Tactics Cards

Provided below are links to Tactics Cards lists for various types of gangs, as we use them in our games.

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.

Gang Type Specific Tactics Cards

Bespoke decks of at least 20 Tactics Cards are provided for each gang type. Each list features a mix of Tactics Cards sourced from the Neutral list as well as more specialized Tactics Cards that are not generally available, and at least a few Tactics Cards that are exclusive to gang's of that type.

The Tactics Cards selected for each gang type specific list are deliberate choices, intended to focus on the themes and core concepts of that gang type. In some cases they enhance something gangs of that type are intrinsically good at due to the types of fighters and / or gear available to them. In other cases they offer complementary or synergistic options, opening up strategies or backstopping weaknesses. Some Tactics Cards bend the rules of the game itself, extending a gang type's capabilities in ways that gear and fighter profiles cannot.

For instance, the Delaque are supposed to be sneaky information brokers, less interested in direct conflict and more objective oriented. Usage of Tactics Cards such as Valuable Secrets and Fade Away offer ways to make such notions actually relevant in a battle. Similarly, the Ash Waste Nomads are resistant to certain battlefield conditions, which is nice in theory but totally irrelevant if those conditions never happen. Cards such as Ash Storm and Bad Air allow them to assert those conditions into a given battle and thus make their distinctive resistances relevant.

In campaign formats where these bespoke Tactics Cards are used, players should consider the available Tactics Cards on offer when assessing the pros and cons of the various gang types, as the interplay of the cards available can be very impactful.

Cawdor

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.

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.

Burst of Courage

You may play this card when one of your gang's fighters must make a Cool or Willpower check (including a Nerve test).

The fighter automatically passes the check. Additionally, the fighter may discard a Flesh Wound (if any).

Chainsword Virtuoso

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 this battle, all of this fighter's Chainsword weapon profiles gain the Accurate and Deadly traits.

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.

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.

Enflamed Fervor

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 Berserker skill.

Faith Through Fear

You may play this card when one of your fighters fails a Leadership, Cool, or Willpower check (including a Nerve test).

The fighter is considered to have passed their check, and until the end of the current round they also automatically pass any other Leadership, Cool, or Willpower checks they must make.

Faith Through Fire

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

For the duration of this round, your gang's fighters may ignore any Blaze markers on them, moving and taking actions as normal. In addition, all of their close combat attacks that have the Melee trait gain the Blaze trait during their activation.

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.

Glorious Firebrand

You may play this card when you set up one of your gang's fighters onto the battlefield. Select one of the fighter's ranged weapons that has the Blaze or Melta trait, and tuck this card under that fighter's card.

The selected weapon automatically passes all Ammo checks it is required to make.

Let It Burn!

You may play this card to interrupt an enemy fighter's activation when they try to get rid of a Blaze marker on themselves.

The enemy fighter's attempts to get rid of the Blaze marker fail and their activation ends immediately.

Makeshift Ladder ( ≠ )

You may play this card at the start of your turn immediately before activating a fighter.

You may attach a ladder to a platform anywhere on the battlefield, following the normal rules for placing a ladder.

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.

Redemption

You may play this card when one of your gang's fighters fails to inflict any wounds in close combat.

You may reroll all of the fighter's close combat hits that failed to wound.

Righteous Day

You may play this card at the beginning of the Action phase of any round.

Your gang takes priority. All of your gang's fighters that are Active and Readied Group Activate together, and each fighter in the group must declare a Charge when activated.

Worse Than It Looked ( Ψ )

You may play this card when an opposing fighter suffers a Permanent Injury due to a Lasting Injury roll.

The opposing fighter suffers a Critical Injury instead of a Permanent Injury.

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.

Delaque

Deadly Backstabber

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

For the remainder of the battle whenever the Backstab trait is successfully applied to an enemy fighter by one of this fighter's attacks, the Deadly trait is also applied.

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.

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.

Garrote

You may play this card when one of your gang's Hidden fighters succesfully Charges an enemy fighter.

Roll 2D3; if the result is higher than the enemy fighter's modified Toughness the enemy fighter is taken Out of Action immediately, otherwise nothing happens. This is considered to be a Silent close combat attack.

Good Optics

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 Photogoggles wargear item 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.

Healthy Paranoia

You may play this card on a fighter when they are set up on the battlefield. Tuck this under that fighter's card.

For the remainder of the battle if a Hidden enemy fighter moves within 12'' and line of sight of this fighter that enemy fighter's action ends immediately, this fighter stops being a Sentry (if relevant), gets a Ready marker if they do not already have one, and this fighter may activate immediately.

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.

Low Light

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

For the remainder of this battle the Low-Light condition is in effect. For the duration of the battle ranged attacks have an additional -1 modifier if made against targets between 6'' and 12'' away, or a -2 modifier if made against targets more than 12'' away. Attackers unaffected by low-light conditions or targeting a fighter with a Blaze marker ignore these penalties.

Poof!

You may play this card instead of activating a fighter.

Any or all of your gang's Active or Pinned fighters that have a Smoke Bomb Grenade may drop one at their own feet now; the Grenades used in this way do not scatter, and Ammo checks made for the Grenades are automatically passed.

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.

Rigged Door ( Ω )

You may play this card to interrupt an enemy fighter's action as they move through an open door.

