|235||Alone in the Darkness||Score this in an end phase if there are no adjacent fighters on the battlefield.
|243||Change of Tactics||Score this immediately if a friendly fighter on Guard makes a Charge action.
|254||Determined Defender||Score this in an end phase if the same friendly fighter has held the same objective at the end of two consecutive action phases.||1||-||-||-|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.
|270||Making a Statement||Score this in an end phase if you hold all objectives (at least one) in your opponent's territory.||3||-||-||-|
|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||-||-||-|
|278||Our Only Way Out||Score this in an end phase if you hold three or more objectives.||2||-||-||-|
|292||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||SSduplicate|
|318||Distraction||Choose an enemy fighter and push them one hex.||-||-||-||SSduplicate||13/17 (76.47%)|
|324||Forceful Denial||Reaction: Play this when an opponent plays a ploy. Roll a defence dice. On a roll of Block or Critical success that ploy has no effect.||-||-||?||-|
|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.||-||-||?||-|
|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||10/17 (58.82%)|
|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.
|384||Deathly Fortitude||-2 Move, +2 Wounds.
|429||The Hallowed Key||If this fighter is holding objective 1 in the third end phase, score 2 glory points.||-||-||-||SSduplicate|
|430||The Shadowed Key||If this fighter is holding objective 2 in the third end phase, score 2 glory points.||-||-||-||SSduplicate|
|L42||Quick Advance||Choose up to two friendly fighters (other than your leader) and push each of them up to one hex. You can only play this if your leader is on the battlefield.||-||-||?||-|
|N60||Bind the City||Score this in an end phase if you hold three or more objectives.||2||-||-||-|
|N66||Summoner||Score this immediately the second or subsequent time you use Vortemis' action to summon a Blue Horror.||1||-||-||-|
|N70||Deceitful Step||Choose a friendly fighter that is not adjacent to an enemy fighter and roll a magic dice. On a roll of Channel, place them on any starting hex. Otherwise, place them on any objective token. If you cannot, nothing happens.||-||-||-||-|
|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).
|N347||Martyred||Score this immediately if the first fighter taken out of action in this round is a friendly fighter.||1||-||?||-|
|N388||Abasoth's Unmaking||Gambit Spell (Channel): If this spell is cast, choose an objective token within four hexes of the caster. Remove it from the battlefield.||-||-||-||-|
|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.||-||-||?||-|
|N504||Great Fortitude||+1 Wounds.||-||-||-||NVduplicate||11/17 (64.71%)|
|N527||Potion of Constitution||Reaction: During an Attack action or gambit that will damage this fighter, discard this card. Reduce the damage suffered by 1, to a minimum of 1.||-||-||-||-|
|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.||-||-||?||-|
|N539||Slumbering Key||If this fighter is not out of action in the third end phase, gain 1 glory point.||-||-||-||-|
|N543||Sudden Growth||-2 Move (to a minimum of 0), +2 Wounds.||-||-||-||-|