| 11 | Witch Pyre. Witch-Pyre. At the start of any round, choose one friendly fighter armed with a flame or Template weapon. Until the end of the round, that weapon gains the Blaze trait. The pyre is lit — let it spread through the cult. | Start of any round |
| 12 | Suppressing Presence. Suppressing Presence. Play in any round when an enemy psyker attempts a Wyrd Power within Short of a friendly Inquisitor, Interrogator or Pariah. That psyker suffers an additional -1 to the test this round, the warp closing tighter around your warders. | Any round |
| 13 | Stake The Witch. Stake the Witch. Play in any round when a friendly fighter shoots a condemnor boltgun. That shot counts as Wyrd-bane regardless of the target — the blessed stake finds the rot whether or not it casts. | Any round |
| 14 | Mark The Magus. Mark the Magus. At the start of any round, choose one enemy fighter you believe to be the hidden magus or cult-leader. Until the end of the round, friendly fighters re-roll failed Hit rolls against it. Flush the coven's master into the open. | Start of any round |
| 15 | The Seal Compels. The Seal Compels. Play in any round if your Inquisitor has already spent the Authority's compulsion this battle. The seal is invoked again: the Inquisitor may once more compel a friendly group activation before the battle ends. | Any round |
| 16 | Purge The Rubble. Purge the Rubble. Play in any round when a friendly fighter attacks an enemy in cover with a flame or Template weapon. That attack ignores the target's cover entirely — there is no wall a heretic can hide behind from the cleansing fire. | Any round |
| 21 | Sisters Charge. Sister's Charge. Play in any round when a requisitioned Repentia or Seraphim declares a charge. It re-rolls the charge move, the martyr closing the distance on faith alone. | Any round |
| 22 | Hold The Faithful. Hold the Faithful. Play in any round when a requisitioned Sister must take a Nerve test. She automatically passes it — the convent does not waver while the hunt is holy. | Any round |
| 23 | Null Cordon. Null Cordon. At the start of any round, choose a friendly Pariah. Until your next turn, no enemy psyker may target any friendly fighter within Short of it — the null closes like a wall around the warders it shelters. | Start of any round |
| 24 | Unyielding. Unyielding. Play in any round when a friendly fighter fails a Nerve test. Ignore that result — the fighter stands its ground. The certainty of the hunt admits no retreat. | Any round |
| 25 | Condemnors Volley. Condemnor's Volley. Play in any round when a friendly fighter shoots a condemnor boltgun at an enemy psyker. It may fire twice this activation, loosing a full volley of blessed rounds into the witch. | Any round |
| 26 | Rite Of Suppression. Rite of Suppression. Play in any round at the start of a friendly fighter's activation while an enemy psyker is within Short. That psyker suffers a further -1 to its Willpower tests until your next turn, stacked atop any suppression already upon it. | Any round |
| 31 | The Writ Read. The Writ Read. At the start of any round, name one enemy Champion or Leader a proclaimed heretic. Friendly fighters gain +1 to hit it until the end of the round. The Inquisitor reads the charge aloud and the retinue answers. | Start of any round |
| 32 | Martyrs Advance. Martyr's Advance. Play in any round when a friendly Penitent or Repentia is activated. It may make a free move toward the nearest enemy this activation, hurling itself into the hunt. | Any round |
| 33 | Blessed Rounds. Blessed Rounds. Play in any round when a friendly fighter shoots. That fighter ignores its next Ammo check this battle — a Reclusiam priest has sanctified the magazine, and the blessed rounds do not fail the faithful. | Any round |
| 34 | Exorcised Ground. Exorcised Ground. At the start of any round, choose a piece of terrain within Short of a friendly fighter. Until your next turn, enemy psykers on or within Short of that terrain suffer -1 to Wyrd Power tests. The ground is consecrated against the warp. | Start of any round |
| 35 | Zealots Fury. Zealot's Fury. Play in any round when a friendly fighter makes close-combat attacks. It gains +1 Attack this round, striking with the fury of the faithful. | Any round |
| 36 | Shield Of Faith. Shield of Faith. At the start of any round, choose a friendly fighter within Short of a requisitioned Sister. Until your next turn, it gains a 6+ invulnerable save, warded by the convent's prayer. | Start of any round |
