Chaos Cultists Tactics Cards

Chaos Cultist gangs may select Tactics Cards from a list specific to their Allegiance; thus gangs dedicated to Khorne may select Tactics Cards from the Khorne Tactics Card list, while those dedicated to Slaanesh may choose from the Slaanesh Tactics Card list, and so on.

Khorne

Adrenaline Surge

You may play this card when activating a fighter.

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

Aggressive Assault

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.

Each of the fighters in your gang's Crew on the battlefield may move D3+1'' towards any opposing fighter; the 1'' rule still applies.

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.

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.

Blood Drinker

You may play this card when one of your fighters completes a Coup d' Grace action against an opponent that has suffered at least one Flesh Wound.

Your fighter may discard all Flesh Wounds from their own fighter's card, or regain a lost Wound.

Bloodthirsty Charge

You may play this card on one of your gang's fighters who is taking a Charge action.

This fighter may suffer a Flesh Wound to move +D3'' while attempting to engage one or more enemy fighters. If this fighter does successfully engage at least one enemy fighter they may immediately discard one Flesh Wound.

Capricious Favor ( Ψ )

You may play this card when one of your fighters would gain XP during the Battle Sequence.

Roll a D3-1; multiply the XP that would be gained by this number and the fighter gains that much XP instead (the fighter gains 0 XP if the multiple is 0).

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.

Chaotic Fortune

You may play this card after any D6 die has been rolled (by you or an opponent) at any point during the Pre-Battle, Battle, or Post-Battle Sequences.

You may turn one of the D6 just rolled to any face of your choice (1, 2, 3, 4, 5, or 6) and it may not be re-rolled.

Die Trying

You may play this card at the beginning of any round, before rolling for Priority.

For the remainder of the battle if any of your fighters suffer a Memorable Death, before being removed from the battlefield the dying fighter may first stand up if prone, and then make any two actions available to them as if they were Readied. Afterwards the fighter dies and is removed from the battlefield.

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.

Fearsome Reputation

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

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

Quick Time

You may play this card when activating a fighter. Tuck this 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 and its benefits are removed from the fighter.

Second Wind

You may play this card instead of activating a fighter.

You may remove a Flesh Wound from one of your gang's fighters, and if they are Pinned they may immediately stand up.

Skull Tribute ( Ψ )

You may play this card when an opposing fighter taken Out of Action by a Melee attack made by one of your fighters would suffer a Critical Injury due to a Lasting Injury roll.

The opposing fighter does not make a Critical Injury roll and instead suffers a Memorable Death. Tuck this card under your fighter's card; for the remainder of this battle this fighter gains +1'' Move and +1 Attack.

Spontaneous Spawn

You may play this card after selecting but before activating one of your gang's fighters that has the Become Chaos Spawn special ability.

Proceed as if the selected fighter had been killed and rolled a 6 for their Become Chaos Spawn ability (i.e. the fighter becomes a Chaos Spawn as described by the Become Chaos Spawn ability). After this is resolved, activate the fighter as normal.

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''.

Unstoppable Behemoth

You may play this card after an attack has been made against one of your gang's fighters before any Injury rolls are made (if any).

The attack against this fighter has no further effect; no Injury roll(s) are made. Additionally, if this fighter is Pinned, they may immediately stand up.

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.

Warp Mania

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

When this fighter must make a Cool or Willpower check (including Nerve tests), they may roll an additional D6 and discard a dice before determining the outcome.

Nurgle

Brutal Charge

You may play this card on one of your gang's fighters when that fighter declares a Charge.

For the remainder of the round this fighter's Move is increased by 2'', and any close combat attacks they make gain the Potent trait if they do not already have it.

Capricious Favor ( Ψ )

You may play this card when one of your fighters would gain XP during the Battle Sequence.

Roll a D3-1; multiply the XP that would be gained by this number and the fighter gains that much XP instead (the fighter gains 0 XP if the multiple is 0).

