on the battlefield.||2||-||-||-|
|243||Change of Tactics||Score this immediately if a friendly fighter on Guard makes a Charge action.||1||-||-||-|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.||2||-||?||-|
|272||Master of War||Score this in an end phase if you scored an objective card, played a ploy card and played an upgrade card in this round.||1||-||-||-|
|282||Ploymaster||Score this in an end phase if you played three or more ploys in the preceding action phase.||1||-||-||-|
|284||Precise Use of Force||Score this immediately if a friendly fighter makes a successful Attack action that deals exactly enough damage to take their target out of action.||1||-||-||-|
|291||Superior Tactician||Score this in the third end phase if you have scored six or more other objective cards.||3||-||-||-|
|305||Victorious Duel||Score this immediately if your leader takes an enemy leader out of action.||2||-||-||SSduplicate|
|311||Confusion||Choose two fighters that are adjacent to each other and switch them.||-||-||-||SSduplicate||13/36 (36.11%)|
|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.||-||-||-||-|
|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.||-||-||?||-|
|349||Rebound||Reaction: Play this during an enemy Attack action that would succeed. Roll a defence dice. On a roll of Dodge or Critical success the attacker suffers the damage, rather than the target, and neither fighter is driven back.
|360||Sidestep||Choose a friendly fighter and push them one hex.||-||-||-||SSduplicate||14/36 (38.89%)|
|368||Time Trap||Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation).
|369||Trap||Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage.||-||-||?||-|
|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.||-||-||?||-|
|374||Acrobatic||If this fighter has a Dodge Defence characteristic or has a Block Defence characteristic but is on Guard, roll an extra defence dice when they are the target of an Attack action.||-||-||?||-|
|376||Awakened Weapon||You can re-roll one attack dice each time this fighter makes an Attack action.||-||-||-||-|
|384||Deathly Fortitude||-2 Move, +2 Wounds.||-||-||-||-|
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||26/36 (72.22%)|
|395||Incredible Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||-|
1 Fury 3 3When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage.
1 Smash 2 3When this Attack action is successful, 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.||-||-||?||-|
|L24||Shining Example||Score this in an end phase if your leader is on the battlefield and Inspired.||1||-||-||-|