The door the enemy fighter is moving through closes; the enemy fighter must test to see whether they avoid being crushed by the closing door as normal.

Secret Cache

You may play this card instead of activating a fighter.

Set up an ammo cache anywhere on the battlefield.

Stealthy Swiftness

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

For the remainder of the battle each time you activate one of your gang's fighters, if they are currently Hidden they gain +2 Movement for the duration of their current activation (even if they stop being Hidden during the course of that activation).

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.

Treacherous Bastards

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 Backstab skill.

Underhive Smog

You may play this card at the start of any End phase.

Your gang's smoke clouds do not dissipate in the current End phase.

Valuable Secrets ( Ψ )

You may play this card at the end of the Deployment step of the Pre-Battle Sequence after all fighters have been set up on the battlefield.

Set up a terminal within 6'' of the center of the battlefield. The first successful Access Terminal action on it grants 1 XP to the fighter or 1 VP to the fighter's gang, and downloads data that can be sold for 3D3 x 10 credits in the Receive Rewards step of the Post-Battle Sequence.

Venomous Intent

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

Select a weapon profile of a bladed weapon (any kind of Sword, Dagger, Knife, etc) on the fighter's card that has the Melee trait; add the Toxin and Virulent traits to that weapon profile for the remainder of the battle.

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.

Wishen

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 Smoke Bomb Grenade item 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.

Escher

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.

Goliath

Anything's A Weapon

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

This fighter's unarmed attacks have the Melee trait, and have a weapon profile of S+1, - AP, and 2 Damage.

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.

Ceramite Skin

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 cannot be affected by weapons with the Blaze or Radiation traits. Additionally, this fighter's Toughness is increased by 2 against Frag Grenades, Plasma weapons, and weapons with the Melta trait.

Combat Drugs Stash

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

For the duration of this fighter's activation, they gain D3 additional Attacks. However if the fighter gains 3 Attacks, they take a Flesh Wound when their activation ends.

Group Tactics

You may play this card when you would activate a fighter.

You may make a Group Activation with up to three of your gang's fighters who are within 12'' of each other.

Homo Sapiens Robustus

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 Robust skill.

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.

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.

Just Add Nails

You may play this card when one of your gang's fighters is making a ranged attack with a Frag Grenade, before rolling to hit.

For this attack only, the Frag Grenade loses the Blast (3'') trait and gains the Blast (5'') trait.

Knockout Blow

You may play this card when one of your gang's fighters inflicts at least one wound on an enemy fighter who has no Wounds remaining, before Injury dice are rolled.

The enemy fighter is taken Out of Action immediately. In campaign mode, do not make a Lasting Injury roll; the enemy fighter is Out Cold.

Not Done Yet

You may play this card on one of your gang's fighters when they would be taken Out of Action by an attack.

The active fighter's activation (if any) is interrupted. This fighter immediately stands up if prone and may take up to two actions as if they were just activated. This fighter is killed after completing this activation and play resumes as normal.

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.

Roid Rage

You may play this card on one of your gang's fighters when you activate them.

For the remainder of the round this fighter's Strength and Attacks are increased by 1 and fighters who are Knocked back by their close combat attacks are moved 2'' away instead of 1''.

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.

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.

Steeled Nerves

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

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

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.

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.

What's A Few Teeth?

You may play this card when one of your gang's fighters would suffer a Flesh Wound.

The fighter does not suffer the Flesh Wound. Any other effects of the injury still apply. If they are Pinned they may immediately stand up.

Orlock

Ambition

You may play this card when you set up a Prospect, Ganger, Specialist, or Juve onto the battlefield. Tuck this under that fighter's card.

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

Ammo Boxes

You may play this card instead of activating a fighter.

You may set up D3+1 ammo caches anywhere on the battlefield.

Beat Down

You may play this card at the beginning of a round.

For the duration of the round, all unarmed close combat attacks made by fighters of your gang that hit, automatically inflict a Flesh Wound unless a save roll is made. No wound roll or injury roll is made.

Blazing Fury

You may play this card when activating a fighter.

For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.

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.

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.

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.

Fire Discipline

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle ranged attacks made by your fighters only trigger an Ammo check if the Firepower dice rolls an Ammo symbol and the hit roll is a success.

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.

Good Effect On Target

You may play this card when one of your gang's fighters inflicts at least one wound on an enemy fighter with a ranged attack, before Injury dice are rolled.

The attack's Damage is increased by 1, and the attack gains the Pulverize trait.

Having A Good Day

You may play this card at the start of the game after both sides have set up. Tuck this card under the fighter card of a Leader or Champion from your gang who is deployed onto the battlefield.

When this fighter leads a Group Activation they may include one additional fighter.

Incendiary Rounds

You may play this card when you set up one of your gang's fighters who has a Autogun, Autopistol, Assault Rifle, or Heavy Stubber onto the battlefield. Tuck this under that fighter's card.

When this fighter makes an attack with a Autogun, Autopistol, Assault Rifle, or Heavy Stubber, the weapon profile used with that weapon gains the Blaze trait.

Intimidating 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 suffer a -1 modifier to all Cool and Willpower checks (including Nerve tests).

Lead by Example

You may play this card when the Leader of your gang takes an enemy fighter Out of Action.

Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.

Light Em Up

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 Fast Shot skill.

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).

Pistolero

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

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

Proper Preparation

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 this battle, all of this fighter's ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.

