|234||Advancing Strike||Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action.||1||-||-||UCR2|
|243||Change of Tactics||Score this immediately if a friendly fighter on Guard makes a Charge action.||1||-||-||UCR2|
|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%)|
|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.||-||-||?||-|
|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|
|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.||-||-||?||UCR3|
|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|
|376||Awakened Weapon||You can re-roll one attack dice each time this fighter makes an Attack action.||-||-||-||UCR2|
|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.||-||-||?||-|
|433||Trusted Defender||You can re-roll one defence dice for this fighter when they are the target of an Attack action.||-||-||?||UCR1|
|L38||Inspired Command||Choose a friendly fighter (other than your leader) and push them up to one hex or put them on Guard. You can only play this if your leader is on the battlefield.||-||-||-||-|
|N31||Death Sentence||Score this immediately if three or more friendly fighters are adjacent to the same enemy fighter.||1||-||-||-|
|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.||1||-||-||-|
|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.||-||-||-||-|
|N47||Sudden Appearance||Choose a friendly fighter and place them on any starting hex.
|N50||Creeping Terror||Reaction: After this fighter makes a Move action, roll an attack dice for the first enemy fighter they moved through in that action. On a Smash or Critical success, the enemy fighter suffers 1 damage.||-||-||-||-|
|N55||Inescapable Vengeance||When this fighter makes a Move or Charge action, instead of moving them normally you can place them on any starting hex.||-||Briar Queen||?||-|
|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).
|N436||Pit Trap||Reaction: Play this after an Attack action that drives an enemy fighter back. They suffer 1 damage.
|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%)|