Skip Navigation Links
Necromunda (2017)Expand Necromunda (2017)

VanSaar Tactics Cards

Auto-Healer ~Gamma~

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

Blood Cleansers ~Beta~

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

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 ~Gamma~

You may play this card at the start of a round. Select one of your gang's fighters on the battlefield and tuck this card under that fighter's card.

While this card remains in play, this fighter gains a +1 bonus to all Initiative, Intelligence, and Detect checks they roll. If this fighter fails a roll that this bonus applies to, you can discard this card to instead succeed on the check.

Death Trap ( Ω )  ~Gamma~

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

Dialed In ~Alpha~

You may play this card at the start 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 )  ~Gamma~

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 ~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 may discard a different Tactics Card to return this card to your hand.

Experimental Powercell ~Beta~

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

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

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 )  ~Beta~

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.

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

Medical Protocols ~Gamma~

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 ~Alpha~

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

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 ~Beta~

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

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 ~Gamma~

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 )  ~Gamma~

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 ~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 your gang's fighters add a +1 modifier to any Ammo checks they are required to take.

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.