Solidarity

You may play this at the start of any round.

For the duration of the round, fighters from your gang automatically pass any Cool checks (including Nerve tests) they make as long as they are within 6'' of another fighter from your gang.

Suppressing Fire

You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.

Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.

VanSaar

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.

Blood Cleansers

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 Toxin, Gas, and Enervating traits. When this fighter makes a recovery test, they are considered to be assisted even when they are alone.

Comm Burst

You may play this at the start of any round.

For the duration of this round, Group Activation and Command Aura have unlimited range for your gang's fighters, and any of your gang's Broken fighters attempting to Rally add 1 for each Active fighter from your gang remaining on the battlefield instead of the usual 3'' distance.

Cortical Stimulants

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 Intelligence check they are required to make, and adds +1 to detect hidden enemy fighters.

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.

Dialed In

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 Ballistics Expert skill.

Door Remote ( Ω )

You may play this card at any point during one of your fighter's activations.

Select any unlocked door within 6'' of this fighter and either open or close that door. If closing a door and there is a fighter standing in the doorway, that fighter must test to see whether they avoid being crushed by the closing door as normal.

Enhanced Auspexes

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.

Experimental Powercell

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.

Select one of the fighter's weapons that has the Melee trait. That weapon gains the Power, Shock, and Pulverize traits if it does not already have them.

Experimental Rig

You may play this card when you set up one of your gang's fighters onto the battlefield. Select one of the fighter's ranged weapons, and tuck this card under that fighter's card.

The selected weapon's long range is increased by 6'', and its Strength is increased by 1. If the weapon has the Plentiful trait it loses it; if the weapon does not have the Plentiful trait it gains the Scarce trait.

Hyper Auto-Loader

You may play this card when activating one of your gang's Active fighters who has a Rapid Fire weapon that is not Out of Ammo.

Select one of the fighter's weapons with the Rapid Fire trait and make a ranged attack with it; you may roll up to two extra Firepower dice. Ignore any Ammo symbols rolled. After the attack is resolved the weapon is Out of Ammo and the fighter's activation ends.

Master Switch ( Ω )

You may play this card instead of activating a fighter.

Choose A or B:
A) open every unlocked closed door on the battlefield.
B) close every open door on the battlefield.

Medical Protocols

You may play this card at the start of any End phase.

For the duration of this End phase when any of your gang's fighters assists a friendly fighter's Recovery test, do not make an Injury roll. The assisted Fighter is no longer Seriously Injured, suffers a Flesh Wound, and may stand up immediately.

Mesh Underlay

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 armor save is never worse than a 5+ regardless of modifiers such as AP.

Overcharger

You may play this card when activating one of your gang's Active fighters who has a Plasma weapon that is not Out of Ammo.

Select one of the fighter's Plasma weapons that is not Out of Ammo. Until the end of the round that weapon loses the Scarce and Unstable traits.

Proper Preparation

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 this battle, all of this fighter's ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.

Tactical Reload

You may play this card when activating one of your gang's fighters who has a weapon that is Out of Ammo.

One of this fighter's Out of Ammo weapons is immediately reloaded, even if it has the Scarce trait. Note that this does not work on Limited items as they are deleted from a fighter's card when they run Out of Ammo.

Trapped Console

You may play this card when an enemy fighter must make an Intelligence check to interact with a device or terminal.

The enemy fighter suffers a -4 modifier to their check. If the check is failed, in addition to any other outcome caused by failing the check, the fighter suffers an automatic Strength 5, AP -1, 2 Damage hit.

Vacuum Chamber ( Ω )

You may play this card instead of activating a fighter.

Select a room that is fully enclosed with one door. The door closes (if open) and all air in the enclosed room is sucked out. Until the door is opened, each fighter in the room suffers an automatic Flesh Wound at the end of each Action phase. When the door is opened every Active fighter in the room and / or within D6'' and line of sight of the doorway become Pinned.

Warforge

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle your gang's fighters add a +1 modifier to any Ammo checks they are required to take.

Arbites

Adrenaline Surge

You may play this card when activating a fighter.

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

Ammo Boxes

You may play this card instead of activating a fighter.

You may set up D3+1 ammo caches anywhere on the battlefield.

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.

Blazing Fury

You may play this card when activating a fighter.

For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.

Comm Burst

You may play this at the start of any round.

For the duration of this round, Group Activation and Command Aura have unlimited range for your gang's fighters, and any of your gang's Broken fighters attempting to Rally add 1 for each Active fighter from your gang remaining on the battlefield instead of the usual 3'' distance.

Crossfire

You may play this card when a fighter makes a ranged attack against a target who has already been shot at by a friendly fighter, instead of rolling to hit.

Do not roll to hit for this fighter's ranged attack, but do roll Firepower dice as normal. The ranged attack automatically hits.

Emergency Seal ( Ω )

You may play this card instead of activating a fighter.

Ductways cannot be used for the duration of this round; they are treated as not being on the battlefield at all.

Fire Discipline

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle ranged attacks made by your fighters only trigger an Ammo check if the Firepower dice rolls an Ammo symbol and the hit roll is a success.

Healthy Paranoia

You may play this card on a fighter when they are set up on the battlefield. Tuck this under that fighter's card.

