Acrobatic Charge ( ≠ )
You may play this card when one of your gang's fighters declares a Charge.
This fighter may treat difficult terrain, obstacles that are up to 3'' tall, pitfalls, and other fighters as if they were clear terrain while moving during this Charge.
The fighter must end their move with their base not overlapping anything.
Adrenaline Surge
You may play this card when activating a fighter.
The currently activating fighter can make one additional action this turn.
Auto-Healer
You may play this card at the start of any End phase.
Choose one of your gang's Seriously Injured fighters. That fighter becomes Pinned.
Battle Madness
You may play this card instead of activating one of your gang's fighters if there are any Broken enemy fighters on the battlefield.
Choose a Broken enemy fighter. You may immediately activate that fighter as if they had a Ready marker on them and control that fighter for the duration of this activation.
Battle Shock
You may play this card to interrupt an enemy fighter's Nerve test as soon as it is declared but before it is resolved.
The interrupted enemy fighter must make their Nerve test on a single D6 and does not gain the normal bonus to their result for having friendly fighters nearby.
Beast Lure
One of your gang's fighters may spend an action to allow you to play this card.
Place the Beast's Lair marker within 3'' of this fighter and then move this fighter up to D6'' away.
If this fighter ends their action within 6'' of the center of the lair, there is a chance that this fighter will be attacked by the Beast as normal; refer to the Beast Lure special scenario rules.
Blackout
You may play this card at the start of any round.
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 using a bionic eye, infra-scope, photo-goggles or similar item, or if targeting a fighter with a Blaze marker, ignore these modifiers.
Blazing Fury
You may play this card when activating a fighter.
For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic.
Blood Debt
You may play this card when one of your fighters is taken Out of Action by an enemy fighter's attack.
Tuck this card under the enemy fighter's card
For the rest of the battle attackers may add 1 to any hit rolls targeting this fighter.
Bullet Barrage
You may play this card at the start of any round.
For the duration of the round, all attacks made by all fighters on the battlefiled with weapons that have the Rapid Fire trait may roll an additional Firepower dice. However if a weapon's attack fails two or more Ammo checks, that weapon has jammed and cannot be used for the remainder of the battle.
Burst of Courage
You may play this card when one of your gang's fighters must make a Nerve test, or a Cool check, or a Willpower check.
The fighter automatically passes the check and also automatically passes any additional Nerve tests, Cool checks, or Willpower checks they are required to make until the end of the round.
Chain Attacks
You may play this card when one of your gang's fighters moves into base contact with another enemy fighter in the Consolidate step of the close combat sequence.
This fighter may make a Fight (Basic) action targeting an enemy fighter they are Engaged with as if they successfully Charged that fighter.
...Click
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.
Climber
You may play this card when activating a fighter. Tuck this card under that fighter's card.
This fighter gains the benefits of the Clamber skill for the remainder of this battle.
Close Miss
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.
Combat Drugs Stash
You may play this card when one of your gang's fighters is activated.
For the duration of this fighter's activation, they gain D3 additional Attacks.
However if the fighter gains 3 Attacks, they take a Flesh Wound when their activation ends.
Crossfire
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.
Dangerous Footing
You may play this card to interrupt an enemy fighter's action when they move 1/2'' or less from the edge of a platform or pitfall.
The enemy fighter must make a Initiative check to avoid becoming Pinned; if they are Pinned the fighter must make an additional Initiative check to avoid falling as normal. If the fighter becomes Pinned their turn ends immediately, otherwise their action resumes.
Deadlock ( Ω )
You may play this card at the start of any round.
Select a closed door anywhere on the battlefield. For the duration of this round the selected door cannot be opened in any way.
Death Trap ( Ω )
You may play this card when an enemy fighter takes an action to open or close a door.
The enemy fighter must test to see if they are struck by the door, as if they were standing in a closing doorway.
Delaying Tactics
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.
Desperate Effort
You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.
Pick one of your fighters and activate them as though they had a Ready marker. If the fighter is still Active at the end of their activation they become Pinned.
Distraction
You may play this card when an enemy fighter is activated.
The activating fighter must make a Willpower check with a -1 penalty. If the check is failed the fighter loses one of their actions this turn.
Diving Charge ( ≠ )
You may play this card when one of your gang's fighters declares a Charge.
If this fighter jumps down to a lower level as part of their Charge they may add +2 to their Initiative check and may Charge an extra D3'' if they succeed. If they move into base contact with an enemy as part of this Charge, an extra Attack dice is gained in the ensuing close combat sequence; this extra Attack dice is resolved as a S+1 Unarmed attack.
Door Remote ( Ω )
You may play this card at any point during one of your fighter's activations.
Pick any unlocked door within 6'' of this fighter and either open or close that door.
If closing a door and there is a fighter standing in the doorway, that fighter must test to see whether they avoid being crushed by the closing door as normal.
Double Fisted
You may play this card when activating a fighter. Tuck this card under that fighter's card.
This fighter gains the benefits of the Gunfighter skill for the remainder of this battle.
Duck and Cover
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.
Emergency Seal ( Ω )
You may play this card instead of activating a fighter.
