|94||Good Scrap||Score this in an end phase if three or more fighters were taken out of action in the preceding action phase.||2||-||-||-|
|97||'Avin' a Good Time||Choose a fighter and roll an attack dice. If you roll a Smash or Critical success the can make an Attack action.||-||-||-||-|
|101||Kunnin' But Brutal||Reaction: Play this after a friendly fighter's Move action. That fighter can make an Attack action. You cannot play this during a Charge action.||-||-||-||-|
1 Fury 3 2Targets all adjacent enemy fighters - roll for each.
|111||Crush and Cleave||This fighter's Attack actions gain Cleave.||-||Gurzag Ironskull, Bonekutta||-||-|
1 Smash 2 2If this Attack action succeeds, the target cannot be activated for the rest of the phase.
|115||Unkillable||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.||-||Gurzag Ironskull||-||-|
|234||Advancing Strike||Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action.||1||-||-||UCR2|
|243||Change of Tactics||Score this immediately if a friendly fighter on Guard makes a Charge action.||1||-||-||UCR2|
|248||Contained||Score this in the third end phase if all surviving enemy fighters are in their territory.||3||-||?||-|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.||2||-||?||-|
|274||Miraculous Escape||Score this immediately if one of your fighters is the target of an enemy Attack action with a Dice characteristic of 3 or more that fails.||1||-||-||-|
|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.||-||-||-||-|
|335||Invisible Walls||All fighters' Move characteristics are reduced to 1 for the next activation.||-||-||?||-|
|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.
|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.||-||-||?||-|
|356||Shardgale||All fighters suffer 1 damage.||-||-||-||UCR3|
|362||Spoils of Battle||Play an upgrade card. This doesn't cost a glory point.||-||-||-||UCR2|
|365||Tainted Vitality||Remove one wound token from each fighter who has at least one wound token.||-||-||-||UCR2|
|378||Concealed Weapon||On a critical hit, this fighter's Attack actions with a Range of 1 have +2 Damage.||-||-||-||UCR2|
|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|
3 Fury 3 1On a critical hit, this Attack action has +1 Damage.
|L56||Rising to the Challenge||If your leader is out of action, this fighter has +1 Wounds and the Attack actions on their fighter card have +1 Dice.||-||-||-||-|
|N306||Conquest||Score this in the third end phase if all of your surviving fighters are in your opponent's territory.||2||-||?||NVduplicate|
|N310||Denial||Score this in the third end phase if there are no enemy fighters in your territory.||3||-||-||NVduplicate|
|N338||Keep Chopping||Score this in an end phase if your warband made an Attack action in four or more activations in the preceding action phase.||2||-||?||-||2/13 (15.38%)|
|N340||Keep Them Guessing||(Errata update) Score this in an end phase if your warband made at least four different actions from the following list in the preceding action phase: Move (other than as part of a Charge), Attack (other than as part of a Charge), Charge, Guard, another action on a fighter card (other than a reaction).
|N373||Strong Start||Score this immediately if the first fighter taken out of action in this round is an enemy fighter.||1||-||?||-||2/13 (15.38%)|
|N374||Supremacy||Score this in an end phase if you hold three or more objectives.||3||-||-||NVduplicate||3/13 (23.08%)|
|N391||Aggressive Defence||Reaction: Play this during an Attack action that targets a friendly fighter, before the attack roll. You cannot make a defence roll, but the target of the Attack action cannot be driven back. After the Attack action, if the friendly fighter survives, immediately make an attack action with that fighter that targets their attacker.
|N467||Transfixing Stare||Choose an enemy fighter within two hexes of a friendly fighter and place a Move token next to them.
|N503||Gloryseeker||+1 Damage to this fighter's Attack actions that target a fighter with a Wounds characteristic of 4 or more.||-||-||-||-||7/13 (53.85%)|
|N504||Great Fortitude||+1 Wounds.||-||-||-||NVduplicate||7/13 (53.85%)|
|N506||Great Strength||+1 Damage to all Attack actions with a Range of 1 or 2.||-||-||-||NVduplicate||8/13 (61.54%)|
|N529||Potion of Rage||Reaction: During this fighter's Attack action, before any dice are rolled, discard this card. The Attack action has +2 Dice until the action is resolved.||-||-||?||-||7/13 (53.85%)|