Starblood Stalkers JWR
|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.
|B301||Show of Force||Surge, Hybrid: Score this immediately after an activation
If: Three or more friendly fighters are in enemy territory
Or: One or more friendly fighters each have three or more upgrades.
|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.||-||-||-||-||9/56 (16.07%)|
|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.
|B393||Cryptic Companion||This fighter is a Quarry. If this fighter is a Quarry and is holding an objective at the end of an action phase, gain 1 glory point.
|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||43/56 (76.79%)|
|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.
|DC102||Instinctive Tactics||Surge: Score this immediately after resolving your warbands second or subsequent reaction in the same phase.||1||-||-||-||3/56 (5.36%)|
|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.
|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.||-||-||-||-||3/56 (5.36%)|
|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.||-||-||-||-||3/56 (5.36%)|
|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.||-||-||-||-||3/56 (5.36%)|
|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.
|DC122||Heaven-blessed Weapon||+1 Dice and Knockback 1 to this fighter's Range 1 Attack actions.||-||-||-||-||2/56 (3.57%)|
|DC125||Spawning Bond||Reaction: After another friendly Skink is pushed from a hex within 3 hexes, push this fighter 1 hex.||-||Skink||-||-|
|DC127||Unfeeling Resilience||When this fighter is dealt damage, reduce that damage by 1 (to a minimum of 1).||-||-||-||-||3/56 (5.36%)|
+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||-||-||-||27/56 (48.21%)|
|DC336||Underdog||Hybrid: Score this in an end phase if:
An opponent has the Primacy token
Or: Each opponent has scored 3 or more objective cards more than you.
|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.||-||-||-||-||9/56 (16.07%)|
|DC414||Symbiote's Call||Pick one feature token within 1 hex of one or more friendly fighters, then pick one: flip that token, or push one friendly fighter 1 hex so that they are in the same hex as that token.||-||-||-||-||5/56 (8.93%)|
|DC488||Soultooth Dagger||This fighter is a Hunter.
1 Fury 3 2+1 Damage on a critical hit. You can re-roll one dice in the attack roll if the target has one or more Move and/or Charge tokens.
|E13||Path to Victory||Dual: Score this in an end phase if
One or more enemy fighters were taken out of action in the preceding action phase
And: Your warband holds two or more objectives.
|E27||Duel of Wits||Reaction: Play this after an opponent plays a ploy. Draw two power cards.||-||-||?||NewestDuplicate|
|E48||Gloryseeker||+1 Damage to this fighter's Attack actions that target a fighter with a Wounds characteristic of 4 or more.||-||-||-||NewestDuplicate|
|E49||Great Fortitude||+1 Wounds.||-||-||-||NewestDuplicate||17/56 (30.36%)|
|E51||Great Strength||+1 Damage to this fighter's Range 1 and Range 2 Attack actions.||-||-||-||NewestDuplicate||19/56 (33.93%)|
|E57||Quickening Greaves||In each round, you can do one of the following: push this fighter 1 hex before the roll to determine who has the first activation. or push this fighter 1 hex after the final power step.||-||-||?||NewestDuplicate|