|154||Skritch is the Greatest, Yes-yes||Score this immediately if your leader takes an enemy fighter out of action.||1||-||-||-|
|164||There Are Always More||Choose one friendly fighter that is out of action (other than Skritch or Krrk). Remove all wound tokens from them and place them on any starting hex.||-||-||?||-|
|167||Expendable||(Errata update) Reaction: During an enemy fighter's Attack action that targets this fighter, after the determine success step, if the Attack action is successful, deal 1 damage to the attacker. Then the Attack action fails, the combat sequence ends, and this fighter is taken out of action. No player gains a glory point for this fighter being taken out of action in this way.||-||Lurking Skaven, Hungering Skaven, Festering Skaven||-||-|
|170||Skitter-scurry||Reaction: After any action that this fighter makes, you can push this fighter one hex.||-||Skritch Spiteclaw, Krrk the Almost-Trusted||?||-|
|235||Alone in the Darkness||Score this in an end phase if there are no adjacent fighters on the battlefield.||2||-||-||-|
|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||-||?||-|
|292||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||SSduplicate||3/13 (23.08%)|
|296||Tactical Supremacy 1-2||Score this in an end phase if you hold objectives 1 and 2.||2||-||-||SSduplicate|
|297||Tactical Supremacy 3-4||Score this in an end phase if you hold objectives 3 and 4.||2||-||-||SSduplicate|
|305||Victorious Duel||Score this immediately if your leader takes an enemy leader out of action.||2||-||-||UCR2|
|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.||-||-||?||-|
|332||Illusory Fighter||Choose one of your fighters on the battlefield. Place them on a starting hex in your territory.||-||-||-||UCR3|
|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.
|344||No Time||No more power cards can be played until after the next activation.||-||-||?||SSduplicate|
|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.||-||-||?||-|
|368||Time Trap||Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation).
|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|
|384||Deathly Fortitude||-2 Move, +2 Wounds.||-||-||-||UCR3|
3 Fury 3 1On a critical hit, this Attack action has +1 Damage.
|429||The Hallowed Key||If this fighter is holding objective 1 in the third end phase, score 2 glory points.||-||-||-||UCR1|
1 Smash 1 2Rolls of Smash are considered to be rolls of Critical success for this Attack action.
|L24||Shining Example||Score this in an end phase if your leader is on the battlefield and Inspired.||1||-||-||-|
|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.||-||-||-||-|
|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.||-||-||?||-|
|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%)|
|N376||Tactical Supremacy 1-4||Score this in an end phase if you hold objectives 1 and 4.||2||-||-||-|
|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%)|
|N543||Sudden Growth||-2 Move (to a minimum of 0), +2 Wounds.
1 Smash 3 2On a critical hit, you can choose one of the target fighter's upgrades that confers an Attack action. That card is discarded.
|N546||Tome of Glories||Katophrane Tome
Action: If this fighter is holding an objective, gain 1 glory point. Place a Charge token next to this fighter.