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.
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.