| 11 | Re Declare The Prey. Play this at the start of a round to re-declare your prey without spending your warband's own once-per-battle re-declaration — the hunt swinging onto a new breed as the fight turns, free of charge. | Start of any round |
| 12 | Watch Strike. Play this to bring a requisitioned Deathwatch veteran onto the board from hidden deployment, placed more than 6" from any enemy — the Watch striking from nowhere onto the alien's flank. | Any round (deployment) |
| 13 | Load Hellfire. Play this at the start of a round. One friendly special-issue weapon is loaded with Hellfire for the whole round, auto-Wounding the declared prey on a 2+ where it is multi-wound or large — the acid round chambered for the monster. | Start of any round |
| 14 | Jokaeros Gift. Play this at the start of a round, if a Jokaero is on the battlefield. Choose one gang weapon; until the end of the round the alien's craft raises one of its profile values by one — a battlefield re-forge, worked in the heat of the fight. | Start of any round |
| 15 | The Seal Compels. Play this to refresh the Inquisitor's compel — its once-per-battle authority to force a friendly group activation may be used a second time this battle, the seal's command brooking no delay. | Any round |
| 16 | Mark The Quarry. Play this at the start of a round. Until the end of it, Mark the Quarry reaches Long of the Inquisitor rather than Short, extending the master's mark across the whole line against the declared prey. | Start of any round |
| 21 | Preysight Volley. Play this at the start of one of your fighter's activations, if it carries a xeno-targeter. Every Shoot action it makes this round ignores the cover the declared prey hides behind and re-rolls a failed Hit — the scope finding the alien's heart through anything. | Any round |
| 22 | Kraken Round. Play this at the start of one of your fighter's activations, if it carries a special-issue weapon. Every Shoot action it makes this round is loaded with Kraken, gaining +1 Strength and AP -1 — the penetrator round for the armoured alien. | Any round |
| 23 | Dragonfire Round. Play this at the start of one of your fighter's activations, if it carries a special-issue weapon. Every Shoot action it makes this round is loaded with Dragonfire, ignoring the cover the enemy hides behind — the airburst for the thing in the rubble. | Any round |
| 24 | Vengeance Round. Play this at the start of one of your fighter's activations, if it carries a special-issue weapon. Every Shoot action it makes this round is loaded with Vengeance, gaining Rending against a horde — the fragmenting round for the swarm. | Any round |
| 25 | Hunters Patience. Play this when one of your fighters takes an Aim action. It may Aim a second time in the same activation, and re-rolls both the Hit and the Wound of the shot that follows against the declared prey — patience stacked into a single certain kill. | Any round |
| 26 | From The Shadows. Play this during deployment. One additional fighter may be set up in hidden deployment and arrive by Infiltrate, as though it carried Hunters Unseen — one more knife already past the enemy line before the battle begins. | Deployment |
| 31 | Digital Burst. Play this while a Jokaero is within Short of one of your fighters. That fighter's ranged weapon gains a digital-weapon shot on every attack it makes this round, not just one — the alien's tech loosed in a full burst. | Any round |
| 32 | Xeno Lore Recall. Play this at the start of a round. One fighter may change the xeno special rule its Xenos Lore ignores to another rule the declared prey relies on — the hunter recalling a second page of the alien's weaknesses mid-fight. | Start of any round |
| 33 | The Trophy Taken. Play this when one of your fighters takes a member of the declared prey Out of Action. This fighter and all friendlies within Short gain +1 to hit that prey until the next round, as though it carried Trophy-Taker — the kill emboldening the whole hunt. | Reaction |
| 34 | Silent Approach. Play this at the start of one of your fighter's activations. It may make a Move action that draws no reactions and cannot be targeted by Overwatch this round — a hunter crossing the open as though it were not there. | Any round |
| 35 | Priority Target. Play this at the start of a round and name one enemy fighter. Until the end of the round, your warband treats that single fighter as the declared prey for all rules — the hunt narrowed to one throat. | Start of any round |
| 36 | Cornered Beast. Play this when an enemy of the declared prey is standing within Short of two or more of your fighters. Until the end of the round, that prey may not make a Retreat action — the hunters have closed the ring and the beast is cornered. | Any round |
