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Goliath Tactics Cards

Anything's A Weapon ~Gamma~

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 ~Beta~

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 ~Gamma~

You may play this card when activating a fighter. 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 ~Beta~

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 ~Beta~

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 ~Alpha~

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

For the duration of the round, all of your gang's fighters on the battlefield gain the Robust skill.

Inhuman Resilience ~Alpha~

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 ~Gamma~

You may play this card when activating a fighter. 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 ~Beta~

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 ~Beta~

You may play this card when one of your gang's fighters deals damage 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 ~Alpha~

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 ~Gamma~

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.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Roid Rage ~Gamma~

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.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Second Wind ~Gamma~

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.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Steel Constitution ~Gamma~

You may play this card when activating a fighter. 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 ~Gamma~

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 ~Beta~

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 ~Alpha~

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 ~Beta~

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 Grievous Injury result.

What's A Few Teeth? ~Gamma~

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.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

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 doors, 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.