For the remainder of the battle if a Hidden enemy fighter moves within 12'' and line of sight of this fighter that enemy fighter's action ends immediately, this fighter stops being a Sentry (if relevant), gets a Ready marker if they do not already have one, and this fighter may activate immediately.

Lead by Example

You may play this card when the Leader of your gang takes an enemy fighter Out of Action.

Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.

Master Switch ( Ω )

You may play this card instead of activating a fighter.

Choose A or B:
A) open every unlocked closed door on the battlefield.
B) close every open door on the battlefield.

Point-Blank Shot

You may play this card during the Pick Weapons step of the close combat sequence when one of your gang's fighters is making a close combat attack.

This fighter may select one of their ranged weapons to use in this close combat sequence as if that weapon had the Pistol trait. Weapon profiles that have the Blast trait or the Template trait cannot be selected, however.

Proper Preparation

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 this battle, all of this fighter's ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.

Snap Fire

You may play this card to interrupt an enemy fighter's action when they move into the vision arc of one of your gang's Active fighters.

Your fighter may make a ranged attack targeting the interrupted enemy fighter, with a -1 modifier. Weapons with the Blast or Template traits cannot be used to make this attack. If the enemy fighter is still Active after this attack, their action resumes.

Steeled Nerves

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

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

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.

Suppressing Fire

You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.

Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.

Tech Override

You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.

The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.

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.

Ash Waste Nomads

Adrenaline Surge

You may play this card when activating a fighter.

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

Ambition

You may play this card when you set up a Prospect, Ganger, Specialist, or Juve onto the battlefield. Tuck this under that fighter's card.

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

Anything's A Weapon

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

This fighter's unarmed attacks have the Melee trait, and have a weapon profile of S+1, - AP, and 2 Damage.

Ash Storm

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

For the remainder of this battle the Ash Storm condition is in effect. At the beginning of each turn, visibility for the turn is reduced to a maximum of 5D6''. Additionally, all movement is reduced by 1'' per action; fighters with a Respirator or Filter Plugs (who choose to use them) and all Ratskins and Ash Waste Nomads are immune to this movement reduction.

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.

Beat Down

You may play this card at the beginning of a round.

For the duration of the round, all unarmed close combat attacks made by fighters of your gang that hit, automatically inflict a Flesh Wound unless a save roll is made. No wound roll or injury roll is made.

Blazing Fury

You may play this card when activating a fighter.

For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were 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.

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.

Frag 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 Frag Trap; see the gear list for details.

Just Add Nails

You may play this card when one of your gang's fighters is making a ranged attack with a Frag Grenade, before rolling to hit.

For this attack only, the Frag Grenade loses the Blast (3'') trait and gains the Blast (5'') trait.

Krakow

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.

Lead by Example

You may play this card when the Leader of your gang takes an enemy fighter Out of Action.

Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.

Melta 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 Melta Trap; see the gear list for details.

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.

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.

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.

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.

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.

Cogs

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.

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.

Combat Drugs Stash

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

For the duration of this fighter's activation, they gain D3 additional Attacks. However if the fighter gains 3 Attacks, they take a Flesh Wound when their activation ends.

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.

Experimental Rig

You may play this card when you set up one of your gang's fighters onto the battlefield. Select one of the fighter's ranged weapons, and tuck this card under that fighter's card.

The selected weapon's long range is increased by 6'', and its Strength is increased by 1. If the weapon has the Plentiful trait it loses it; if the weapon does not have the Plentiful trait it gains the Scarce trait.

Incendiary Rounds

You may play this card when you set up one of your gang's fighters who has a Autogun, Autopistol, Assault Rifle, or Heavy Stubber onto the battlefield. Tuck this under that fighter's card.

When this fighter makes an attack with a Autogun, Autopistol, Assault Rifle, or Heavy Stubber, the weapon profile used with that weapon gains the Blaze trait.

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.

Krakow

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.

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.

Makeshift Ladder ( ≠ )

You may play this card at the start of your turn immediately before activating a fighter.

You may attach a ladder to a platform anywhere on the battlefield, following the normal rules for placing a ladder.

Master Switch ( Ω )

You may play this card instead of activating a fighter.

Choose A or B:
A) open every unlocked closed door on the battlefield.
B) close every open door on the battlefield.

Melta 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 Melta Trap; see the gear list for details.

Proper Preparation

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 this battle, all of this fighter's ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.

Spoils

You may play this card when one of your fighters completes a Coup d' Grace action against an opponent.

Move an item from the enemy fighter's card to this fighter's card for the remainder of the battle. After the battle the item is moved to your gang's Stash if this fighter survived, was not Captured, and still has the item. Armor, Unwieldy weapons, Bionics, and Mutations cannot be selected.

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.

Tactical Reload

You may play this card when activating one of your gang's fighters who has a weapon that is Out of Ammo.

One of this fighter's Out of Ammo weapons is immediately reloaded, even if it has the Scarce trait. Note that this does not work on Limited items as they are deleted from a fighter's card when they run Out of Ammo.

Tech Override

You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.

The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.

Trapped Console

You may play this card when an enemy fighter must make an Intelligence check to interact with a device or terminal.

The enemy fighter suffers a -4 modifier to their check. If the check is failed, in addition to any other outcome caused by failing the check, the fighter suffers an automatic Strength 5, AP -1, 2 Damage hit.

