|235||Alone in the Darkness||Score this in an end phase if there are no adjacent fighters on the battlefield.||2||-||-||-|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.||2||-||?||-|
|278||Our Only Way Out||Score this in an end phase if you hold three or more objectives.||2||-||-||-|
|291||Superior Tactician||Score this in the third end phase if you have scored six or more other objective cards.||3||-||-||-|
|292||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||SSduplicate||3/13 (23.08%)|
|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|
|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.
|361||Spectral Wings||The first fighter to make a Move action in the next activation has +2 Move.||-||-||?||SSduplicate||7/13 (53.85%)|
|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.||-||-||?||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|
|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|
|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||-||-||-|
|N4||Harness the Storm||Score this immediately if a friendly fighter successfully casts a spell.
|N6||Magical Supremacy||Score this in an end phase if your warband successfully cast two or more spells in the preceding action phase.||1||-||-||-|
|N24||Hurricane Step||Reaction: After this fighter's Attack action, push this fighter up to one hex.||-||Rastus the Charmed, Ammis Dawnguard||-||-|
|N27||Tempest's Might||+1 Damage to all spell Attack actions.||-||-||-||-|
|N317||Extreme Flank||Score this in an end phase if there is a friendly fighter on an edge hex and another friendly fighter on an edge hex on the opposite edge of the battlefield to the first fighter. Where there is more than one opposite edge, it must be the furthest of these edges.
|N319||Fired Up||Score this in an end phase if at least one surviving friendly fighter is Inspired.||1||-||-||-||9/13 (69.23%)|
|N340||Keep Them Guessing||(Errata update) Score this in an end phase if your warband made at least four different actions from the following list in the preceding action phase: Move (other than as part of a Charge), Attack (other than as part of a Charge), Charge, Guard, another action on a fighter card (other than a reaction).
|N342||Loner||Score this in an end phase if at least one surviving friendly fighter has no other fighter within three hexes.||1||-||-||-|
|N436||Pit Trap||Reaction: Play this after an Attack action that drives an enemy fighter back. They suffer 1 damage.
|N499||Faneway Crystal||When this fighter makes a Move action, they do not move normally. Instead, place them on any objective token, then discard this card. It is still considered to be a Move action.||-||-||?||-||5/13 (38.46%)|
|N503||Gloryseeker||+1 Damage to this fighter's Attack actions that target a fighter with a Wounds characteristic of 4 or more.||-||-||-||-||7/13 (53.85%)|
|N529||Potion of Rage||Reaction: During this fighter's Attack action, before any dice are rolled, discard this card. The Attack action has +2 Dice until the action is resolved.||-||-||?||-||7/13 (53.85%)|
|N543||Sudden Growth||-2 Move (to a minimum of 0), +2 Wounds.