|243||Change of Tactics||Score this immediately if a friendly fighter on Guard makes a Charge action.
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.
|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||-||?||-|
|291||Superior Tactician||Score this in the third end phase if you have scored six or more other objective cards.
|311||Confusion||Choose two fighters that are adjacent to each other and switch them.||-||-||-||SSduplicate||8/34 (23.53%)|
|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.||-||-||?||-|
|333||Improvisation||Discard all power cards in your hand and draw three power cards.||-||-||?||-|
|336||Last Chance||Reaction: Play this during an Attack action that would take a friendly fighter out of action. Roll a defence dice. If the result would not normally be a success for this fighter, ignore the damage from that Attack action on this fighter.
|348||Ready for Action||Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.
|349||Rebound||Reaction: Play this during an enemy Attack action that would succeed. Roll a defence dice. On a roll of Dodge or Critical success the attacker suffers the damage, rather than the target, and neither fighter is driven back.||-||-||?||SSduplicate|
|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.||-||-||?||-|
|378||Concealed Weapon||On a critical hit, this fighter's Attack actions with a Range of 1 have +2 Damage.||-||-||-||-|
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||31/34 (91.18%)|
|N32||Drag Them Down||Score this immediately if three or more friendly fighters made a successful Attack action in this phase. (Able to be scored if you draw this card after the condition was met).||2||-||-||-|
|N34||Swarming Spirits||Score this immediately if two or more friendly fighters moved through a hex occupied by an enemy fighter in this phase. (Able to be scored if you draw this card after the condition was met).||1||-||-||-|
|N37||Treacherous Foe||Score this immediately if your warband makes a reaction.
|N39||Drifting Advance||Push all friendly Chainrasps up to two hexes. This push must take them closer to the nearest enemy fighter in each case. If there is more than one nearest enemy fighter, you can choose which the Chainrasp is pushed towards.||-||-||?||-|
|N40||Endless Malice||Reaction: Play this after a friendly fighter's Attack action that fails. That fighter can make another Attack action that targets the same fighter.||-||-||-||-|
|N42||Howling Vortex||Gambit Spell (Focus): If this spell is cast, push all enemy fighters up to one hex.
|N47||Sudden Appearance||Choose a friendly fighter and place them on any starting hex.
|N305||Combination Strike||Score this in an end phase if you scored at least two objective cards in the preceding action phase.||2||-||-||-|
|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).
|N357||Opening Gambit||Score this in an end phase if you scored at least one objective card in the preceding action phase.||1||-||-||-|
|N485||Challenge Seeker||When this fighter makes an Attack action that targets a fighter with a higher Wounds characteristic than itself, that Attack action has +1 Dice.||-||-||-||-|
|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.||-||-||?||-|
|N501||Fighter's Ferocity||(Errata update) The Grievous keyword replaces the similar ability on this card.
If you score a critical hit when making an Attack action with this fighter, that Attack action has +1 Damage.
|N503||Gloryseeker||+1 Damage to this fighter's Attack actions that target a fighter with a Wounds characteristic of 4 or more.||-||-||-||NVduplicate||18/34 (52.94%)|
|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.||-||-||?||-|
|P32||Shortcut||Score this immediately when a friendly fighter is taken out of one hex and immediately placed in a different hex, but not as a result of a push or a Move action.||1||-||?||-|
|P56||Spectral Armour||If this fighter's Defence characteristic is Dodge, they have +1 Defence.||-||-||-||-|