|180||No Escape||Score this immediately if three or more of your fighters made a Charge action this phase. (Able to be scored if you draw this card after the condition was met).||1||-||-||-|
|181||Rivers of Blood||Score this in an end phase if all surviving fighters (at least four) are wounded.||2||-||-||-|
|190||Furious Inspiration||Choose a friendly fighter. The become Inspired.||-||-||-||-|
|234||Advancing Strike||Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action.||1||-||-||UCR2|
|235||Alone in the Darkness||Score this in an end phase if there are no adjacent fighters on the battlefield.||2||-||-||-|
|236||Annihilation||Score this in an end phase if all enemy fighters have been taken out of action.||5||-||-||SSduplicate|
|239||Blooded||Score this in an end phase if all of your surviving fighters (at least three) have at least one wound token.||1||-||-||UCR3|
|243||Change of Tactics||Score this immediately if a friendly fighter on Guard makes a Charge action.||1||-||-||UCR2|
|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||-||-||-|
|273||Masterstroke||Score this immediately if an enemy fighter is taken out of action by an Attack action made as a Reaction by your warband or a Reaction made by your warband that causes damage.||1||-||?||-|
|282||Ploymaster||Score this in an end phase if you played three or more ploys in the preceding action phase.||1||-||-||UCR1|
|303||Unbroken Wall||Score this in an end phase if all surviving friendly fighters (at least three) are in a single group with each friendly fighter adjacent to another friendly fighter.||1||-||-||-|
|320||Duel of Wits||Reaction: Play this when an opponent plays a ploy. Draw two power cards.||-||-||?||UCR1|
|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.
|330||Healing Potion||Choose a friendly fighter and roll a defence dice. On a roll of Block or Critical success remove up to two wound tokens from them. Otherwise remove one wound token from 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|
|343||My Turn||Reaction: Play this after an Attack action or ploy that damages a friendly fighter. Push them up to one hex and make an Attack action with them.||-||-||?||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.||-||-||?||-|
|356||Shardgale||All fighters suffer 1 damage.||-||-||-||UCR3|
|361||Spectral Wings||The first fighter to make a Move action in the next activation has +2 Move.||-||-||?||SSduplicate||7/13 (53.85%)|
|376||Awakened Weapon||You can re-roll one attack dice each time this fighter makes an Attack action.||-||-||-||UCR2|
|378||Concealed Weapon||On a critical hit, this fighter's Attack actions with a Range of 1 have +2 Damage.||-||-||-||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%)|
|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.
3 Fury 3 1On a critical hit, this Attack action has +1 Damage.
2 Smash 2 2When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage.
|420||Soultrap||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 they suffer no damage and are not taken out of action, and you discard this upgrade.||-||-||?||-|
|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.||-||-||?||-|
|433||Trusted Defender||You can re-roll one defence dice for this fighter when they are the target of an Attack action.||-||-||?||UCR1|