| 41 | Execute The Marked. Execute the Marked. Play in any round when a friendly fighter attacks the marked heretic. That attack deals +1 Damage — the hunt ends the way it was always meant to. | Any round |
| 42 | Choke The Coven. Choke the Coven. Play in any round when an enemy psyker is within Short of two or more friendly fighters. It may attempt no Wyrd Power until your next turn, hemmed in on every side. | Any round |
| 43 | Promethium Blessing. Promethium Blessing. Play in any round when a friendly fighter attacks with a flame or Template weapon. That attack gains +1 Strength and the Blaze trait, the sanctified fuel burning hotter for the blessing. | Any round |
| 44 | Sanctioned Nerve. Sanctioned Nerve. Play in any round when a friendly fighter must take a Nerve or Cool test. It re-rolls the test — sanctioned discipline holds where lesser nerve fails. | Any round |
| 45 | The Culexus Walks. The Culexus Walks. At the start of any round, if a requisitioned Culexus Assassin is on the field, choose an enemy psyker within Short of it. That psyker may attempt no Wyrd Power until your next turn — the animus speculum drinks its power dry. | Start of any round |
| 46 | Relentless Hunt. Relentless Hunt. At the start of any round, choose one friendly fighter. Until the end of the round, it does not suffer the penalty for moving and shooting, pressing the hunt without pause. | Start of any round |
| 51 | Condemnors Aim True. Condemnor's Aim True. Play in any round when a friendly fighter shoots a condemnor boltgun at an enemy psyker. Re-roll all failed Hit and Wound rolls for that attack — the execution shot is loosed true. | Any round |
| 52 | Burn Them Out. Burn Them Out. Play in any round when a friendly flame or Template weapon attacks enemies in cover. Any fighter that survives the attack is driven from the cover, moving directly away from the flame at the start of its next activation. | Any round |
| 53 | The Inquisitors Word. The Inquisitor's Word. At the start of any round, the Inquisitor speaks and is obeyed. Choose a friendly fighter within Short of him; it may immediately make a free Reload (Simple) or a free move. | Start of any round |
| 54 | Penitents Wrath. Penitent's Wrath. Play in any round when a friendly Penitent fights in close combat. It gains +1 Strength and +1 Attack this round — the condemned spends itself in a frenzy of atonement. | Any round |
| 55 | No Refuge. No Refuge. At the start of any round, choose an enemy fighter that is hiding or has gone to ground. Until your next turn it may no longer benefit from that concealment against friendly fighters. The witch-hunt leaves no place to hide. | Start of any round |
| 56 | Requisition Answered. Requisition Answered. Play once per battle in any round. A requisitioned Sister within Short of your Inquisitor may immediately be activated out of sequence, the convent answering the seal in its hour of need. | Any round |
| 61 | Stayed By Faith. Stayed by Faith. Play in any round when a friendly fighter is Seriously Injured. Roll a D6; on a 4 or higher it is instead only given a Flesh Wound, faith staying the blow. | Any round |
| 62 | Hunt The Heretic. Hunt the Heretic. At the start of any round, choose one friendly fighter. Until the end of the round it may re-roll failed Hit rolls against the marked heretic and moves an extra 1" when charging it. | Start of any round |
| 63 | Sacred Fusillade. Sacred Fusillade. Play in any round when three or more friendly fighters shoot in the same round. Each of them re-rolls a single failed Hit roll — a disciplined volley loosed in the Emperor's name. | Any round |
| 64 | The Pyre Spreads. The Pyre Spreads. Play in any round when an enemy fighter is set alight by a Blaze weapon. At the start of your next turn, any enemy within 1" of it also catches fire, the pyre leaping from body to body through the cult. | Any round |
| 65 | Unbroken Line. Unbroken Line. At the start of any round, while your Inquisitor still stands, friendly fighters within Short of him may not be forced to fall back until your next turn. The line holds around the seal. | Start of any round |
| 66 | The Heresy Burns. The Heresy Burns. Play in any round when the marked heretic or an enemy psyker is taken Out of Action by a friendly fighter. Seize the initiative: take one bonus friendly activation this round as the coven reels from the blow. | Any round |