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.
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.