|2||Blood for the Blood God!||Score this immediately if three or more of your fighters made a Charge action in this phase. (Able to be scored if you draw this card after the condition was met).||1||-||-||SSduplicate|
|5||It Begins||Score this in an end phase if at least one fighter from each warband is out of action.||1||-||-||SSduplicate|
|6||Khorne Cares Not||Score this in an end phase if five or more fighters are out of action.||2||-||-||SSduplicate|
|10||Blood Offering||Choose a friendly fighter. They suffer 1 damage. Roll two extra attack dice for their first Attack action in the next activation.||-||-||-||SSduplicate|
|16||Insensate||The first friendly fighter who suffers any amount of damage in the next activation only suffers one damage.||-||-||?||SSduplicate|
|21||Bloodslick||+1 Defence.||-||Garrek Gorebeard||-||SSduplicate|
|28||Whirlwind of Death||+1 Damage to all Attack actions with a Range of 1 or 2.||-||Karsus the Chained||-||SSduplicate|
|234||Advancing Strike||Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action.||1||-||-||UCR2|
|237||Assassinate||Score this in an end phase if your warband took an enemy leader out of action in the preceding action phase.||1||-||-||UCR3|
|243||Change of Tactics||Score this immediately if a friendly fighter on Guard makes a Charge action.||1||-||-||UCR2|
|247||Conquest||Score this in the third end phase if all of your surviving fighters are in your opponent's territory.||2||-||?||SSduplicate|
|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||-||?||-|
|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||-||?||-|
|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||-||-||UCR2|
|291||Superior Tactician||Score this in the third end phase if you have scored six or more other objective cards.||3||-||-||-|
|318||Distraction||Choose an enemy fighter and push them one hex.||-||-||-||SSduplicate||11/13 (84.62%)|
|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.
|332||Illusory Fighter||Choose one of your fighters on the battlefield. Place them on a starting hex in your territory.||-||-||-||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.||-||-||?||-|
|360||Sidestep||Choose a friendly fighter and push them one hex.||-||-||-||SSduplicate||3/13 (23.08%)|
|369||Trap||Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage.||-||-||?||UCR2|
|372||Twist the Knife||Reaction: Play this during a friendly fighter's Attack action that has a Range of 1 and will succeed. It has +1 Damage for that Attack action.||-||-||?||UCR2|
|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.||-||-||?||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.||-||-||-||-|
1 Smash 1 4
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.
1 Fury 3 3When 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.||-||-||?||-|