Valuable Secrets ( Ψ )

You may play this card at the end of the Deployment step of the Pre-Battle Sequence after all fighters have been set up on the battlefield.

Set up a terminal within 6'' of the center of the battlefield. The first successful Access Terminal action on it grants 1 XP to the fighter or 1 VP to the fighter's gang, and downloads data that can be sold for 3D3 x 10 credits in the Receive Rewards step of the Post-Battle Sequence.

Warforge

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle your gang's fighters add a +1 modifier to any Ammo checks they are required to take.

Genestealer Cultists

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Springy

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

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

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.

Steeled Nerves

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

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

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.

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''.

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.

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.

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.

Worse Than It Looked ( Ψ )

You may play this card when an opposing fighter suffers a Permanent Injury due to a Lasting Injury roll.

The opposing fighter suffers a Critical Injury instead of a Permanent Injury.

Palanite Enforcers

Adrenaline Surge

You may play this card when activating a fighter.

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

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.

Blazing Fury

You may play this card when activating a fighter.

For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.

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.

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.

Comm Burst

You may play this at the start of any round.

For the duration of this round, Group Activation and Command Aura have unlimited range for your gang's fighters, and any of your gang's Broken fighters attempting to Rally add 1 for each Active fighter from your gang remaining on the battlefield instead of the usual 3'' distance.

Crossfire

You may play this card when a fighter makes a ranged attack against a target who has already been shot at by a friendly fighter, instead of rolling to hit.

Do not roll to hit for this fighter's ranged attack, but do roll Firepower dice as normal. The ranged attack automatically hits.

Duck and Cover

You may play this card when activating an Active or Pinned fighter.

If this fighter is Pinned they may immediately stand up. This fighter may make a ranged attack, then make a Standard Move, then become Pinned, and finally end their activation. This cannot be interrupted by abilities or other Tactics Cards that interrupt actions.

Fire Discipline

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle ranged attacks made by your fighters only trigger an Ammo check if the Firepower dice rolls an Ammo symbol and the hit roll is a success.

Healthy Paranoia

You may play this card on a fighter when they are set up on the battlefield. Tuck this under that fighter's card.

For the remainder of the battle if a Hidden enemy fighter moves within 12'' and line of sight of this fighter that enemy fighter's action ends immediately, this fighter stops being a Sentry (if relevant), gets a Ready marker if they do not already have one, and this fighter may activate immediately.

Lead by Example

You may play this card when the Leader of your gang takes an enemy fighter Out of Action.

Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.

Medical Protocols

You may play this card at the start of any End phase.

For the duration of this End phase when any of your gang's fighters assists a friendly fighter's Recovery test, do not make an Injury roll. The assisted Fighter is no longer Seriously Injured, suffers a Flesh Wound, and may stand up immediately.

Point-Blank Shot

You may play this card during the Pick Weapons step of the close combat sequence when one of your gang's fighters is making a close combat attack.

This fighter may select one of their ranged weapons to use in this close combat sequence as if that weapon had the Pistol trait. Weapon profiles that have the Blast trait or the Template trait cannot be selected, however.

Snap Fire

You may play this card to interrupt an enemy fighter's action when they move into the vision arc of one of your gang's Active fighters.

Your fighter may make a ranged attack targeting the interrupted enemy fighter, with a -1 modifier. Weapons with the Blast or Template traits cannot be used to make this attack. If the enemy fighter is still Active after this attack, their action resumes.

Steeled Nerves

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

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

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.

Suppressing Fire

You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.

Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.

Tactical Reload

You may play this card when activating one of your gang's fighters who has a weapon that is Out of Ammo.

One of this fighter's Out of Ammo weapons is immediately reloaded, even if it has the Scarce trait. Note that this does not work on Limited items as they are deleted from a fighter's card when they run Out of Ammo.

Tech Override

You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.

The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.

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.

Ratskins

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.

Squat Salvagers

Beat Down

You may play this card at the beginning of a round.

For the duration of the round, all unarmed close combat attacks made by fighters of your gang that hit, automatically inflict a Flesh Wound unless a save roll is made. No wound roll or injury roll is made.

Blazing Fury

You may play this card when activating a fighter.

For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.

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.

Enhanced Auspexes

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.

Good Effect On Target

You may play this card when one of your gang's fighters inflicts at least one wound on an enemy fighter with a ranged attack, before Injury dice are rolled.

The attack's Damage is increased by 1, and the attack gains the Pulverize trait.

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.

Kraken

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 Krak Grenade item 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.

Krakow

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.

Melta 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 Melta Trap; see the gear list for details.

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.

Solidarity

You may play this at the start of any round.

For the duration of the round, fighters from your gang automatically pass any Cool checks (including Nerve tests) they make as long as they are within 6'' of another fighter from your gang.

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.

Stunty

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

For the remainder of this battle, versus ranged attacks that target them, if this fighter is in partial cover they are treated as being in full cover.

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.

Suppressing Fire

You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.

Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.

Tech Override

You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.

The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.

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.

Valuable Salvage ( Ψ )

You may play this card at the end of the Deployment step of the Pre-Battle Sequence after all fighters have been set up on the battlefield.

Set up a carryable item representing valuable salvage within 6'' of the center of the battlefield. If your gang controls this item at the end of the battle, your gang gains 1 VP and the salvage is worth 3D3 x 10 credits in the Receive Rewards step of the Post-Battle Sequence.

