| 11 | Ambush. Play when a hidden friendly fighter reveals to attack this round. That fighter makes its first attack with +1 to Hit, and if it is a melee attack, +1 Strength as well — the trap sprung with full force. The enemy never saw it standing there. | Any round |
| 12 | Fix Bayonets. Play at the start of a friendly fighter's activation. That fighter may make a free Charge (Double) action this activation, and gains +1 Attack for any melee it makes this round. The order goes down the line and the knives come out. | Any round |
| 13 | From The Shadows. Play during deployment. One additional friendly fighter beyond your normal limit may be set up hidden, and one hidden fighter may be placed anywhere in terrain more than 6" from an enemy. More of the jungle is occupied than the enemy will ever know. | Deployment |
| 14 | Knife In The Dark. Play when a friendly fighter makes a melee attack against a target that has not yet activated this round. That attack re-rolls all failed Hits and Wounds — the blade that finds the throat before the guard is up. | Any round |
| 15 | Into The Green. Play when a friendly fighter is activated. It may move through difficult terrain this activation with no movement penalty, and ends its move counting as in cover if it finishes within 1" of any terrain. The green swallows it whole. | Any round |
| 16 | Silent Kill. Play when a hidden friendly fighter takes an enemy Out of Action with a melee attack. That fighter does not reveal and remains hidden — the kill was silent, and the killer is still not there. No enemy may react to the attack. | Any round |
| 21 | Trappers Instinct. Play at the start of a round. Choose a friendly Demolitions Expert or a fighter carrying trapper's snares; it may immediately seed one trap in terrain within 3", as if it had spent an action. The jungle grows another set of teeth. | Start of round |
| 22 | Death World Hardened. Play when a friendly fighter would suffer a Flesh Wound. It ignores that Flesh Wound this once — the pain is nothing a Catachan has not already felt from the planet that raised him. | Any round |
| 23 | Demolition Charge. Play when a friendly fighter throws or plants a demolition or Blast weapon. That attack increases its Blast size by one step and re-rolls the scatter or misfire — the charge set exactly where it will hurt most. | Any round |
| 24 | Melt Away. Play when a friendly fighter is activated within 1" of terrain. Instead of its normal action, it may move up to its Movement and set up hidden again, provided it ends more than 6" from any enemy. Gone before the shot is lined up. | Any round |
| 25 | Predators Patience. Play when an enemy fighter ends its activation within 3" of a hidden friendly fighter. That friendly fighter may immediately make a free melee or shooting attack against it, and remains hidden if the enemy is taken Out of Action. Patience, then the strike. | Any round |
| 26 | The Long Knife. Play when a friendly fighter fights with a Catachan fighting knife or devil's-claw. Its blade gains +1 Strength and the Rending trait for the round — the long knife of a Catachan veteran, honed for exactly this moment. | Any round |
| 31 | Sprung Trap. Play as a reaction when an enemy fighter moves within 1" of a terrain piece a friendly fighter is set up hidden behind. That hidden fighter immediately reveals and makes a free attack against the enemy, striking first — the trap you were standing in all along. | Reaction |
| 32 | Jungle Cover. Play when a friendly fighter is targeted by a ranged attack while within 1" of terrain. It counts as being in full cover against that attack, whatever the angle — the jungle is always thicker than it looks. | Any round |
| 33 | Blood Up. Play when a friendly fighter charges. It gains +1 Attack and +1 Strength for that fight — the blood is up, and a Catachan with his blood up is a hard thing to stop. | Any round |
| 34 | Whiteshields Nerve. Play when a friendly Whiteshield or Juve takes an enemy Out of Action, or passes a Nerve test within 3" of a Devil. Every friendly fighter within 6" of it may re-roll a failed Nerve or Cool test this round. The green ones learn fast, watching. | Any round |
| 35 | Camo Discipline. Play at the end of a round. Any friendly fighter that did not move this round and is within 1" of terrain may set up hidden again, wiping out the enemy's mark on it. Stand still in the green long enough and you disappear. | End of round |
| 36 | Devils Luck. Play when a friendly fighter fails a save or an Injury roll. Re-roll it — the Devil's own luck, the reason this Catachan walked off a world that kills everything else. | Any round |
