|DC97||Astromatrix Alignment||Surge: Score this immediately after you flip a feature token in enemy territory.
|DC98||Balance the Cosmic Equation||Hybrid: Score this in an end phase if:
There are two or more enemy fighters out of action
Or: Your warband holds more objectives than any other warband.
|DC99||Children of Azyr||Dual: Score this in an end phase if:
Each surviving friendly fighter is Inspired.
And: Surviving friendly fighters have three or more upgrades.
|DC100||Formidable Focus||Surge: Score this immediately after an activation if three or more friendly fighters are in enemy territory.||1||-||-||-|
|DC101||Heralds of Annihilation||Surge: Score this immediately after an activation in which a friendly fighter made an Attack action that took an enemy leader out of action.||1||-||-||-|
|DC102||Instinctive Tactics||Surge: Score this immediately after resolving your warband's second or subsequent reaction in the same phase.||1||-||-||-|
|DC103||Perfect Warrior||Dual: Score this in an end phase if:
There is a surviving friendly Klaq-Trok
And: Each enemy leader is out of action.
|DC104||Seeking the Heart||Hybrid: Score this in an end phase if
Each surviving friendly fighter is in enemy territory
Or: Your warband holds each objective in enemy territory.
|DC105||Sotek's Hunters||Surge: Score this immediately after an activation in which a friendly fighter made a Range 3+ Attack action that took an enemy fighter out of action.||1||-||-||-|
|DC106||The Great Plan||Dual: Score this in an end phase if:
You have scored six or more objective cards
And: You have scored one or more Surge objective cards, one or more Dual objective cards and one or more Hybrid objective cards.
|DC107||Vengeance of the Heavens||Score this in an end phase if there are more enemy fighters out of action than there are surviving enemy fighters.||2||-||-||-|
|DC108||Will of the Slann||Score this in an end phase if your warband holds one or more objectives in two or more players' territories.||2||-||-||-|
|DC109||Burst from the Shadows||Choose up to two friendly Hunters. Push each chosen fighter up to 2 hexes.||-||-||-||-|
|DC110||Huanchi's Device||Pick one: push one enemy fighter 1 hex, or pick an opponent. That player picks three fighters from their warband and pushes each of them 1 hex. If they have fewer than three surviving fighters, they push each of their surviving fighters 1 hex.||-||-||-||-|
|DC111||Invisible Hunter||Remove a friendly Otapatl from the battlefield. That fighter is not out of action. This card persists until the end of the round. When this card no longer persists, place that fighter in any empty hex not adjacent to any enemy fighters. You cannot play this card in round 3.||-||-||?||-|
|DC112||Light of the Stars||Reaction: Play this after an opponent plays a gambit. That gambit deals no damage.||-||-||-||-|
|DC113||Lords of Space and Time||Choose one friendly fighter that is not adjacent to any enemy fighters. Place that fighter in the same hex as an objective token in enemy territory, not adjacent to any enemy fighters. Then give that fighter one Move token.||-||-||-||-|
Reaction: Play this during a friendly fighter's Attack action, after the deal damage step. Give the target one Move token.
|DC115||Tepok's Mystery||Pick one opponent. That player picks one objective card from their hand and shuffles that objective card back into their objective deck. Then that player draws one objective card.||-||-||-||-|
|DC116||The Bulwark Celestial||Asterism
Friendly fighters cannot be driven back. This effect persists until the end of the round or until any player plays another Asterism card.
|DC117||The Great Drake||Asterism
+1 Dice to friendly fighters' Range 1 Attack actions. This effect persists until the end of the round or until any player plays another Asterism card.
|DC118||The Hunter's Steed||Asterism
+1 Move to friendly fighters. This effect persists until the end of the round or until any player plays another Asterism card.
|DC119||Adaptive Camouflage||-1 Dice (to a minimum of 1) from Attack actions that target this fighter if the attacker is not adjacent.||-||Otapatl||-||-|
|DC120||Astrolith Igniter||Reaction: During a friendly fighter's Range 1 or Range 2 Attack action, before the attack roll, spend 1 glory point. That Attack action gains Cleave until it has been resolved.||-||Kixi-Taka, The Diviner||-||-|
|DC121||Cloak of Feathers||+2 Move
When this fighter makes a Move action, it can move through occupied hexes and cannot be dealt damage by lethal hexes. It must end its Move action in an empty hex.
|-||Kixi-Taka, The Diviner||-||-|
|DC122||Heaven-blessed Weapon||+1 Dice and Knockback 1 to this fighter's Range 1 Attack actions.||-||-||-||-|
|DC123||Herald of the Old Ones||If this fighter is within 3 hexes of a friendly Skink that is the target of an Attack action, you can re-roll one defence dice in that Skink's defence roll.||-||Kixi-Taka, The Diviner||-||-|
|DC124||Selfless Sacrifice||Reaction: During an Attack action that targets this fighter, after the deal damage step, if this fighter will be taken out of action, this fighter makes an Attack action.||-||Skink||-||-|
|DC125||Spawning Bond||Reaction: After another friendly Skink is pushed from a hex within 3 hexes, push this fighter 1 hex.||-||Skink||-||-|
|DC126||Supreme Predator||This fighter is a Hunter. This fighter cannot be a Quarry. Each enemy fighter is a Quarry. You can re-roll one dice in this fighter's attack rolls if the target is a Quarry.||-||Klaq-Trok||-||-|
|DC127||Unfeeling Resilience||When this fighter is dealt damage, reduce that damage by 1 (to a minimum of 1).||-||-||-||-|
+2 Move instead if this fighter is a Skink.