|DC195||Gruesome Certainty||Surge: Score this immediately after a friendly fighter's Attack action that resulted in a critical hit.||1||-||-||-||3/40 (7.5%)|
|DC196||Macabre Splendour||Hybrid: Score this in an end phase if:
Each surviving friendly fighter is Inspired
Or: One or more surviving friendly fighters each have three or more upgrades.
|DC200||Pride of the Emissarian Caste||Surge: Score this immediately after an activation if your leader holds an objective in enemy territory.||1||-||-||-|
|DC202||Ranks Unbroken By Dissent||Score this in an end phase if three or more friendly Morteks are in one group in which each fighter is adjacent to one or more other fighters in that group.||1||-||-||-|
|DC219||Hatred of the Living||You can re-roll one attack dice in this fighter's attack rolls for Range 1 and Range 2 Attack actions.
Reaction: During an Attack action that targets this fighter, before the deal damage step, reduce the Damage characteristic of that Attack action by 1, to a minimum of 1, then discard this card.
|-||Mir Kainan||-||-||2/40 (5%)|
|DC272||Dominant Position||Score this in an end phase if your warband holds more objectives than any other warband.||2||-||-||-||11/40 (27.5%)|
|DC273||Everything to Prove||Surge, Hybrid: Score this immediately after an activation if:
An opponent has the Primacy token
Or: There is one or more surviving friendly Quarry and you have the Primacy token.
|DC281||Hunger for Power||Hybrid: Score this in an end phase if:
One or more friendly wizards each have two or more Hunger counters
Or: One or more surviving friendly wizards each have two or more upgrades.
|DC287||Intimidating Display||Hybrid: Score this in an end phase if:
A surviving friendly fighter has a higher Wounds characteristic than any other surviving fighter
Or: Three or more friendly fighters are in enemy territory.
|DC295||Martial Mage||Surge: Score this immediately after a friendly wizard's Range 1 or Range 2 Attack action that takes an enemy fighter out of action.||1||-||-||-|
|DC315||Savage Exemplar||Surge: Score this immediately after your leader's Attack action that takes an enemy fighter out of action.||1||-||-||-||3/40 (7.5%)|
|DC326||Surge of Aggression||Surge, Hybrid: Score this immediately after:
You gain the Primacy token
Or: A friendly fighter's successful Attack action with a Damage characteristic of 4+.
|DC366||Heeded Instinct||Choose one friendly fighter. Push the chosen fighter 1 hex, or up to 2 hexes if that fighter is a Quarry.||-||-||-||-||18/40 (45%)|
|DC382||Living Land||Pick one: flip an objective token that has the same number as the round number, or move one objective token in your territory 1 hex.||-||-||-||-|
|DC392||Outrun Death||Choose one fighter. That fighter is a Quarry. If that fighter is a Quarry, that fighter has +2 Move. This effect persists until the end of the round or until that fighter is taken out of action.||-||-||-||-||6/40 (15%)|
|DC407||Spiritcomb||Choose one friendly fighter. Heal (1) that fighter, or Heal (2) that fighter if that fighter has three or more upgrades.||-||-||-||-||2/40 (5%)|
|DC454||Impressive Bulk||-1 Move, to a minimum of 0
This fighter is Quarry.
|DC468||Primal Lunge||Reaction: After an activation, discard the Primacy token. If you do, this fighter makes one Move action or Attack action. Then discard this card.||-||-||-||-||5/40 (12.5%)|
|DC476||Savage Soldier||This fighter has the following cumulative benefits, determined by how many upgrades they have:
2+: +1 Dice to this fighter's Range 1 Attack actions
4+: This fighter's Attack actions have Cleave and Ensnare.
|DC480||Scavenged Armour||You cannot give this upgrade to a fighter in your territory. When you give this upgrade to a fighter, give that fighter one Guard token.
|DC493||Soundless Step||Reaction: After this fighter's activation, push this fighter 1 hex.||-||-||-||-||12/40 (30%)|
|E13||Path to Victory||Dual: Score this in an end phase if
One or more enemy fighters were taken out of action in the preceding action phase
And: Your warband holds two or more objectives.
|E22||Commanding Stride||Push your leader up to 3 hexes. After this push your leader must be in a starting hex.||-||-||-||NewestDuplicate||6/40 (15%)|
|E25||Daylight Robbery||Roll one attack dice. On a roll of Smash or Critical success take one unspent glory point from one opponent.
|E26||Determined Effort||+1 Dice to the first Attack action made in the next activation.||-||-||-||NewestDuplicate||2/40 (5%)|
|E27||Duel of Wits||Reaction: Play this after an opponent plays a ploy. Draw two power cards.
|E30||Healing Potion||Choose one friendly fighter and roll one defence dice. On a roll of Block or Critical success Heal (2) that fighter. Otherwise Heal (1) that fighter.
|E40||Sidestep||Choose one friendly fighter and push that fighter 1 hex.||-||-||-||NewestDuplicate||13/40 (32.5%)|
|E45||Duellist's Speed||Reaction: After this fighter's Attack action, but not during a superaction, push this fighter 1 hex.||-||-||?||NewestDuplicate|
|E48||Gloryseeker||+1 Damage to this fighter's Attack actions that target a fighter with a Wounds characteristic of 4 or more.||-||-||-||NewestDuplicate||21/40 (52.5%)|
|E49||Great Fortitude||+1 Wounds.||-||-||-||NewestDuplicate||21/40 (52.5%)|
|E51||Great Strength||+1 Damage to this fighter's Range 1 and Range 2 Attack actions.||-||-||-||NewestDuplicate||36/40 (90%)|