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.
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.
Select 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 under that fighter's card.
This fighter is equipped with a Gas Trap; see the gear list for details.
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.
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.
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.
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.
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.
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.
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, Prospect, 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.
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.
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.
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.
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.