| 41 | Steady The Line. Play this at the start of a round. Until its end, friendly fighters within Short of the Inquisitor automatically pass the first Nerve test they make — the seal steadying the retinue as the alien presses in. | Start of any round |
| 42 | Adaptive Reload. Play this in reaction to one of your fighters making a ranged attack. Before the shot is resolved, that fighter may swap the special-issue round it loaded for a different one — reading the target too late and answering with the right shell anyway. | Reaction |
| 43 | The Watch Answers. Play this at the start of a round if you have a requisitioned Deathwatch veteran in Reserve. It arrives this round without a reserves roll, teleporting in with its rounds already chambered — the Watch answering the seal on the instant. | Start of any round |
| 44 | Overwatch Discipline. Play this when an enemy moves within sight of a fighter of yours that is on Overwatch. That reactive shot is resolved with a special-issue round of your choice, and re-rolls a failed Hit against the declared prey — the discipline of a line that never fires the wrong shell. | Reaction |
| 45 | Anatomical Weakness. Play this at the start of one of your fighter's activations. Until the end of the round, its attacks against the declared prey treat the target's Toughness as one lower — a hunter's study finding the soft seam in the alien's anatomy. | Any round |
| 46 | Culling Fire. Play this at the start of one of your fighter's activations. If it takes a member of the declared prey Out of Action with a Shoot action this round, it may immediately make a second Shoot action against another member of the prey — the cull rolling from one kill to the next. | Any round |
| 51 | Marksmans Eye. Play this at the start of your Marksman's activation. Until the end of the round it ignores all penalties to hit for range and cover against the declared prey — the Savant-Gunner's eye cutting through everything between it and the alien. | Any round |
| 52 | Nest Sense. Play this at the start of a round. Until its end, your fighters may re-roll failed Intelligence tests to detect hidden or infiltrating enemies of the declared prey — the hunters reading the nest before the brood shows itself. | Start of any round |
| 53 | Bound And Braced. Play this when one of your fighters is targeted by a charge. It may make a free Aim action before it is struck, bracing its special-issue weapon for the reactive shot — the hunter steadying as the beast comes on. | Reaction |
| 54 | Requisitioned Grit. Play this when a requisitioned Deathwatch veteran would be taken Out of Action. Roll a D6; on a 4 or higher it is only Seriously Injured instead — the Watch's transhuman resilience refusing the kill. | Reaction |
| 55 | The Long War. Play this at the start of a round in a battle against a breed your warband has feuded across the campaign. Until its end, every friendly fighter re-rolls failed Hits against that breed — a hatred sharpened over a long war. | Start of any round |
| 56 | Strike Team. Play this when a requisitioned Deathwatch veteran arrives from Reserve or hidden deployment. One friendly native fighter within Short of it may immediately make a free Shoot (Basic) action — the kill-team and the retinue striking as one. | Reaction |
| 61 | Xeno Toxin Flush. Play this at the start of your Death-Cult Assassin's activation, if it carries a xeno-toxin reservoir. Its melee attacks against the declared prey gain +2 Damage instead of +1 this round — the phial emptied into the blade for one killing flurry. | Any round |
| 62 | No Escape. Play this when an enemy of the declared prey makes a Retreat action from a fighter of yours. That fighter may immediately make a free Shoot or melee attack against the fleeing prey — nothing the hunt has named gets to run. | Reaction |
| 63 | Precision Volley. Play this at the start of your Marksman's activation. If it makes no Move action this round, its special-issue weapon fires one extra shot at a target within short range — the gunner planting its feet and pouring a heavier volley into the alien. | Any round |
| 64 | The Right Round. Play this in reaction to an enemy declaring a charge or revealing a hidden fighter. One of your fighters carrying a special-issue weapon may immediately load the round that answers it and make a free Shoot action — always the right shell for whatever shows itself. | Reaction |
| 65 | Veteran Insertion. Play this at the start of a round. One requisitioned Deathwatch veteran in Reserve may be set up in hidden deployment more than 6" from any enemy and act this round — the kill-team inserted exactly where the hunt needs it. | Start of any round |
| 66 | The Kill Declared. Play this at the start of one of your fighter's activations against the declared prey. Its first successful hit against that prey this round is resolved at +1 Damage — the kill the whole hunt was declared for, driven home. | Any round |