Well Engineered

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle any Rotundus Pattern weapons your gang's fighters carry do not have to make Ammo checks.

Wreckage Pile

You may play this card at the start of the Deployment step of the Pre-Battle Sequence before any fighters have been set up on the battlefield.

Set up an area of difficult terrain (no larger than 6'' by 6'' across) containing up to three (3) pieces of scatter terrain, within 9'' of the center of the battlefield.

Squat Void Barons

Ambition

You may play this card when you set up a Prospect, Ganger, Specialist, or Juve onto the battlefield. Tuck this under that fighter's card.

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

Baron's Entourage

You may play this card when you set up your gang's Void Baron onto the battlefield.

You may select any Baron Sworn fighters who are currently in your gang's Reinforcements for the current battle and also set them up onto the battlefield within your deployment zone and within 6'' of your Void Baron (if possible).

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.

Bullet For You Sir

You may play this card when your Leader would be hit by a ranged attack and a friendly Active fighter is within 4'' of them.

Select a friendly Active fighter within 4'' of your Leader; that fighter is hit by the ranged attack instead of your Leader.

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.

Enhanced Auspexes

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.

Hand Cannon

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 (Rotundus Pattern) 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.

Honor the Fallen

You may play this card when one of your gang's Squat fighters is killed during a battle.

Each Squat fighter on the battlefield may clear a Flesh Wound if they have any, and may stand up if they are Pinned. If your warband failed a Bottle Test previously in this battle, the warband is no longer considered to have Bottled Out. You do not have to make Bottle Tests for the remainder of the battle.

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.

Kraken

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 Krak Grenade item 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.

Krakow

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.

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.

Righteous Day

You may play this card at the beginning of the Action phase of any round.

Your gang takes priority. All of your gang's fighters that are Active and Readied Group Activate together, and each fighter in the group must declare a Charge when activated.

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.

Steeled Nerves

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

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

Stunty

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

For the remainder of this battle, versus ranged attacks that target them, if this fighter is in partial cover they are treated as being in full cover.

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.

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''.

Well Engineered

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle any Rotundus Pattern weapons your gang's fighters carry do not have to make Ammo checks.

What's A Few Teeth?

You may play this card when one of your gang's fighters would suffer a Flesh Wound.

The fighter does not suffer the Flesh Wound. Any other effects of the injury still apply. If they are Pinned they may immediately stand up.

Spyrer 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 a Jakara fighter is hit by an energy attack. Tuck this under that fighter's card.

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 a Jakara fighter is able to Consolidate.

Instead of Consolidating, this fighter declares and takes a free Charge action, 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 and the free Fight action is taken.

Energetic Charge

You may play this card during the activation of a Jakara fighter.

Until the end of this activation, this fighter treats the Charge action as Simple rather than Double.

Pulse Shield

You may play this card when a Jakara fighter would attempt an armor save.

This fighter instead makes a 2+ Unmodifiable field 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 or Jammed, 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 Armor save or an Invulnerability Field Save.

The save is considered to be successful.

Pugilistic Power

You may play this card on one of your Orrus fighters during 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.

Chaos Cultist 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.

Simplified Tactics Cards

In some formats, to keep things simple or to minimize differences between gang types, an Arbitrator or group of players might prefer to use the following Neutral list of Tactics Cards for all gangs instead of the gang type specific lists.

Alternatively, even if gang type specific Tactics Cards are in use, some scenarios might feature gaining or drawing additional Tactics Cards for use during that battle or to add to a gang's Tactics Cards deck as a reward. It can be convenient to normalize outcomes by sourcing such Tactics Cards from the Neutral list.

For instance, a scenario might grant gangs a Frag Trap Tactics Cards at the beginning of the battle, or a Makeshift Ladder Tactics Card might be gained for use in the battle by taking control of a spare ladder on the battlefield. Similarly, an end of battle reward might allow a gang that took and held an Archeotech objective to select a new Tactics Card from among the Neutral Tactics Cards and add it to their deck.

Finally, in some campaigns players might be allowed to swap out cards from their gang type specific lists for equivalent tier cards from the Neutral list. For instance, the player of a Cawdor gang might want to swap out Desperate Effort for Group Tactics. There's nothing intrinsically wrong with this, however it can subtly change the feel for gangs of various types. For instance, a Spyrer gang normally has no way to Group Activate, but would gain one by doing the same Desperate Effort for Group Tactics swap. Such a capability switch is not game breaking, but the main point is that even an identical swap of cards can be more or less impactful to gangs of different types.

Neutral

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.

Ash Storm

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

For the remainder of this battle the Ash Storm condition is in effect. At the beginning of each turn, visibility for the turn is reduced to a maximum of 5D6''. Additionally, all movement is reduced by 1'' per action; fighters with a Respirator or Filter Plugs (who choose to use them) and all Ratskins and Ash Waste Nomads are immune to this movement reduction.

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.

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.

Battle Madness

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

Choose a Broken enemy fighter. You may immediately activate that fighter as if they had a Ready marker on them and control that fighter for the duration of this activation.

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.

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.

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.

Blazing Fury

You may play this card when activating a fighter.

For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.

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.

