A New Strain
You may play this card when one of your gang's fighters has made an attack with a weapon that has the Gas trait.
Each time you roll to determine if a fighter hit by this attack is affected by the Gas trait, you may roll an extra dice and discard one of the dice before determining the result.
Counter-Charger
You may play this card to interrupt an enemy fighter's action when that fighter Engages one of your gang's fighters.
Pick one of your gang's Active and Readied fighters; that fighter gains the Counter-Charge skill for the remainder of this battle. They may use the skill immediately.
Gas Trap
You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card under that fighter's card.
This fighter is equipped with a Gas Trap; see the gear list for details.
Not So Easy Is It?
You may play this card immediately after an enemy gang fails a Bottle test, targeting that gang.
The fighters of the targeted enemy gang must each make a Cool check now with a -1 modifier; fighters who fail their check flee the battlefield.
This is in addition to the normal check made at the start of the next Action phase.
Put Them Down!
You may play this at the end of any Action phase.
Each of this gang's Active fighters may make a free Coup d' Grace action against a Seriously Injured enemy fighter within 3'' of themselves, if any.
Scrag
You may play this card when one of your gang's fighters would inflict a Flesh Wound on an enemy fighter in close combat.
This fighter instead inflicts D3+1 Flesh Wounds on the enemy fighter.
Side by Side
You may play this card to interrupt an enemy fighter's action when that enemy fighter moves into base contact with one of your gang's fighters.
Any of your gang's Active fighters who are within 6'' of the enemy fighter may be moved so that they are in base contact with that enemy fighter if it is possible for them to do so. The enemy fighter's action then resumes.
Siren Howls
You may play this card at the beginning of any round, before rolling for Priority.
For the remainder of this round, Escher Leader, Champion, Juve, and Ganger fighters, and any Hired Guns represented by an Escher model, gain +1 on all Cool checks (including Nerve tests). All other fighters take a -1 penalty on all Cool checks (including Nerve tests).
Stealthy Advance
You may play this card during the Deployment step of the Pre-Battle Sequence after fighters have been deployed normally, and before Infiltrating fighters have been set up.
Up to half of the fighters in your gang's crew (rounding up) may make a Standard Move immediately.
Three-Point Landing ( ≠ )
You may play this card when one of your gang's fighters falls.
The fighter lands safely and does not take a hit. The fighter is not Pinned, and if they have any actions to take they may take them.
Tunnel Runners ( Ω )
You may play this card at the start of any round.
For the duration of this round all of your gang's fighters may move through pitfalls and ductways as though they were clear terrain. They cannot end their turn on them.
Ultra-Violence
You may play this card at the beginning of a round.
For the duration of the round, all of your gang's fighters on the battlefield gain the Rain of Blows skill.