Blackout ( Β )
You may play this card at the beginning of any round, before rolling for Priority.
For the duration of this round ranged attacks have an additional -1 modifier if made at short range, or a -2 modifier if made at long range.
Attackers unaffected by low-light conditions or targeting a fighter with a Blaze marker ignore these penalties.
...Click ( Β )
You may play this card after an enemy fighter completes an attack with a ranged weapon.
The enemy fighter's ranged weapon that they just completed their attack with is considered to have failed it's Ammo check.
Close Miss ( Γ )
You may play this card after one of your gang's fighters makes an unsuccessful hit roll with a ranged weapon.
The target is Pinned as though they were hit by the ranged attack.
Crossfire ( Γ )
You may play this card when a fighter makes a ranged attack against a target who has already been shot at by a friendly fighter, instead of rolling to hit.
Do not roll to hit for this fighter's ranged attack, but do roll Firepower dice as normal. The ranged attack automatically hits.
Deadly Backstabber ( Β )
You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.
For the remainder of the battle whenever the Backstab trait is successfully applied to an enemy fighter by one of this fighter's attacks, the Deadly trait is also applied.
Delaying Tactics ( Β )
You may play this card at the beginning of any round, immediately after rolling for Priority.
If you have Priority you may change the facing of any or all of your gang's Active and / or Engaged fighters currently on the battlefield, and then force an opponent to take Priority for the remainder of the round.
Distraction ( Γ )
You may play this card when an enemy fighter is activated or has completed an action.
The activating fighter must make a Willpower check with a -2 penalty. If the check is failed the fighter loses one of their actions this turn.
Duck and Cover ( Β )
You may play this card when activating an Active or Pinned fighter.
If this fighter is Pinned they may immediately stand up.
This fighter may make a ranged attack, then make a Standard Move, then become Pinned, and finally end their activation.
This cannot be interrupted by abilities or other Tactics Cards that interrupt actions.
Escape Hatch ( Α )
You may play this card at the start of any round.
You may set up an escape hatch on the ground level within 6'' of the center of the battlefield observing the 1'' rule.
Any fighter in base contact with the escape hatch may take the Escape Via Hatch (Basic) action to be removed from the battlefield. Removed fighters are considered to be Out of Action, but do not suffer an Injury roll.
Fade Away ( Α )
During the Battle Sequence you may interrupt any action or resolution to play this card.
You immediately remove all of your gang's remaining fighters from the battlefield. Seriously Injured fighters removed from the battlefield in this way do not suffer Injury rolls but do go into Recovery and must miss the gang's next battle. Your gang is considered to have Bottled Out for purposes of Post-Battle Sequence resolutions.
Fall Back ( Β )
You may play this card instead of activating a fighter.
For each of your gang's Active fighters that are within line of sight of at least one enemy fighter, you may choose to have that fighter become Broken. For each fighter who becomes Broken in this way, you may roll 3D6 and discard one dice before determining the Running For Cover distance for that fighter.
Fire Discipline ( Α )
You may play this card at the start of the battle after setting up your gang.
For the duration of the battle ranged attacks made by your fighters only trigger an Ammo check if the Firepower dice rolls an Ammo symbol and the hit roll is a success.
Garrote ( Γ )
You may play this card when one of your gang's Hidden fighters succesfully Charges an enemy fighter.
Roll 2D3; if the result is higher than the enemy fighter's modified Toughness the enemy fighter is taken Out of Action immediately, otherwise nothing happens. This is considered to be a Silent close combat attack.
Good Optics ( Β )
You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.
This fighter gains a free Photogoggles wargear item for the remainder of the battle. If this fighter survives the battle and is not Captured, you may add this item to your gang's Stash after the battle.
Healthy Paranoia ( Γ )
You may play this card on a fighter when they are set up on the battlefield. Tuck this under that fighter's card.
For the remainder of the battle if a Hidden enemy fighter moves within 12'' and line of sight of this fighter that enemy fighter's action ends immediately, this fighter stops being a Sentry (if relevant), gets a Ready marker if they do not already have one, and this fighter may activate immediately.
Hidden Ductway ( Γ Ω )
You may play this card at the start of your turn immediately before activating a fighter.
You may place an unused Ductway marker anywhere on the board, following the normal rules for placing a ductway.
Low Light ( Α )
You may play this card at the start of any round.
For the remainder of this battle the Low-Light condition is in effect. For the duration of the battle ranged attacks have an additional -1 modifier if made against targets between 6'' and 12'' away, or a -2 modifier if made against targets more than 12'' away. Attackers unaffected by low-light conditions or targeting a fighter with a Blaze marker ignore these penalties.