Bullet Barrage

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

For the duration of the round, all attacks made by all fighters on the battlefiled with weapons that have the Rapid Fire trait may roll an additional Firepower dice. However if a weapon's attack fails two or more Ammo checks, that weapon has jammed and cannot be used for the remainder of the battle.

Burst of Courage

You may play this card when one of your gang's fighters must make a Cool or Willpower check (including a Nerve test).

The fighter automatically passes the check. Additionally, the fighter may discard a Flesh Wound (if any).

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.

...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.

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.

Combat Drugs Stash

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

For the duration of this fighter's activation, they gain D3 additional Attacks. However if the fighter gains 3 Attacks, they take a Flesh Wound when their activation ends.

Crossfire

You may play this card when a fighter makes a ranged attack against a target who has already been shot at by a friendly fighter, instead of rolling to hit.

Do not roll to hit for this fighter's ranged attack, but do roll Firepower dice as normal. The ranged attack automatically hits.

Dangerous Footing

You may play this card to interrupt an enemy fighter's action when they move 1/2'' or less from the edge of a platform or pitfall.

The enemy fighter must make a Initiative check to avoid becoming Pinned; if they are Pinned the fighter must make an additional Initiative check to avoid falling as normal. If the fighter becomes Pinned their turn ends immediately, otherwise their action resumes.

Deadlock ( Ω )

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

Select a closed door anywhere on the battlefield. For the duration of this round the selected door cannot be opened by any means.

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.

Delaying Tactics

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

If you have Priority you may change the facing of any or all of your gang's Active and / or Engaged fighters currently on the battlefield, and then force an opponent to take Priority for the remainder of the round.

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.

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.

Door Remote ( Ω )

You may play this card at any point during one of your fighter's activations.

Select any unlocked door within 6'' of this fighter and either open or close that door. If closing a door and there is a fighter standing in the doorway, that fighter must test to see whether they avoid being crushed by the closing door as normal.

Double Fisted

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

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

Duck and Cover

You may play this card when activating an Active or Pinned fighter.

If this fighter is Pinned they may immediately stand up. This fighter may make a ranged attack, then make a Standard Move, then become Pinned, and finally end their activation. This cannot be interrupted by abilities or other Tactics Cards that interrupt actions.

Emergency Seal ( Ω )

You may play this card instead of activating a fighter.

Ductways cannot be used for the duration of this round; they are treated as not being on the battlefield at all.

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.

Fall Back

You may play this card instead of activating a fighter.

For each of your gang's Active fighters that are within line of sight of at least one enemy fighter, you may choose to have that fighter become Broken. For each fighter who becomes Broken in this way, you may roll 3D6 and discard one dice before determining the Running For Cover distance for that fighter.

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.

Fire Discipline

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle ranged attacks made by your fighters only trigger an Ammo check if the Firepower dice rolls an Ammo symbol and the hit roll is a success.

Frag 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 Frag Trap; see the gear list for details.

Good Effect On Target

You may play this card when one of your gang's fighters inflicts at least one wound on an enemy fighter with a ranged attack, before Injury dice are rolled.

The attack's Damage is increased by 1, and the attack gains the Pulverize trait.

Group Tactics

You may play this card when you would activate a fighter.

You may make a Group Activation with up to three of your gang's fighters who are within 12'' of each other.

Have A Fraggy Day ( Φ )

You may play this card at the very beginning of the Deployment step of the Pre-Battle Sequence before any fighters have been set up onto the battlefield.

Select D3 of your fighters that can be equipped with Grenades but have no Grenades. Each of those fighters gains Frag Grenades for this battle.

Having a Bad Day

You may play this card at the very end of the Deployment step of the Pre-Battle Sequence. Tuck this card under the fighter card of an enemy Leader or Champion deployed onto the battlefield.

When this fighter leads a Group Activation, they activate one fewer fighter than normal.

Having A Good Day

You may play this card at the start of the game after both sides have set up. Tuck this card under the fighter card of a Leader or Champion from your gang who is deployed onto the battlefield.

When this fighter leads a Group Activation they may include one additional fighter.

Headbutz

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

Your fighter may make a single unarmed attack against their attacker at +1 Strength and with the Melee and Potent traits. If the attacker is not Seriously Injured or taken Out of Action by this attack, their interrupted action then resumes.

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

Just Add Nails

You may play this card when one of your gang's fighters is making a ranged attack with a Frag Grenade, before rolling to hit.

For this attack only, the Frag Grenade loses the Blast (3'') trait and gains the Blast (5'') trait.

Krakow

You may play this card when one of your gang's fighters has wounded an object (such as a door) or another fighter with a Krak Grenade.

The attack's Damage is increased by 2.

Last Gasp

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

Before this fighter is removed from play they can immediately make a single ranged or close combat attack. After this attack is resolved, this fighter is taken Out of Action.

Level Up ( Φ )

You may play this card at the very beginning of the Deployment step of the Pre-Battle Sequence before any fighters have been set up onto the battlefield.

Select your gang's Leader or one of your gang's Champions. Improve that fighter's Ballistic Skill or Weapon Skill by one step.

Low Light

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

For the remainder of this battle the Low-Light condition is in effect. For the duration of the battle ranged attacks have an additional -1 modifier if made against targets between 6'' and 12'' away, or a -2 modifier if made against targets more than 12'' away. Attackers unaffected by low-light conditions or targeting a fighter with a Blaze marker ignore these penalties.

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).

