Starblood Championship Stalkers
|B281||Gathered Momentum||Surge, Hybrid: Score this immediately
If: You score your second or subsequent surge objective card in a phase
Or: A friendly fighter makes a Charge action and ends that action five or more hexes from the hex in which they began the action.
|B282||Hidden Purpose||Surge: Score this immediately after an activation if your warband holds two or more objectives.||1||-||-||-|
|B305||Supremacy||Score this in an end phase if your warband holds three or more objectives.||3||-||-||BGduplicate|
|B306||Swift Capture||Surge, Dual: Score this immediately after an activation
If: Your warband holds one or more objectives in friendly territory
And: Your warband holds one or more objectives in enemy territory.
|B324||Buried Instinct||Reaction: Play this during an Attack action, that targets a friendly fighter, before the attack roll. Give that friendly fighter one Guard token. If that friendly fighter is Quarry, you can also re-roll 1 dice in the defence roll for that Attack action.||-||-||-||-|
|B329||Confusion||Choose two fighters that are adjacent to each other. Place each fighter in the hex that was occupied by the other fighter when you chose them.||-||-||-||BGduplicate|
|B342||Glorious Triumph||Reaction: Play this after a friendly fighter's Attack action that takes an adjacent enemy fighter out of action. Your warband is considered to hold one more objective than it holds. This effect persists until that friendly fighter is taken out of action or until the start of the next round.||-||-||-||-|
|B363||Restless Prize||Pick one objective token and move it into an adjacent hex up to two times. You cannot move it into a lethal hex or a hex that includes a feature token.||-||-||?||-|
1 Smash 3 2If this Attack action takes an enemy fighter out of action, discard this card and gain 1 glory point.
|B396||Great Fortitude||+1 Wounds.||-||-||-||BGduplicate|
|B398||Great Strength||+1 Damage to this fighter's Range 1 and Range 2 Attack actions.||-||-||-||BGduplicate|
|G1||Bold Conquest||Surge, Dual: Score this immediately after an activation
If: Your leader made a Charge action in that activation
And: your leader is holding an objective.
|G14||Distraction||Choose one enemy fighter and push them 1 hex.||-||-||?||NewestDuplicate|
|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.
|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||-||-||-|
|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.||-||-||-||-|
|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.||-||-||-||-|
|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.
|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||-||-|
|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||-||-|
|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.
|DC272||Dominant Position||Score this in an end phase if your warband holds more objectives than any other warband.||2||-||-||-|
|DC392||Outrun Death||Choose one fighter. That fighter is a Quarry. If that fighter is a Quarry, that fighter has +2 Move. This effect persists until the end of the round or until that fighter is taken out of action.||-||-||-||-|