|62||March of the Dead||Score this in an end phase if all of your surviving fighters (at least five) made a Move action in the preceding action phase.||2||-||?||-|
|73||Restless Dead||Place one friendly fighter that is out of action, other than the Sepulchral Warden, on a starting hex in your territory. Give that fighter one Raise counter.||-||-||-||-|
|76||Terrifying Screams||Choose an enemy fighter and push them one hex.||-||-||-||-|
|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||-||-||-|
|291||Superior Tactician||Score this in the third end phase if you have scored six or more other objective cards.
|292||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||SSduplicate|
|326||Frozen in Time||Choose an enemy fighter and roll a defence dice. On a roll of Block or Critical success that fighter cannot make any actions or be damaged in this phase.||-||-||-||-|
|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.||-||-||?||-|
|335||Invisible Walls||All fighters' Move characteristics are reduced to 1 for the next activation.||-||-||?||-|
|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.||-||-||?||-|
|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.||-||-||?||-|
|389||Great Fortitude||+1 Wounds.||-||-||-||SSduplicate||17/40 (42.5%)|
|391||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||SSduplicate||19/40 (47.5%)|
|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.
|L29||Well-guarded||Score this in an end phase if your leader is adjacent to two or more friendly fighters.||1||-||-||-|
|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.||-||-||?||-|
|N297||Biding Your Time||Score this in an end phase if you have at least one fighter on the battlefield and your warband took no Attack actions in the preceding action phase.||1||-||-||-|
|N302||Calculated Risk||Score this immediately if a friendly fighter makes a Move action through a lethal hex that damages them but doesn't take them out of action.||1||-||?||-|
|N303||Catching Up||Score this in an end phase if you have fewer glory points than an opponent.||1||-||-||-|
|N342||Loner||Score this in an end phase if at least one surviving friendly fighter has no other fighter within three hexes.||1||-||-||-|
|N347||Martyred||Score this immediately if the first fighter taken out of action in this round is a friendly fighter.||1||-||?||-|
|N368||Solid Gains||Score this in an end phase if you gained at least 3 glory points in this round.||1||-||-||-|
|N397||Baffling Illusion||The first time a fighter would make a Move action in the next activation, their player instead Scatters X from the hex that fighter occupies, and pushes the fighter along the chain to the end hex. X is the fighter's Move characteristic. If the fighter cannot be pushed into a hex, the push ends in the last hex in the chain they can occupy. Place a Move token next to that fighter.
|N401||Commanding Stride||Push your leader up to three hexes. They must end this push on a starting hex.||-||-||-||NVduplicate|
|N467||Transfixing Stare||Choose an enemy fighter within two hexes of a friendly fighter and place a Move token next to them.||-||-||-||-|
|N477||Bag of Tricks||Action: Search your power deck for a card, reveal it and add it to your hand. Then shuffle your power deck and place a Charge token next to this fighter.||-||-||-||NVduplicate|
|N489||Crown of Avarice||(Errata update) Reaction: During an opponent's gambit or during an enemy fighter's Attack action that will take this fighter out of action, after the deal damage step, pick one opponent and take up to one of their unspent glory points.||-||-||?||-|
|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.||-||-||?||-|
|N539||Slumbering Key||If this fighter is not out of action in the third end phase, gain 1 glory point.||-||-||-||-|
|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.
|N551||Tome of Vitality||Katophrane Tome