|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||-||-||-|
|93||Get Da Boss||Score this in an end phase if your warband took an enemy leader out of action in the preceding action phase.||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||-||-||-|
|96||Too Dumb to Die||Score this immediately if a friendly fighter suffers 3 or more damage in a single attack and is not take out of action.||1||-||?||-|
|103||Leadin' By Example||Reaction: Play this after an Attack action made by your leader that takes an enemy fighter out of action. Another friendly fighter that has not already made a Move or Charge action can make a Charge action.||-||-||?||-|
|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.||-||-||-||-|
|234||Advancing Strike||Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action.||1||-||-||UCR2|
|248||Contained||Score this in the third end phase if all surviving enemy fighters are in their territory.||3||-||?||-|
|252||Defensive Strike||Score this immediately when your warband takes an enemy fighter standing in your territory out of action.||1||-||-||UCR3|
|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||-||?||-|
|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|
|305||Victorious Duel||Score this immediately if your leader takes an enemy leader out of action.||2||-||-||UCR2|
|320||Duel of Wits||Reaction: Play this when an opponent plays a ploy. Draw two power cards.||-||-||?||UCR1|
|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.||-||-||?||-|
|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.
|333||Improvisation||Discard all power cards in your hand and draw three power cards.||-||-||?||UCR3|
|335||Invisible Walls||All fighters' Move characteristics are reduced to 1 for the next activation.||-||-||?||-|
|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|
|347||Quick Thinker||Reaction: Play this after an enemy fighter's Move action. Make a Move action with a friendly fighter who has not already made a Move action in this phase.
|348||Ready for Action||Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action.||-||-||?||-|
|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|
|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.
|390||Great Speed||+1 Move.||-||-||-||SSduplicate|
|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 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.
1 Fury 3 3When this Attack action is successful, discard this upgrade. On a critical hit, this Attack action has +1 Damage.
3 Fury 3 1On 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.||-||-||?||-|