Beat Down ~Gamma~
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 ~Beta~
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 ~Beta~
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 ~Beta~
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, can attack through smoke clouds, and are unaffected by low-light conditions. At the end of the round, you can discard a different Tactics Card to return this card to your hand.
Good Effect On Target ~Beta~
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 ~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.
Kraken ~Gamma~
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 ~Gamma~
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.
After resolving this card, you can discard a different Tactics Card to return this card to your hand.
Melta Trap ~Gamma~
You may play this card when activating a fighter.
Add a Melta Trap to the activating fighter's card.
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 can discard a different Tactics Card to return this card to your hand.
Solidarity ~Beta~
You may play this at the start of any round.
For the duration of the round, fighters from your gang automatically pass any Cool or Willpower checks they make as long as they are within 6'' of another fighter from your gang. Also, if the gang must make a Bottle Test at the end of this round, each of your fighters remaining on the battlefield counts as an additional fighter.
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.
Stunty ~Beta~
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 ~Gamma~
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 removable barricades, obstacles, or railings of your choice from anywhere on the battlefield.
Suppressing Fire ~Beta~
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 ~Gamma~
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 ) ~Alpha~
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 ) ~Beta~
You may play this card at the start of any round.
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 can be sold for 3D3 x 10 credits in the Receive Rewards step of the Post-Battle Sequence.
Well Engineered ~Alpha~
If this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.
For the duration of the battle any Rotundus Pattern weapons your gang's fighters carry do not have to make Ammo checks.
Wreckage Pile ~Alpha~
If this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.
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.
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.