|178||Khorne Sees Us||Score this immediately if your warband takes two or more enemy fighters out of action in a phase. (Able to be scored if you draw this card after the condition was met).||1||-||-||-|
|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||-||-||-|
|183||Show of Strength||Score this immediately if your leader takes an enemy fighter out of action.||1||-||-||-|
|188||Daemonic Resilience||The first friendly fighter who suffers any amount of damage in the next activation only suffers 1 damage.||-||-||-||-|
|190||Furious Inspiration||Choose a friendly fighter. The become Inspired.||-||-||-||-|
|194||Brutal Charge||Roll an extra attack dice when this fighter makes a Charge action.||-||Magore Redhand, Ghartok Flayskull, Zharkus the Bloodsighted||-||-|
|197||No Respite||Reaction: During an Attack action or ploy that will take this fighter out of action, you can make an Attack action with them.||-||Magore Redhand, Ghartok Flayskull, Zharkus the Bloodsighted||-||-|
|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||-||-||-|
|249||Cover Ground||Score this immediately if a friendly fighter makes a Move action of six or more hexes.||1||-||?||SSduplicate||7/36 (19.44%)|
|252||Defensive Strike||Score this immediately when your warband takes an enemy fighter standing in your territory out of 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||-||-||-|
|320||Duel of Wits||Reaction: Play this when an opponent plays a ploy. Draw two power cards.||-||-||?||-|
|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.||-||-||?||-|
|335||Invisible Walls||All fighters' Move characteristics are reduced to 1 for the next activation.||-||-||?||-|
|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.||-||-||?||-|
|361||Spectral Wings||The first fighter to make a Move action in the next activation has +2 Move.||-||-||?||SSduplicate||18/36 (50%)|
|362||Spoils of Battle||Play an upgrade card. This doesn't cost a glory point.||-||-||-||-|
|368||Time Trap||Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation).
|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.||-||-||?||-|
|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.||-||-||-||-|
|378||Concealed Weapon||On a critical hit, this fighter's Attack actions with a Range of 1 have +2 Damage.||-||-||-||-|
|384||Deathly Fortitude||-2 Move, +2 Wounds.||-||-||-||-|
|390||Great Speed||+1 Move.||-||-||-||SSduplicate|
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||26/36 (72.22%)|
|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.||-||-||-||-|
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.
|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.||-||-||?||-|