Chaotic Fortune

You may play this card after any D6 die has been rolled (by you or an opponent) at any point during the Pre-Battle, Battle, or Post-Battle Sequences.

You may turn one of the D6 just rolled to any face of your choice (1, 2, 3, 4, 5, or 6) and it may not be re-rolled.

Chin Music

You may play this card to interrupt an enemy fighter's action when that fighter attacks one of your gang's fighters in close combat.

Your gang's attacked fighter may make a single unarmed attack against their attacker at +1 Strength and with the Melee and Knockback traits. If the attacker is not knocked back, Seriously Injured or taken Out of Action by this attack, their attack then resumes.

Deadmen Walking

You may play this at the beginning of any End phase.

Your gang does not have to make a Bottle test this round. Any of your gang's fighters who are prone immediately stand up. Any of your gang's fighters who are Broken automatically Rally. Then every Active fighter on your gang must move 2D3'' towards the nearest enemy, and will move into base contact with an enemy fighter if able.

Desperate Effort

You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.

Select one of your non-Broken fighters that has at least 1 Wound remaining and activate them as if they had a Ready marker. After this activation ends, if the fighter is still on the battlefield they suffer 1 Wound.

Disgusting Appearance

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 the battle all enemy fighters who can see this fighter that fail a Cool or Willpower check for any reason must make a Nerve test or become Broken.

Fearsome Reputation

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

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

Ironhide

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.

This fighter's save roll is improved by 2. If the fighter does not already have a save Ironhide grants a save of 5+. This cannot be combined with other similar effects such as Armored Undersuit.

Not Quite Dead Yet ( Ψ )

You may play this card when one of your fighters suffers a Critical Injury due to a Lasting Injury roll.

The fighter suffers a Grievous Injury instead of a Critical Injury.

Spontaneous Spawn

You may play this card after selecting but before activating one of your gang's fighters that has the Become Chaos Spawn special ability.

Proceed as if the selected fighter had been killed and rolled a 6 for their Become Chaos Spawn ability (i.e. the fighter becomes a Chaos Spawn as described by the Become Chaos Spawn ability). After this is resolved, activate the fighter as normal.

Steel Constitution

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.

This fighter is unaffected by the Gas, Toxin, and Radiation traits. When this fighter makes a recovery test, they are considered to be assisted even when they are alone.

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.

Supernatural Resilience

You may play this card instead of activating a fighter.

All of your gang's fighters who are Seriously Injured immediately become Pinned instead.

Toxic Fluids

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.

When an enemy fighter inflicts one or more wounds on this fighter in a close combat exchange they must make an Initiative check with a -1 penalty; if this check is failed the enemy fighter is immediately struck by a gout of vile bodily fluids spurting from this fighter and suffers a Flesh Wound.

Unimpressed and Unmoved

You may play this card when one or more of your fighters are hit by an attack that has the Knockback and / or Drag traits, before wound rolls are made.

The attack has no effect on your fighters.

Unstoppable Behemoth

You may play this card after an attack has been made against one of your gang's fighters before any Injury rolls are made (if any).

The attack against this fighter has no further effect; no Injury roll(s) are made. Additionally, if this fighter is Pinned, they may immediately stand up.

Wall of Flesh

You may play this card when an opponent hits one of your gang's fighters with one or more unarmed attacks.

Your fighter is not wounded by the unarmed attack(s); instead you roll to see if the attacking fighter is wounded by their own unarmed attack(s). If the enemy fighter is Seriously Injured or taken Out of Action by this they go Out of Action as if this fighter had attacked them, with a Greivous Injury result.

Warp Mania

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

When this fighter must make a Cool or Willpower check (including Nerve tests), they may roll an additional D6 and discard a dice before determining the outcome.

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, making a Fight action targeting that 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.

Slaanesh

Adrenaline Surge

You may play this card when activating a fighter.

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

Bounding 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 gaps of up to 3'' as if they were clear terrain while moving during this Charge. The fighter must end their move with their base not overlapping anything.