Makeover ( Φ )

You may play this card at the very beginning of the Deployment step of the Pre-Battle Sequence before any fighters have been set up onto the battlefield.

Select one of your fighters that has one or more Skills. For each of their Skills you may swap that Skill for a different Skill of your choice from the same Skill Category.

Makeshift Ladder ( ≠ )

You may play this card at the start of your turn immediately before activating a fighter.

You may attach a ladder to a platform anywhere on the battlefield, following the normal rules for placing a ladder.

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.

Master Switch ( Ω )

You may play this card instead of activating a fighter.

Choose A or B:
A) open every unlocked closed door on the battlefield.
B) close every open door on the battlefield.

Melta 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 Melta Trap; see the gear list for details.

No Mercy

You may play this card to interrupt a Broken enemy fighter's action as soon as they finish Running For Cover.

You may adjust the facing of any or all of your gang's Active fighters to get the Broken enemy fighter into their vision arc. Then any of your gang's Active fighters who can may make a ranged attack targeting that fighter, in whatever order you prefer.

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.

One In A Million Shot

You may play this card on one of your gang's fighters who has just completed the Aim action.

This fighter's next ranged attack is not affected by the rules for Target Priority, and will hit on a 2+ regardless of modifiers.

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.

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.

Pistolero

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

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

Point-Blank Shot

You may play this card during the Pick Weapons step of the close combat sequence when one of your gang's fighters is making a close combat attack.

This fighter may select one of their ranged weapons to use in this close combat sequence as if that weapon had the Pistol trait. Weapon profiles that have the Blast trait or the Template trait cannot be selected, however.

Proper Preparation

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 this battle, all of this fighter's ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.

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.

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.

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.

Rigged Door ( Ω )

You may play this card to interrupt an enemy fighter's action as they move through an open door.

The door the enemy fighter is moving through closes; the enemy fighter must test to see whether they avoid being crushed by the closing door as normal.

Secret Cache

You may play this card instead of activating a fighter.

Set up an ammo cache anywhere on the battlefield.

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.

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.

Slippery ( Ω )

You may play this card instead of activating a fighter.

Select a Ductway on the battlefield. For the duration of the battle, fighters treat the Crawl Through action as Basic rather than Double when moving through the selected Ductway.

Snap Fire

You may play this card to interrupt an enemy fighter's action when they move into the vision arc of one of your gang's Active fighters.

Your fighter may make a ranged attack targeting the interrupted enemy fighter, with a -1 modifier. Weapons with the Blast or Template traits cannot be used to make this attack. If the enemy fighter is still Active after this attack, their action resumes.

Spoils

You may play this card when one of your fighters completes a Coup d' Grace action against an opponent.

Move an item from the enemy fighter's card to this fighter's card for the remainder of the battle. After the battle the item is moved to your gang's Stash if this fighter survived, was not Captured, and still has the item. Armor, Unwieldy weapons, Bionics, and Mutations cannot be selected.

Springy

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

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

Steeled Nerves

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

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

Steel Fury

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

For the duration of the round, all varieties of bladed weapons (daggers, swords, axes, etc) gain +1 to hit in close combat and gain the Scathing trait.

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.

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.

Suppressing Fire

You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.

Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.

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.

Tactical Reload

You may play this card when activating one of your gang's fighters who has a weapon that is Out of Ammo.

One of this fighter's Out of Ammo weapons is immediately reloaded, even if it has the Scarce trait. Note that this does not work on Limited items as they are deleted from a fighter's card when they run Out of Ammo.

Tech Override

You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.

The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.

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.

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''.

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.

Trapped Console

You may play this card when an enemy fighter must make an Intelligence check to interact with a device or terminal.

The enemy fighter suffers a -4 modifier to their check. If the check is failed, in addition to any other outcome caused by failing the check, the fighter suffers an automatic Strength 5, AP -1, 2 Damage hit.

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.

Useful Idiot ( Φ )

You may play this card at the very beginning of the Deployment step of the Pre-Battle Sequence before any fighters have been set up onto the battlefield.

You may add a Hive Scum fighter with Flak Armor, an Autogun, a Stub Pistol and a Fighting Knife to your Crew for this battle.

Vacuum Chamber ( Ω )

You may play this card instead of activating a fighter.

Select a room that is fully enclosed with one door. The door closes (if open) and all air in the enclosed room is sucked out. Until the door is opened, each fighter in the room suffers an automatic Flesh Wound at the end of each Action phase. When the door is opened every Active fighter in the room and / or within D6'' and line of sight of the doorway become Pinned.

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.

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.

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.

What's A Few Teeth?

You may play this card when one of your gang's fighters would suffer a Flesh Wound.

The fighter does not suffer the Flesh Wound. Any other effects of the injury still apply. If they are Pinned they may immediately stand up.

Worse Than It Looked ( Ψ )

You may play this card when an opposing fighter suffers a Permanent Injury due to a Lasting Injury roll.

The opposing fighter suffers a Critical Injury instead of a Permanent Injury.

You!

You may play this card when activating a fighter.

Select an enemy fighter within line of sight of the activated fighter and tuck this card under that enemy fighter's card, and then the activating fighter's turn ends immediately. For the duration of the battle your gang's fighters may ignore Target Priority when shooting at that enemy fighter and gain +1 to hit that enemy fighter with all attacks.

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.