Arbites Tactics Cards

Adrenaline Surge

You may play this card when activating a fighter.

The currently activating fighter can make one additional action this turn.

Ammo Boxes

You may play this card instead of activating a fighter.

You may set up D3+1 ammo caches anywhere on the battlefield.

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.

Blackout

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.

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 or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.

Comm Burst

You may play this at the start of any round.

For the duration of this round, Group Activation and Command Aura have unlimited range for your gang's fighters, and any of your gang's Broken fighters attempting to Rally add 1 for each Active fighter from your gang remaining on the battlefield instead of the usual 3'' distance.

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.

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.

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.

Healthy Paranoia

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.

Lead by Example

You may play this card when the Leader of your gang takes an enemy fighter Out of Action.

Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.

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.

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 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.

Proper Preparation

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this 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.

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.

Steeled Nerves

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter gains the benefits of the Nerves of Steel skill for the remainder of this battle.

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.

Suppressing Fire

You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.

Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.

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.

Legend

Tactics Cards vary in impact, and are categorized accordingly into three Tiers: Alpha, Beta, and Gamma. Additionally, some Tactics Cards are marked with a symbol indicating the card may only be taken in certain circumstances; these are described below:

Α : Alpha Tier

Some Tactics Cards are very situational but can have a major effect upon a battle when applicable, while others introduce something into play on the battlefield that can change the game state in a dramatic way, and still others affect many fighters simultaneously, and so on. Well timed usage of most Alpha Tier Tactics Cards has the potential to swing a battle. In some campaign types, how many Alpha Tier Tactics Cards a gang is permitted to take in their Tactics Cards decks is restricted.

Β : Beta Tier

Some Tactics Cards are specialized, strong but narrow in their application, or simply in between the power level of Alpha Tier and Gamma Tier cards. In particular, Beta Tier Tactics Cards often help specific gang fighters push their speciality or fulfill a role for their gang. Other Beta Tier Tactics Cards can help a gang cover a gap in their tactical capabilities, or grant some form of action advantage, or mitigate particularly bad outcomes. In some campaign types, how many Beta Tier Tactics Cards a gang is permitted to take in their Tactics Cards decks is restricted.

Γ : Gamma Tier

Some Tactics Cards are generally applicable, easy to play, consistent in what they offer; the majority of Tactics Cards fall into this category. While not as dramatic as Alpha Tier cards, or as specialized as Beta Tier cards, these Tactics Cards are reliable and flexible.

Ω : Zone Mortalis Only

Some Tactics Cards are only applicable for the twisting tunnels, locked doorks, ductways, and pitfalls of Zone Mortalis battlefields or hybrid battlefields that include such features.

≠ : Sector Mechanicus Only

Some Tactics Cards are only applicable for the multi-leveled verticality of Sector Mechanicus battlefields or hybrid battlefields that include such features.

Φ : Skirmish Only

Some Tactics Cards are not appropriate for campaign play, and should only be used for skirmishes.

Ψ : Campaign Only

Some Tactics Cards only make sense during campaign play where fighters and gangs evolve over multiple battles, and thus have no relevance to skirmish battles.