Auxiliary Contract (1CP, your Shooting phase or the Fight phase). Target one Leagues of Votann Infantry or Mounted unit that has not shot or fought; its weapons gain [PRECISION] until the end of the phase. Character sniping, and the only [PRECISION] source on the card.
Optimal Expenditure (1CP, the Fight phase) and Privateer Arsenal (1CP, your Shooting phase) are the melee and shooting halves of the same idea, and they upgrade differently. Both target a Leagues of Votann Infantry unit that has not acted, both give re-roll a Hit roll of 1 and re-roll a Wound roll of 1, and both let you spend 3 Yield Points for an upgrade. But Optimal Expenditure's upgrade converts the Wound roll to a full re-roll while the Hit roll stays at ones, and Privateer Arsenal's converts the Hit roll to a full re-roll while the Wound roll stays at ones. Read both before you spend, because they are not mirror images.
Grand Artifice (1CP, your Movement phase, just after a Leagues of Votann unit Falls Back). Until the end of the turn your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Note that unlike the Hearthband equivalent, this one is not Infantry-restricted.
New Horizons (1CP, end of your opponent's Fight phase). Target one Leagues of Votann Infantry unit not within Engagement Range and one friendly Transport it can embark within; if your unit is wholly within 6 inches of that Transport, it can embark. A free re-embark at the end of your opponent's turn, which is how a mechanised list recycles a squad that has finished with an objective.
Mobile Exploitation (1CP, end of your opponent's Fight phase). Target one Hernkyn unit not within Engagement Range, or spend 2 Yield Points to target up to two; remove them and place them into Strategic Reserves. Redeployment rather than damage, and the Yield Point clause doubles the effect for a price.