Ratskins Tactics Cards

Bad Air

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

For the remainder of this battle the Bad Air condition is in effect. At the beginning of each End Phase, each fighter with a modified Toughness of 2 or less takes a Flesh Wound. Fighters with a Respirator or Filter Plugs (who choose to use them) or similar items, and all Ratskins and Ash Waste Nomads are immune to this effect.

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.

...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 under that fighter's card.

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

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.

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.

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.

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.

For Close Encounters

You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.

This fighter gains a free Shotgun with Scattershot ammunition 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.

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

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.

Marksmanship

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

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

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.

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.

Sump Slump

You may play this at the beginning of the first round immediately before the first activation of the battle occurs.

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.

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.

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.

Trusty Backup

You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.

This fighter gains a free Stub Pistol with Hangman Rounds. If this fighter survives the battle and is not Captured, move this item to your gang's Stash immediately.

Ventilation Shafts ( Ω )

You may play this card when one of your fighters moves through a Ductway.

Remove the fighter from the battlefield. At the beginning of the End Phase before Bottle Tests are made, set the fighter up onto the battlefield at any valid position, observing the 1'' rule.

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.