Spyrers Tactics Cards

Any Spyrers Hunting Party can choose from the general Spyrers Tactics Card list below. A Spyrer Hunting Party that includes at least one Jakara fighter may also choose from the Jakara Tactics Card list, a Spyrer Hunting Party that inludes at least one Malcadon may also choose from the Malacadon Tactics Card list, and so on. However Jakara Tactics Cards may only be played on or select one of the gang's Jakaras, Yeld Tactics Cards may only be played on or select one of the gang's Yelds, etc.

Spyrers

Adrenaline Surge

You may play this card when activating a fighter.

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

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.

Bond of Brotherhood

You may play this card when one of your gang's fighters ends their activation within 3'' of another fighter in your gang who is Seriously Injured.

The Seriously Injured fighter may immediately make a recovery test, and are considered to be assisted. If the Seriously Injured fighter recovers they may stand up rather than become Pinned.

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.

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.

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.

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.

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.

For The Lost!

You may play this card when one of your gang's fighters is taken Out of Action.

Each of your gang's Engaged fighters may select one of their weapons that has the Melee trait and make a single attack with it against an enemy fighter they are Engaged with; enemy fighter(s) attacked in this way do not make Reaction attacks.

Inhuman Resilience

You may play this card instead of activating a fighter.

Any of your gang's fighters who are Seriously Injured may make a Recovery roll now, treating Out of Action results as Seriously Injured. Next, any of your gang's fighters who are Pinned may immediately stand up.

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).

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.

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.

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.

Jakara

Charge Blade

You may play this card when activating a Jakara fighter. Tuck this under that fighter's card and end their turn immediately.

When rolling to wound for a hit made using this fighter's Monomolecular Sword you may discard this card to cause the hit to automatically wound; armor saves are made as normal (the Monomolecular Sword's AP applies) and if no armor save is made +2 Damage is inflicted.

Energetic Assault

You may play this card when one of your gang's Jakara 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, and gain +1 to hit with all attacks made as part of that action.

Energetic Charge

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

The Jakara may Charge up to double their Move Characteristic in inches instead of Move + D3'', and gains your choice of +1 to hit or +1 to wound with all attacks in the ensuing close combat exchange if the Charge is successful.

Pulse Shield

You may play this card when making an armor save for a Jakara fighter.

This fighter's Mirror Shield may be used against this attack even if the attack did not originate from within the fighter's vision arc. Additionally, you may roll two dice for the Mirror Shield save and discard one before determining the result of the save.

Malcadon

Creepy Crawler

You may play this card during the Pre-Battle Sequence after Crew Selection if a Malcadon fighter is part of your Crew, or during the Battle Sequence when a Malcadon fighter that is part of your Reinforcements would be deployed onto the battlefield.

A Malcadon fighter in your Crew gains the Infiltrate skill for the duration of this battle.

Enmesh

You may play this card when resolving an attack made by one of your Malcadon fighters using the Webbing profile of their Web Spinner.

For each target hit by this attack you may add 1 to the roll to determine if that target is Webbed.

Ripper Barrage

You may play this card on one of your Malcadon fighters in the Determine Attack Dice step of the close combat sequence.

This fighter doubles their base Attacks in this exchange. The extra Attacks are resolved using the Slash & Stab profile of this fighter's Claws.

Web Away

You may play this card when activating a Pinned or Engaged Malcadon fighter.

If this fighter is Engaged, the fighter becomes disengaged and opponents cannot attempt to get free hits against them. If Pinned, stand the fighter up. Then this fighter uses their Spinner Rigging to make a free Web Slinging (Double) action.

Orrus

Bullet Barrage

You may play this card when activating an Orrus fighter.

If this fighter's Twin Linked Bolt Launchers are Out of Ammo, they are immediately reloaded. Until the end of the round, when this fighter makes an attack with their Twin Linked Bolt Launchers you may roll an additional Rapid Fire dice.

Juggernaut

You may play this card when activating an Orrus fighter.

Until their next activation, this fighter temporarily gains the following bonuses:

  • 4+ U Invulnerability Field Save
  • +2'' Move
  • +1 Strength
  • +1 Toughness
  • +1 Initiative

Nigh Invulnerable

You may play this card on an Orrus fighter immediately after they have failed to make an Invulnerability Field Save.

The save is considered to be successful.

Pugilistic Power

You may play this card on one of your Orrus fighters is in the Determine Attack Dice step of the close combat sequence.

This fighter doubles their base Attacks in this exchange. The extra Attacks are resolved using the Rend & Punch profile of this fighter's Gauntlets.

Yeld

Avian Accuracy

You may play this card when making a shooting attack with a Yeld fighter against a valid target that is within range, within line of sight, and within the fighter's vision arc.

If this fighter is at least 7'' more elevated than their target (base to base), this attack automatically hits and is resolved with
+1 Strength and +1 Damage.

On Cloak of Wing

You may play this card at the beginning of the Deploy step of the Pre-Battle Sequence.

Set aside a Yeld fighter in your Crew. They are exempt from both standard and special instruction on setting fighters up onto the battlefield. At the end of the Deploy step, set that fighter up at any viable location on the battlefield (1'' rule applies). This is not considered to be Infiltration.

Parabolic Charge

You may play this card when one of your gang's Yeld fighters makes a Charge and descends at least 5'' (base to base) before successfully engaging a single opposing fighter.

After this fighter makes their attacks, before the opposing fighter can make reaction attacks, this fighter may safely disengage without risk of retaliation attacks, and then make an immediate Standard Move action.

Wing Barrier

You may play this card on one of your Yeld fighters after an attack has been declared against them.

This fighter interposes their metallic wings to protect themselves. Until this fighter next activates, they temporarily gain +2 Toughness and cannot be Pinned.

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.