|218||Rangers, Advance||Choose two friendly fighters and push them one hex.||-||-||-||-|
1 Smash 2 3
|226||Furious Blow||Reaction: During an Attack action that targets this fighter and has failed, this fighter cannot be driven back and can make an Attack action. It must target the attacker.||-||Almeric Eagle-Eye||-||-|
|227||Lone Warrior||Rolls of Single support made for this fighter when they are targeted by an Attack action also count as successes when they are adjacent to no friendly fighters.||-||-||-||-|
|229||Sharp Eyes||This fighter's Attack actions gain Cleave.||-||Almeric Eagle-Eye||-||-|
1 Smash 2 3
|327||Fuelled by Fury||You can re-roll any attack dice for the first friendly fighter's Attack action in the next activation.||-||-||?||-|
|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.
|330||Healing Potion||Choose a friendly fighter and roll a defence dice. On a roll of Block or Critical success remove up to two wound tokens from them. Otherwise remove one wound token from 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.||-||-||?||-|
|334||Inspiration Strikes||Choose a friendly fighter. They become Inspired.||-||-||?||UCR3|
|335||Invisible Walls||All fighters' Move characteristics are reduced to 1 for the next activation.||-||-||?||-|
|338||Lethal Strike||If the first Attack action in the next activation is a critical hit, double its Damage characteristic for that Attack action.||-||-||-||UCR1|
|343||My Turn||Reaction: Play this after an Attack action or ploy that damages a friendly fighter. Push them up to one hex and make an Attack action with them.||-||-||?||UCR3|
|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.
|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.||-||-||?||-|
|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|
|375||Army of One||If this fighter is the last friendly fighter on the battlefield, they have +1 Defence and all of their Attack actions have +1 Dice.||-||-||-||-|
|384||Deathly Fortitude||-2 Move, +2 Wounds.||-||-||-||UCR3|
|387||Flickering Image||Reaction: After an Attack action made by this fighter that scores a critical hit, you can push them up to two hexes.||-||-||?||-|
|420||Soultrap||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 they suffer no damage and are not taken out of action, and you discard this upgrade.||-||-||?||-|
|422||Superior Agility||Reaction: During an Attack action that could drive this fighter back (whether or not your opponent chose to), you can instead push them one hex.||-||-||-||-|
1 Fury 3 1Reaction: Before making this Attack action, push this fighter one hex.
|436||War Cry||When this fighter makes a Charge action, their Attack actions gain Knockback 1 for that activation.||-||-||-||-|