|89||Biggest an' da Best||Score this in an end phase if your leader took an enemy fighter out of action in the preceding action phase.||1||-||-||-|
|90||Call of the Waaagh!||Score this immediately if three or more of your fighters made a Charge action this phase. (Able to be scored if you draw this card after the condition was met).||1||-||-||-|
|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||-||-||-|
|95||Punch-Up||Score this in an end phase if each of your surviving fighters (at least two) made an Attack action against a different enemy fighter in the preceding action phase.||2||-||-||-|
|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.||-||-||-||-|
|104||More Choppin'||Roll an extra attack dice for the first Attack action in the next activation.||-||-||-||-|
|116||Waaagh!||This fighter's Attack actions with a Range of 1 or 2 have +1 Damage in a phase in which they make a Charge action.||-||-||-||-|
|241||Brawl||Score this in an end phase if all friendly fighters (at least three) are adjacent to enemy fighters.||2||-||-||-|
|242||Butchery||Score this in an end phase if your warband took three or more enemy fighters out of action in the preceding action phase.||2||-||-||-|
|247||Conquest||Score this in the third end phase if all of your surviving fighters are in your opponent's territory.||2||-||?||SSduplicate|
|250||Crushing Force||Score this immediately if a friendly fighter makes a successful attack that deals at least twice as much damage as is needed to take their target out of action.||1||-||-||-|
|257||Escalation||Score this in an end phase if three or more upgrade cards were played in the preceding action phase.||2||-||?||-|
|277||No Remorse||Score this immediately if one of your fighters takes an enemy fighter out of action with an Attack action with a Damage characteristic greater than the target's Wounds characteristic.||1||-||-||-|
|293||Swift Advance||Score this in an end phase if all of your surviving fighters are in enemy territory.||1||-||-||-|
|305||Victorious Duel||Score this immediately if your leader takes an enemy leader out of action.||2||-||-||UCR2|
|321||Earthquake||Push all fighters one hex. You must push them all in the same direction. Any that cannot be pushed this way are not pushed.||-||-||?||-|
|324||Forceful Denial||Reaction: Play this when an opponent plays a ploy. Roll a defence dice. On a roll of Block or Critical success that ploy has no effect.||-||-||?||-|
|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.||-||-||-||-|
|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.
|339||Mighty Swing||Your first Attack action with a Range characteristic of 1 in the next activation targets all adjacent enemy fighters. Roll for each.||-||-||?||-|
|348||Ready for Action||Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.||-||-||?||-|
|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.
|357||Shattering Terrain||Any fighters that make a Move action, are pushed or are driven back in the next activation suffer 1 damage.||-||-||?||-|
|362||Spoils of Battle||Play an upgrade card. This doesn't cost a glory point.||-||-||-||UCR2|
|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|
|376||Awakened Weapon||You can re-roll one attack dice each time this fighter makes an Attack action.||-||-||-||UCR2|
1 Smash 2 3Each time this fighter makes this Attack action, they first suffer 1 damage.
|389||Great Fortitude||+1 Wounds.||-||-||-||SSduplicate||7/13 (53.85%)|
|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.||-||-||-||-|
1 Smash 1 4
1 Smash 2 2When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage.
3 Smash 2 2After a fighter makes this Attack action, 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.||-||-||?||-|
|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.||-||-||-||-|
|432||Trickster's Charm||If this fighter is on the battlefield, you can play a single ploy card at the beginning of each action phase.||-||-||?||-|
|435||Vampiric Weapon||When this fighter takes an enemy fighter out of action, remove one wound token from this fighter.||-||-||?||-|