Capricious Favor ( Ψ )

You may play this card when one of your fighters would gain XP during the Battle Sequence.

Roll a D3-1; multiply the XP that would be gained by this number and the fighter gains that much XP instead (the fighter gains 0 XP if the multiple is 0).

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.

Chaotic Fortune

You may play this card after any D6 die has been rolled (by you or an opponent) at any point during the Pre-Battle, Battle, or Post-Battle Sequences.

You may turn one of the D6 just rolled to any face of your choice (1, 2, 3, 4, 5, or 6) and it may not be re-rolled.

Delicious Delirium

You may play this card at the beginning of the Rally step of the End Phase.

Opposing gangs' Broken fighters suffer a -2 penalty while your gang's Broken fighters suffer a +2 bonus to their Nerve tests to Rally this round.

Disturbing Whispers

You may play this card instead of activating one of your gang's fighters.

Select up to D3 enemy fighters on the battlefield; each of the selected fighters must make a Nerve test or become Broken.

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.

Ecstacy of Violence

You may play this card instead of activating one of your gang's fighters if there are any Broken fighters on the battlefield.

You may initiate a Group Activation that includes every Broken fighter on the battlefield as if they had Ready markers on them, activating and controlling each fighter in turn.

Fearsome Reputation

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

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

Quick Time

You may play this card when activating a fighter. Tuck this 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 and its benefits are removed from the fighter.

Run while you still can!

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.

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.

Second Wind

You may play this card instead of activating a fighter.

You may remove a Flesh Wound from one of your gang's fighters, and if they are Pinned they may immediately stand up.

Spontaneous Spawn

You may play this card after selecting but before activating one of your gang's fighters that has the Become Chaos Spawn special ability.

Proceed as if the selected fighter had been killed and rolled a 6 for their Become Chaos Spawn ability (i.e. the fighter becomes a Chaos Spawn as described by the Become Chaos Spawn ability). After this is resolved, activate the fighter as normal.

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.

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.

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.

Warp Mania

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

When this fighter must make a Cool or Willpower check (including Nerve tests), they may roll an additional D6 and discard a dice before determining the outcome.

Tzeentch

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 Lair special scenario rules.

Bender Of Ways

You may play this card at the end of the Pre-Battle Sequence, immediately before the battle starts.

For the remainder of this battle, you may roll an extra die and discard one when rolling to determine Priority.

Bias the Scales

You may play this at the start of any End Phase.

Each opposing gang adds 1 to their Bottle tests, and your gang subtracts 1 from their Bottle test.

Blessed Visions

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

This fighter gains the benefits of the Inspirational skill for the remainder of the battle.

Capricious Favor ( Ψ )

You may play this card when one of your fighters would gain XP during the Battle Sequence.

Roll a D3-1; multiply the XP that would be gained by this number and the fighter gains that much XP instead (the fighter gains 0 XP if the multiple is 0).

Chaotic Fortune

You may play this card after any D6 die has been rolled (by you or an opponent) at any point during the Pre-Battle, Battle, or Post-Battle Sequences.

You may turn one of the D6 just rolled to any face of your choice (1, 2, 3, 4, 5, or 6) and it may not be re-rolled.

...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.

Distraction

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.

Divine Motivation

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.

When activated this fighter may attempt a Willpower check if they are Active. If this check is successful the fighter gains one additional action that they may use during this activation, but if the check is failed the fighter begins raving fanatically and takes a Charge action.

Enhanced Awareness

You may play this card at the start of any round.

Until the end of this round your gang's fighters have a 360° vision arc, gain a +1 bonus to detect hidden enemy fighters, and gain +1 to hit with all attacks.

Esoteric Relic ( Ψ )

You may play this card at the end of the Pre-Battle Sequence immediately before the battle begins.