Ductways cannot be used for the duration of this round; they are treated as not being on the battlefield at all.
Escape Hatch
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, and no closer than 1'' to any fighter.
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 for the remainder of the battle, and do not suffer Injury rolls after the battle.
Fall Back
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.
Fearsome Reputation
You may play this card when activating a fighter. Tuck this card under that fighter's card.
This fighter gains the benefits of the Fearsome skill for the remainder of this battle.
Fire Discipline
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.
Frag 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 Frag Trap; see the gear list for details.
Good Effect On Target
You may play this card when one of your gang's fighters inflicts at least one wound on an enemy fighter with a ranged attack, before Injury dice are rolled.
The attack's Damage is increased by 1, and the attack gains the Pulverize trait.
Group Tactics
You may play this card when you would activate a fighter.
You may make a Group Activation with up to three of your gang's fighters who are within 12'' of each other.
Having a Bad Day
You may play this card at the very end of the Deployment step of the Pre-Battle Sequence. Tuck this card under the fighter card of an enemy Leader or Champion deployed onto the battlefield.
When this fighter leads a Group Activation, they activate one fewer fighter than normal.
Having A Good Day
You may play this card at the start of the game after both sides have set up. Tuck this card under the fighter card of a Leader or Champion from your gang who is deployed onto the battlefield.
When this fighter leads a Group Activation they may include one additional fighter.
Hidden Ductway ( 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.
Hive Tremors
You may play this card at the beginning of any round.
A Hive Tremor shakes the battlefield; refer to the Hive Tremors special scenario rules
Just Add Nails
You may play this card when one of your gang's fighters is making a ranged attack with a Frag Grenade, before rolling to hit.
For this attack only, the Frag Grenade loses the Blast (3'') trait and gains the Blast (5'') trait.
Krakow
You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a krak grenade.
The attack's Damage is increased by 2.
Last Gasp
You may play this card when one of your gang's fighters would be taken Out of Action.
Before this fighter is removed from play they can immediately make a single ranged or close combat attack. After this attack is resolved, this fighter is taken Out of Action.
Lucky Find ( 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.
Lucky Save
You may play this card when one of your gang's fighters fails a save.
The fighter can re-roll the failed save, ignoring any negative modifiers (including Armour Penetration).
Makeshift Ladder ( ≠ )
You may play this card at the start of your turn immediately before activating a fighter.
You may attach a ladder to a platform anywhere on the battlefield, following the normal rules for placing a ladder.
Marksmanship
You may play this card when activating a fighter. Tuck this card under that fighter's card.
This fighter gains the benefits of the Marksman skill for the remainder of this battle.
Master Switch ( Ω )
You may play this card instead of activating a fighter.
Choose A or B:
A) open every unlocked closed door on the battlefield.
B) close every open door on the battlefield.
Melta 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 Melta Trap; see the gear list for details.
No Mercy
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.
Not Quite Dead Yet ( Ψ )
You may play this card when one of your fighters suffers a Fatal Injury due to a Lasting Injury roll.
The fighter suffers a Grievous Injury instead of a Fatal Injury.
One In A Million Shot
You may play this card on one of your gang's fighters who has just completed the Aim action.
This fighter's next ranged attack is not affected by the rules for Target Priority, and will hit on a 2+ regardless of modifiers.
Perseverance
You may play this card when one of your fighters would become Seriously Injured.
The fighter is not Seriously Injured and suffers a Flesh Wound instead. Any other effects of the injury still apply. If they are Pinned they may immediately stand up.
Pew-pew
You may play this card at the beginning of any round.
For the duration of the round, all varieties of las weapons (lasguns, laspistols, long-las's, carbine lasguns, etc) gain +6'' Long Range and may use their Short Range bonus at both Short and Long Range.
Point-Blank Shot
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 pick 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.
Proper Preparation
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.
For the duration of this battle, all of this fighter's ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.
Quick! Everybody Hide
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.
Quick Time
You may play this card when activating a fighter. Tuck this card under that fighter's card.
This fighter's Move is increased by 1'' and their Initiative is improved by 1 step. At the end of each of
this fighter's activations roll a D6; if a 1 is rolled this card is discarded.
Reaction Fire
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.
Return To Sender
You may play this card to interrupt another fighter's action when a Grenade with the Blast or Smoke traits lands within 1'' of one of your fighters.
Your fighter manages to catch the Grenade and throw it away. The fighter must immediately make a ranged attack using the Grenade's profile. After this ranged attack
is resolved, the interrupted fighter resumes their activation.
Rigged Door ( Ω )
You may play this card to interrupt an enemy fighter's action as they move through an open door.
The door the enemy fighter is moving through closes; the enemy fighter must test to see whether they avoid being crushed by the closing door as normal.
Secret Cache
You may play this card instead of activating a fighter.
Set up an ammo cache anywhere on the battlefield.
Seize the Initiative
You may play this card at the beginning of any round, before rolling for Priority.
You immediately take Priority this turn without any dice being rolled. If another player has a similar effect that would allow them to take Priority instead, roll off with that player to determine Priority.
Sharpened Daggers
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.
Slippery ( Ω )
You may play this card instead of activating a fighter.