Lucky Find ( Γ Ψ )
You may play this card when activating one of your gang's fighters.
You may have this fighter end their activation to salvage something valuable from the battlefield debris;
if you do you may add 2D6 x 5 credits to your gang's Stash immediately.
No Mercy ( Β )
You may play this card to interrupt a Broken enemy fighter's action as soon as they finish Running For Cover.
You may adjust the facing of any or all of your gang's Active fighters to get the Broken enemy fighter into their vision arc. Then any of your gang's Active fighters who can may make a ranged attack targeting that fighter, in whatever order you prefer.
Point-Blank Shot ( Γ )
You may play this card during the Pick Weapons step of the close combat sequence when one of your gang's fighters is making a close combat attack.
This fighter may select one of their ranged weapons to use in this close combat sequence as if that weapon had the Pistol trait. Weapon profiles that have the Blast trait or the Template trait cannot be selected, however.
Poof! ( Α )
You may play this card instead of activating a fighter.
Any or all of your gang's Active or Pinned fighters that have a Smoke Bomb Grenade may drop one at their own feet now;
the Grenades used in this way do not scatter, and Ammo checks made for the Grenades are automatically passed.
Quick! Everybody Hide ( Β )
You may play this card at the begginning of any round.
Each fighter in each gang's crew who is at least 6'' away from and not within sight of any enemy fighters may become Hidden, at their controlling player's discretion.
Reaction Fire ( Β )
You may play this card to interrupt an enemy fighter's action as soon as it is declared but before it is carried out.
Select one of your gang's fighters who has line of sight to and can see the interrupted enemy fighter to immediately make a Shoot action
targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack,
their action is not made and their turn ends immediately.
Secret Cache ( Γ )
You may play this card instead of activating a fighter.
Set up an ammo cache anywhere on the battlefield.
Sharpened Daggers ( Β )
You may play this card at the beginning of any round.
For the duration of the round, all varieties of knife or dagger (knife, fighting knife, stiletto knife, etc) have their Strength, Armor Piercing, and Damage increased by 1.
Snap Fire ( Γ )
You may play this card to interrupt an enemy fighter's action when they move into the vision arc of one of your gang's Active fighters.
Your fighter may make a ranged attack targeting the interrupted enemy fighter, with a -1 modifier. Weapons with the Blast or Template traits cannot be used to make this attack. If the enemy fighter is still Active after this attack,
their action resumes.
Stealthy Swiftness ( Α )
You may play this card at the beginning of any round.
For the remainder of the battle each time you activate one of your gang's fighters, if they are currently Hidden they gain +2 Movement for the duration of their current activation (even if they stop being Hidden during the course of that activation).
Tactical Reload ( Β )
You may play this card when activating one of your gang's fighters who has a weapon that is Out of Ammo.
One of this fighter's Out of Ammo weapons is immediately reloaded, even if it has the Scarce trait. Note that this does not work on Limited items as they are deleted from a fighter's card when they run Out of Ammo.
Tech Override ( Γ )
You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.
The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.
They're Everywhere! ( Β )
You may play this card instead of activating a fighter.
Select up to D3+1 fighters on the battlefield (belonging to any gang). For each selected fighter, you may change that fighter's facing to any direction you prefer.
Ultra-Treachery ( Α )
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 Backstab skill.
Underhive Smog ( Β )
You may play this card at the start of any End phase.
Your gang's smoke clouds do not dissipate in the current End phase.
Valuable Secrets ( Β Ψ )
You may play this card at the end of the Deployment step of the Pre-Battle Sequence after all fighters have been set up on the battlefield.
Set up a terminal on the battlefield within 6'' of the center of the battlefield. The first successful Access Terminal action on the terminal downloads data that can be sold for 3D3 x 10 credits in the Receive Rewards step of the Post-Battle Sequence.
Venomous Intent ( Γ )
You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.
Select a weapon profile of a bladed weapon (any kind of Sword, Dagger, Knife, etc) on the fighter's card that has the Melee trait; add the Toxin and Virulent traits to that weapon profile for the remainder of the battle.
Ventilation Shafts ( Γ Ω )
You may play this card when one of your fighters moves through a Ductway.
Remove the fighter from the battlefield. At the beginning of the End Phase before Bottle Tests are made, set the fighter up onto the battlefield at any valid position, observing the 1'' rule.
Wishen ( Γ )
You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.
This fighter gains a free Smoke Bomb Grenade item for the remainder of the battle. If this fighter survives the battle and is not Captured, you may add this item to your gang's Stash after the battle.