Set up an Esoteric Relic with Toughness 5 and 3 Wounds on the battlefield within 2D6'' of the center of the battlefield. This object can be carried using the Carry action. If one of your fighters is in control of this object at the end of the battle that fighter gains +1 XP and your gang gains +D3 Reputation.

Fade Away

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.

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).

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.

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.

Secrets of the Warp

You may play this card when you set up a fighter that has the Witch Powers ability onto the battlefield. Select a Witch Power this fighter does not have yet and tuck this card under that fighter's card.

For the remainder of this battle, the fighter may use the selected Witch Power.

Spontaneous Spawn

You may play this card after selecting but before activating one of your gang's fighters that has the Become Chaos Spawn special ability.

Proceed as if the selected fighter had been killed and rolled a 6 for their Become Chaos Spawn ability (i.e. the fighter becomes a Chaos Spawn as described by the Become Chaos Spawn ability). After this is resolved, activate the fighter as normal.

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.

Unbreakable Will

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.

This fighter passes any Willpower check they are required to make, and adds +1 to detect hidden enemy fighters.

Warp Mania

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

When this fighter must make a Cool or Willpower check (including Nerve tests), they may roll an additional D6 and discard a dice before determining the outcome.

Chaos Undivided

Adrenaline Surge

You may play this card when activating a fighter.

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

Capricious Favor ( Ψ )

You may play this card when one of your fighters would gain XP during the Battle Sequence.

Roll a D3-1; multiply the XP that would be gained by this number and the fighter gains that much XP instead (the fighter gains 0 XP if the multiple is 0).

Chaotic Fortune

You may play this card after any D6 die has been rolled (by you or an opponent) at any point during the Pre-Battle, Battle, or Post-Battle Sequences.

You may turn one of the D6 just rolled to any face of your choice (1, 2, 3, 4, 5, or 6) and it may not be re-rolled.

...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.

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.

Desperate Effort

You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.

Select one of your non-Broken fighters that has at least 1 Wound remaining and activate them as if they had a Ready marker. After this activation ends, if the fighter is still on the battlefield they suffer 1 Wound.

Divine Motivation

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.

When activated this fighter may attempt a Willpower check if they are Active. If this check is successful the fighter gains one additional action that they may use during this activation, but if the check is failed the fighter begins raving fanatically and takes a Charge action.

Doctrinal Solidarity

You may play this at the start of any round.

Any Broken fighters on your gang Rally and gain a Ready marker. Additionally, for the duration of the round fighters from your gang automatically pass any Cool checks (including Nerve tests) they must make. At the end of the round your gang may subtract 1 from their Bottle test (if any).

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 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.

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).

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.

Sacrificial Mark

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

If this fighter is taken Out of Action by an enemy attack this fighter is killed without a Lasting Injury roll being made. Opposing fighters do not gain XP and no Victory Points are gained from this fighter being taken Out of Action in this way. If this fighter has the Become Chaos Spawn ability it resolves immediately.

Second Wind

You may play this card instead of activating a fighter.

You may remove a Flesh Wound from one of your gang's fighters, and if they are Pinned they may immediately stand up.

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.

Spontaneous Spawn

You may play this card after selecting but before activating one of your gang's fighters that has the Become Chaos Spawn special ability.

Proceed as if the selected fighter had been killed and rolled a 6 for their Become Chaos Spawn ability (i.e. the fighter becomes a Chaos Spawn as described by the Become Chaos Spawn ability). After this is resolved, activate the fighter as normal.

Unity of Belief

You may play this card when you set up a Leader or Champion onto the battlefield. Tuck this under that fighter's card.

This fighter gains Group Activation (2) with a range of 9''.

Warp Mania

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

When this fighter must make a Cool or Willpower check (including Nerve tests), they may roll an additional D6 and discard a dice before determining the outcome.

Warp Wind

You may play this card when activating one of your gang's fighters.

You may remove the activated fighter from the battlefield and then set them back up onto the battlefield at any valid location within 3D6'' of their original position; the fighter's activation then ends immediately.

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.