Select a Ductway on the battlefield. For the duration of the battle, fighters treat the Crawl Through action as Basic rather than Double
when moving through the selected Ductway.
Snap Fire
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.
Spoils
You may play this card when one of your fighters completes a Coup d' Grace action against an opponent.
This fighter takes a single item from the opponent; the item is removed from the enemy fighter's card and added to this fighter's card for the remainder of the battle. After the battle the item is moved to your gang's Stash if this fighter survived, was not Captured, and still has the item. Armor, Bionic, Mutation, and Unweildy items cannot be selected.
Steel Fury
You may play this card at the beginning of any round.
For the duration of the round, all varieties of bladed weapons (daggers, swords, axes, etc) gain +1 to hit in close combat and gain the Scathing trait.
Sterner Stuff
You may play this card instead of activating a fighter.
Each of your gang's fighters who is Broken may make a Rally check immediately with a +2 bonus.
Sump Slump
You may play this at the beginning of the game after the battlefield has been set up and before any fighters are deployed onto the battlefield.
You may immediately remove or knock down (your choice) up to D3+1 removeable barricades, obstacles, or railings of your choice from anywhere on the battlefield.
Suppressing Fire
You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.
Select one of the fighter's ranged weapons with the Rapid Fire trait that is not Out of Ammo and roll the weapon's Firepower dice to determine a number of hits; ignore the Ammo symbol if it is rolled. You may then target up to that many Active enemy fighters within line of sight and in range of the weapon. Each of the targeted enemy fighters becomes Pinned, and this fighter's activation ends.
Swingline ( ≠ )
You may play this card when one of your gang's fighters who is allowed to use wargear is falling.
The fighter stops falling. You may set up the fighter anywhere on the battlefield that is within 12'' of where they began their fall and not behind an obstruction; as part of this movement the fighter may go up or down levels and can engage enemy fighters by moving into base contact with them in which case they are considered to be charging.
Tactical Reload
You may play this card when activating one of your gang's fighters who has a weapon that is Out of Ammo.
One of the Out of Ammo weapons on this fighter's card is automatically reloaded without making an Ammo check and without costing an action, even if it has the Scarce trait or is a Grenade. Note that this does not work on Limited items that have gone Out of Ammo as they are deleted from a fighter's card when they run Out of Ammo.
Tech Override
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!
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.
Thundering Charge
You may play this card when one of your gang's fighters declares a Charge action.
The fighter may Charge up to double their Move Characteristic in inches instead of Move + D3''.
Trap Chute ( Ω )
You may play this card when an enemy fighter crawls through a Ductway
The enemy fighter must make an Initiative check. If they succeed roll a D6; on a 3 or less place them within 1'' of the ductway on the side they
entered from, on a 4+ place them within 1'' of the other side of the ductway. If they fail, the fighter is taken Out of Action as if they had fallen into a Pitfall.
Trapped Console
You may play this card when an enemy fighter must make an Intelligence check to interact with a device or terminal.
The enemy fighter suffers a -4 modifier to their check. If the check is failed, in addition to any other outcome caused
by failing the check, the fighter suffers an automatic Strength 5, AP -1, 2 Damage hit.
Trusty Backup
You may play this card when you activate one of your gang's fighters. Tuck this card under that fighter's card.
This fighter gains a free Stub Pistol with Dumdum rounds 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.
Vacuum Chamber ( Ω )
You may play this card instead of activating a fighter.
Select a room that is fully enclosed and has only one door, which must be closed.
All of the air in the enclosed room is rapidly sucked out through vents.
Until the door is opened, each fighter in this room suffers an automatic Flesh Wound at the end of each Action phase.
When the door is opened every Active fighter in the room and / or within D6'' and line of sight of the doorway become Pinned.
Violent-Minded
You may play this card when activating one of your gang's fighters.
For the duration of this activation, this fighter adds a +1 modifier when they roll to hit and also when they roll to wound, with either ranged or close combat attacks.
What's A Few Teeth?
You may play this card when one of your gang's fighters would suffer a Flesh Wound.
The fighter does not suffer the Flesh Wound. Any other effects of the injury still apply. If they are Pinned they may immediately stand up.
Worse Than It Looked ( Ψ )
You may play this card when an opposing fighter suffers a Permanent Injury due to a Lasting Injury roll.
The fighter suffers a Fatal Injury instead of a Permanent Injury.
You!
You may play this card when activating a fighter.
Select an enemy fighter within line of sight of the activated fighter and tuck this card under that enemy fighter's card, and then the activating fighter's turn ends immediately.
For the duration of the battle your gang's fighters may ignore Target Priority when shooting at that enemy fighter and gain +1 to wound that enemy fighter with all attacks.
You're Coming With Me!
You may play this card when a fighter attempts to Coup d' Grace one of your gang's fighters.
Before your gang's fighter is removed from play, they stand up and move into base contact with the enemy that Coup d' Graced them,
and makes a Fight action targeting that enemy fighter.
After the Resolve Hits step of the close combat sequence for this attack is completed, before the Enemies Make Reaction Attacks step,
this fighter is taken Out of Action.