|146||Arm's Length||Score this immediately if your warband takes an enemy fighter out of action while they are adjacent to none of your fighters.||1||-||-||-|
|154||Skritch is the Greatest, Yes-yes||Score this immediately if your leader takes an enemy fighter out of action.||1||-||-||-|
|158||Momentary Boldness||Choose a friendly fighter adjacent to two or more friendly fighters. That fighter makes a Charge action.||-||-||?||-|
|166||Bodyguard for a Price||If Skritch is adjacent to this fighter, Skritch is on Guard (even if Skritch has made a Charge action this phase).||-||Krrk the Almost-Trusted||?||-|
|170||Skitter-scurry||Reaction: After any action that this fighter makes, you can push this fighter one hex.||-||Skritch Spiteclaw, Krrk the Almost-Trusted||?||-|
|171||Sneaky Stab-stab||You can push this fighter one hex before they take an Attack action, though not when this fighter takes a Charge action.||-||-||?||-|
1 Fury 2 2Targets all adjacent enemy fighters - roll for each.
|234||Advancing Strike||Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action.
|235||Alone in the Darkness||Score this in an end phase if there are no adjacent fighters on the battlefield.
|244||Chosen Champion||Score this in an end phase if a surviving friendly fighter has three or more upgrades.||1||-||-||-|
|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||-||-||-|
|276||No More Tricks||Score this in an end phase if you have no power cards in your hand.||1||-||-||-|
|278||Our Only Way Out||Score this in an end phase if you hold three or more objectives.||2||-||-||-|
|282||Ploymaster||Score this in an end phase if you played three or more ploys in the preceding action phase.||1||-||-||-|
|284||Precise Use of Force||Score this immediately if a friendly fighter makes a successful Attack action that deals exactly enough damage to take their target out of action.
|292||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||SSduplicate|
|311||Confusion||Choose two fighters that are adjacent to each other and switch them.||-||-||-||SSduplicate||2/48 (4.17%)|
|320||Duel of Wits||Reaction: Play this when an opponent plays a ploy. Draw two power cards.||-||-||?||SSduplicate|
|323||Flickering Step||Roll eight dice. Choose a friendly fighter and push them up to a number of hexes equal to the number of Critical success rolled.||-||-||-||SSduplicate|
|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.
|333||Improvisation||Discard all power cards in your hand and draw three power cards.||-||-||?||-|
|348||Ready for Action||Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.
|354||Second Wind||(Errata update) Choose a friendly fighter that has one or more Charge tokens. In the next activation, treat the chosen fighter as if they had one fewer Charge tokens than they have, and one more Move token than they have.||-||-||?||-|
|360||Sidestep||Choose a friendly fighter and push them one hex.||-||-||-||SSduplicate||14/48 (29.17%)|
|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.||-||-||?||-|
|376||Awakened Weapon||You can re-roll one attack dice each time this fighter makes an Attack action.
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||19/48 (39.58%)|
|395||Incredible Strength||+1 Damage to all Attack actions with a Range of 1 or 2.
|415||Shadestep||This fighter can move through other fighters during a Move action, but must end their move in an empty hex.||-||-||-||-|
|431||Total Offence||(Errata update) When this fighter makes their first Attack action in an activation or power step (other than an Attack action made as part of a Charge action), you can choose for that Attack action to have +2 Dice. If you do, this fighter cannot be activated again this phase.||-||-||-||-|