|5||It Begins||Score this in an end phase if at least one fighter from each warband is out of action.||1||-||-||SSduplicate|
|6||Khorne Cares Not||Score this in an end phase if five or more fighters are out of action.||2||-||-||SSduplicate|
|9||There is Only Slaughter||Score this in an end phase if no fighter is holding an objective.||1||-||-||SSduplicate|
|10||Blood Offering||Choose a friendly fighter. They suffer 1 damage. Roll two extra attack dice for their first Attack action in the next activation.||-||-||-||SSduplicate|
|28||Whirlwind of Death||+1 Damage to all Attack actions with a Range of 1 or 2.||-||Karsus the Chained||-||SSduplicate|
|234||Advancing Strike||Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action.||1||-||-||UCR2|
|235||Alone in the Darkness||Score this in an end phase if there are no adjacent fighters on the battlefield.||2||-||-||-|
|253||Denial||Score this in the third end phase if there are no enemy fighters in your territory.||3||-||-||SSduplicate|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.||2||-||?||-|
|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||-||?||-|
|282||Ploymaster||Score this in an end phase if you played three or more ploys in the preceding action phase.||1||-||-||UCR1|
|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.||1||-||-||UCR2|
|291||Superior Tactician||Score this in the third end phase if you have scored six or more other objective cards.||3||-||-||-|
|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.||-||-||?||-|
|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|
|348||Ready for Action||Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.||-||-||?||-|
|357||Shattering Terrain||Any fighters that make a Move action, are pushed or are driven back in the next activation suffer 1 damage.||-||-||?||-|
|361||Spectral Wings||The first fighter to make a Move action in the next activation has +2 Move.||-||-||?||SSduplicate||7/13 (53.85%)|
|368||Time Trap||Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation).
|369||Trap||Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage.||-||-||?||UCR2|
|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|
|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%)|
|393||Helpful Whispers||If this fighter has no adjacent friendly fighters, rolls of Single support are a success when they make an Attack action.||-||-||-||-|
|395||Incredible Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||UCR3|
|403||Light Armour||Rolls of Critical success on a defence dice are no longer a success for this fighter. Roll an extra attack dice when this fighter make an Attack action.||-||-||-||UCR2|
1 Fury 3 3When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage.
1 Smash 2 3When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage.
|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.||-||-||?||-|
|L17||Bold Advance||Score this in the first end phase if your leader is in enemy territory.||1||-||-||-|