| 11 | First Rank Fire. Play this card in any round. Choose a friendly fighter armed with a basic or las weapon. Until the end of the round its weapon fires one extra shot, whether or not it already has the Rapid Fire trait — the massed volley loosed on your word. | Any round |
| 12 | Take Aim. Play this card in any round on a friendly fighter that is about to shoot. It re-rolls failed Hits and ignores cover with that attack — one marked shot, coldly placed. | Any round |
| 13 | Move Move Move. Play this card in any round. A friendly fighter immediately makes a free Move, double-timing across the open to close the ground or reach an objective. | Any round |
| 14 | Get Back In The Fight. Play this card in any round on a friendly fighter that is Pinned or Broken. It immediately recovers and may act as normal this round — hauled back into the firing line by a shouted command. | Any round |
| 15 | Bring It Down. Play this card in any round on a friendly fighter attacking a Brute, vehicle or other large target. Its next attack gains +1 Damage and improved AP — the whole line's fire concentrated on one hard mark. | Any round |
| 16 | Fix Bayonets. Play this card in any round. A friendly fighter makes an immediate free charge, or gains +1 Attack in melee this round — cold steel driven into the foe. | Any round |
| 21 | Cadia Stands. Play this card in any round on a friendly fighter standing on an objective or in cover. Until your next turn it auto-passes Nerve tests and cannot be forced to move by any enemy effect — Cadia does not yield the ground. | Any round |
| 22 | Combined Assault. Play this card in any round. Choose two friendly fighters within 3" of one another; both re-roll failed Hits against a single target they each attack this round — separate arms, one kill. | Any round |
| 23 | Hold The Line. Play this card in any round on a stationary friendly fighter. Until the start of your next turn it counts as being in full cover and auto-passes its first Nerve test — dug in and immovable. | Any round |
| 24 | Aegis Position. Play this card in any round on a friendly fighter in base contact with cover or a barricade. Until your next turn it gains +1 to its cover save and cannot be Pinned by ranged fire — the firing position holds. | Any round |
| 25 | Layered Fire. Play this card in any round. Up to three friendly fighters that shoot the same target this round each gain +1 to Hit against it — the layered combined-arms fire falling in sequence. | Any round |
| 26 | Field Promotion. Play this card the moment a friendly officer goes Out of Action. Choose a friendly Champion or Ganger within 6"; until the end of the battle it gains the Voice of Command and may issue one Order a round — the chain of command unbroken. | When a leader/officer goes Out of Action |
| 31 | Disciplined Volley. Play this card in any round. Every friendly fighter that Aims this round and then shoots re-rolls a single failed Hit — the drilled volley, every rifle firing as one. | Any round |
| 32 | Steady Aim. Play this card in any round on a friendly fighter with a heavy or special weapon. It ignores the Unwieldy trait and the move-and-fire penalty for its next shot — the veteran's steady hands. | Any round |
| 33 | Command Net. Play this card in any round. Until the end of the round, friendly officers issue Orders at unlimited range across the board and need no line of sight — the Cadian command-net at full stretch. | Any round |
| 34 | The Whole Menu. Play this card in any round on a friendly officer. It may issue one additional Order this round, drawn from any part of the menu — the combined-arms doctrine spent to the full. | Any round |
| 35 | Dig Deeper. Play this card in any round on a stationary friendly fighter. It goes to ground: until it moves it counts as being in full cover and gains +1 Toughness against Blast weapons — deeper into the earth. | Any round |
| 36 | No Retreat. Play this card in any round. Until the start of your next turn, no friendly fighter may be made to Retreat or fall back by any effect, and each passes Nerve tests to remain in melee — not one step back. | Any round |
| 41 | Concentrated Barrage. Play this card in any round. Choose an enemy fighter; every friendly fighter that shoots it this round gains +1 to wound against it — the barrage concentrated on a single point. | Any round |
| 42 | Crossfire. Play this card in any round on an enemy fighter that two or more friendly fighters can see from different directions. It claims no cover save against their fire this round — caught in the crossfire. | Any round |
| 43 | Covering Fire. Play this card in any round. A friendly fighter shoots as an interrupt at an enemy that has just moved into the open; if it Hits, that enemy is Pinned — fire that pins the foe in place. | Any round |
| 44 | Rally Point. Play this card in any round. Every Broken or Pinned friendly fighter within 6" of a friendly officer immediately Rallies and stands — the men reforming on their sergeant. | Any round |
| 45 | Iron Discipline. Play this card in any round. Until the start of your next turn, friendly fighters within 6" of a Commissar or officer auto-pass all Nerve and Cool tests — discipline holding the whole line. | Any round |
| 46 | Marked Target. Play this card in any round after a friendly fighter Aims. Mark an enemy target; friendly fighters shooting it this round add -1 AP to their attacks — the focused fire of a called target. | Any round |
| 51 | Suppressing Fire. Play this card in any round on a friendly fighter that shoots but does not wound. The target and every enemy within 2" of it are Pinned — heavy fire that keeps the enemy's heads down. | Any round |
| 52 | Fire And Advance. Play this card in any round. A friendly fighter may shoot and then make a free 3" Move, or move and then shoot without the move-and-fire penalty — fire and manoeuvre in one breath. | Any round |
| 53 | The Gate Holds. Play this card in any round. Choose a friendly fighter holding an objective; until your next turn it may not be moved from it, gains +1 to its save, and auto-passes Nerve — the gate does not fall while it stands. | Any round |
| 54 | Counter Charge. Play this card when a friendly fighter is charged. It makes its Reaction attacks with +1 Attack and gains Parry — the line meeting the assault head-on rather than receiving it. | When charged |
| 55 | Flanking Sentinel. Play this card in any round on a friendly Brute or vehicle. It makes a free Move up to its full distance and then shoots — the scout walker swinging onto the enemy flank. | Any round |
| 56 | Armoured Spearhead. Play this card in any round on a friendly Brute, vehicle or Ogryn. Until your next turn it gains +1 Toughness and cannot be Pinned — the armoured tip of the advance grinding forward. | Any round |
| 61 | Last Stand. Play this card when your gang has fewer standing fighters than the enemy. Until the end of the battle, all friendly fighters gain +1 Attack and auto-pass Bottle tests — the men who will not be the ones to break. | When outnumbered on the board |
| 62 | For Cadia. Play this card once per battle. Until the start of your next turn, every friendly fighter re-rolls failed Hits and Nerve tests — the Regiment's war-cry answered along the whole line. | Once per battle |
| 63 | Precision Strike. Play this card in any round on a friendly fighter with a special or sniper weapon. Its next attack ignores cover and gains +1 to wound — one exact, deliberate shot. | Any round |
| 64 | Entrench. Play this card at the start of the battle, before the first round. Up to three friendly fighters begin the game as though in full cover wherever they deploy, having dug in overnight — prepared positions across the line. | Start of battle |
| 65 | Wall Of Steel. Play this card when a friendly fighter is charged. Until the end of the round, it and all friendly fighters within 3" gain Parry and +1 to their save in melee — a locked wall of bayonets. | When charged |
| 66 | The Emperor Protects. Play this card once per battle on a friendly fighter about to suffer an Out of Action result. Roll a D6; on a 4 or higher it is Seriously Injured instead — the Emperor's hand turning the killing blow aside. | Once per battle |