| 41 | Terrain Mastery. Play at the start of a round. Until the end of the round, every friendly fighter treats all terrain as clear ground for movement and as cover for defence. The Regiment moves through the green like it was born there — because it was. | Start of round |
| 42 | Toxic Air. Play when a friendly fighter attacks with a Gas or toxic weapon, or a toxic-bog charge. Enemy fighters caught in the template test Toughness at -1 this once — the death-world's air was already thick before you thickened it. | Any round |
| 43 | First Blood. Play the first time a friendly fighter takes an enemy Out of Action this battle. Seize the initiative: you may activate one additional friendly fighter before passing priority to your opponent. First blood, and the ambush rolls on. | Any round |
| 44 | Snap Ambush. Play as a reaction when an enemy fighter finishes a move within line of sight of a hidden friendly fighter. That friendly fighter reveals and makes an immediate free shooting attack with +1 to Hit before the enemy can act. | Reaction |
| 45 | Silent Approach. Play when a friendly fighter makes a Move action. It may move up to its full Movement toward an enemy without triggering any Reaction or overwatch, and without being revealed if it is hidden. It closes the distance and no one hears. | Any round |
| 46 | The Hide. Play when a friendly Heavy-Weapons Team, or a fighter that did not move this round, shoots from within 1" of terrain. That shot gains +1 to Hit and ignores the target's cover — a shot from a hide the enemy never found. | Any round |
| 51 | Bayonet Charge. Play when two or more friendly fighters charge the same enemy this round. Each of them gains +1 Attack for that combat — the whole knife line hitting home at once, bayonets fixed. | Any round |
| 52 | Nerves Of The Jungle. Play when a friendly fighter must take a Nerve, Cool or Bottle test. It passes automatically — a Catachan does not rattle for anything a battlefield can show him. The jungle showed him worse before muster. | Any round |
| 53 | Marbos Lesson. Play when a single hidden friendly fighter more than 6" from any other friendly fighter takes an enemy Out of Action. That fighter gains +1 XP and immediately sets up hidden again. One man, one kill, gone — the lesson Marbo teaches. | Any round |
| 54 | Cut The Head. Play when a friendly fighter attacks an enemy Leader or Champion. That attack re-rolls all failed Hits and Wounds — Catachan hunts the officer first, and the leaderless mob it leaves behind is easy work. | Any round |
| 55 | Stalk. Play when a friendly fighter is activated. It may make two Move actions this activation instead of shooting or fighting, ending in cover; if it does, it may set up hidden at the end of its move. The hunter closes the range unseen, one careful step at a time. | Any round |
| 56 | Claymore. Play during deployment. Place two free trapper's-snare traps in terrain anywhere in your half of the board. The first enemy to move within 1" of each takes a frag hit. The approach is mined before the enemy takes a step. | Deployment |
| 61 | Green Hell. Play at the start of a round while you are fighting on a terrain-dense board. Every friendly fighter counts as being in cover for the whole round, wherever it stands. This is the Regiment's ground, and the green fights for it. | Start of round |
| 62 | No Escape. Play as a reaction when an enemy fighter attempts to Retreat or Fall Back from combat with a friendly fighter. It may not — the friendly fighter blocks the withdrawal, and the enemy fights on where it stands. There is no leaving a Catachan at knife's length. | Reaction |
| 63 | Veterans Eye. Play when a friendly fighter shoots. It may re-roll a failed Hit, and on a hit ignores the target's cover — the veteran's eye that has picked targets out of the green its whole life. | Any round |
| 64 | Ambush Reload. Play when a hidden friendly fighter reveals to shoot. After the attack, it may immediately make a free Reload (Simple) action and stay where it is — the ambush that keeps firing, ready for the next one before the smoke clears. | Any round |
| 65 | Hold Your Breath. Play at the start of a round. Choose up to three friendly hidden fighters; they cannot be revealed by any enemy ability or action this round, only by their own choice to attack. Hold your breath, and hold the trap. | Start of round |
| 66 | The Devils. Play when a friendly Leader or Champion with a devil's-claw fights. It gains +1 Attack and re-rolls all failed Wounds for the round, and every friendly fighter within 6" may re-roll a failed Nerve test. The Devils are loose, and the men fight harder for the sight of them. | Any round |