Tactics Cards
These Tactics Cards are generated programmatically using verbatim standardised data. Their display is not an authentic representation of their physical counterparts.
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Ambush Masters
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Your gang may immediately recruit and place in your deployment zone D3 Ash Waste Nomads Dust Runners. These fighters are recruited for free but will leave your gang at the end of the battle. Each Dust Runner has up to 20 credits worth of equipment. If you do not have the models available to represent these fighters, you may discard this gang tactic and select another.
Ash Waste Nomads TACTICS
nom-1
Ash Quake!
Play this gang tactic at the start of any round before rolling for initiative.
All fighters on the Battlefield Surface must pass an Initiative test or become Prone and Pinned. Any Ash Waste Nomads fighter gets +2 to this test.
Ash Waste Nomads TACTICS
nom-2
Beseech the Great Spirits
Play this gang tactic during any End phase, before making Recovery tests.
You may re-roll any Recovery tests you make this round, but must keep the second result even if it is worse.
Ash Waste Nomads TACTICS
nom-3
Blessed by the Storm
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of this round, if the Visibility (X") rule is not active for this battle, apply the Visibility (24") rule. Otherwise, either increase or decrease the value of X" by 6" to a minimum of 6".
Ash Waste Nomads TACTICS
nom-4
Bait and Switch
Play this gang tactic at the start of any round, before players have rolled for Initiative.
Select two friendly fighters on the battlefield, neither of which is Engaged. Swap the position of the two fighters.
Ash Waste Nomads TACTICS
nom-5
Fade to Ash
Play this gang tactic during any End phase, before your opponent makes any Recovery tests.
The battle ends as if your gang had retreated from the battlefield. Friendly fighters who are Seriously Injured automatically recover and there is no chance for any fighters to be Captured.
Ash Waste Nomads TACTICS
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Ghosts in the Ash
Play this gang tactic at the beginning of any round, before rolling for Initiative.
For the duration of this round, friendly Ash Waste Nomads fighters treat the Battlefield Surface as Open Terrain.
Ash Waste Nomads TACTICS
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Master Sniper
Play this gang tactic when activating a friendly fighter.
For the duration of this activation, increase the Long range of the fighter's weapon without either the Melee or Grenade trait by 6".
Ash Waste Nomads TACTICS
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Mined!
Play this gang tactic after an enemy vehicle has completed its activation.
The enemy vehicle must immediately take a Loss of Control test.
Ash Waste Nomads TACTICS
nom-9
Now You See Me...
Play this gang tactic at the start of a friendly fighter's activation.
Remove the fighter from the battlefield and set it up again within 9" of its initial position and more than 1" away from any enemy model.
Ash Waste Nomads TACTICS
nom-10
Numbers Without End
Play this gang tactic during any End phase, before your opponent makes any Recovery tests.
You may return to play D3 friendly Gangers/Juves that have been taken Out of Action but did not suffer a Memorable Death result on the Lasting Injury table by placing them in your gang's deployment zone. These fighters retain any injuries suffered for going Out of Action but discard any Flesh Wounds.
Ash Waste Nomads TACTICS
nom-11
Overcharge!
Play this gang tactic when a friendly fighter makes a ranged attack, before rolling the dice.
For the duration of this attack, the Shock trait activates on a Hit roll of 5+ instead of 6+.
Ash Waste Nomads TACTICS
nom-12
Raiders Without Equal
Play this gang tactic during the Wrap-up phase of the post-battle sequence.
Add D3x10 credits to your gang's Stash for each enemy vehicle that was Wrecked during the battle.
Ash Waste Nomads TACTICS
nom-13
Secret Paths
Play this gang tactic during any Rolling Roads phase of a Rolling Roads battle, before checking to see if models rejoin the battle.
For the duration of this round, friendly fighters can attempt to rejoin the battle regardless of their Movement characteristic. If the scenario being played does not use the Rolling Roads rules you may discard this gang tactic and select another.
Ash Waste Nomads TACTICS
nom-14
Spineroach Venom
Play this gang tactic when a friendly fighter makes a close combat attack, before rolling dice.
For the duration of this attack, one of the fighter's weapons with the Melee trait gains the Toxin trait.
Ash Waste Nomads TACTICS
nom-15
Survival Suits
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of this battle, D3 friendly fighters of your choice in your starting Crew are immune to the effects of the Rad-phage trait.
Ash Waste Nomads TACTICS
nom-16
War of Attrition
Play this gang tactic during the Wrap-up phase of the post-battle sequence.
If your gang has fewer fighters taken Out of Action than the opposing gang, your gang gains D3 Reputation.
Ash Waste Nomads TACTICS
nom-17
Will-O'-the-Wastes
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of this battle, D3 friendly fighters of your choice in your starting Crew gain the Dodge skill.
Ash Waste Nomads TACTICS
nom-18
Blessed Visions
Play at the start of the game after both sides have deployed.
For the duration of the game, the gang's fighters may use their normal BS when making Blind Fire ranged attacks or ranged attack through Ductways.
Cawdor TACTICS
caw-1
Deadmen Walking
Play at the start of any End phase.
If your gang is required to make a Bottle test during this End phase, it will automatically pass.
Cawdor TACTICS
caw-2
Divine Motivation
Play at the start of the game after both sides have deployed.
For the duration of the battle, the gang's Leader adds 2 to the dice roll for any Cool checks they are required to take. If the leader is taken Out of Action, all friendly fighters must make an immediate Cool check or become Broken.
Cawdor TACTICS
caw-3
Effigy of the Damned
Play at the start of any turn.
Choose a terrain feature at least 6" in diameter or a board tile. For the duration of this turn, any models entering or beginning their turns in the affected area must roll to see if they catch fire, just as if they had been hit by a weapon with the Blaze trait.
Cawdor TACTICS
caw-4
Faith Through Fear
Play this card when a fighter fails a Cool check.
Instead of suffering the normal effects of failing a Cool check, the fighter immediately charges the nearest enemy model. If there are no enemy models in range, they become Pinned.
Cawdor TACTICS
caw-5
Faith Through Fire
Play at the start of any round.
For the duration of this round, friendly models with a Blaze marker on them may move and take actions as normal - though they still take damage as normal. In addition, all their Melee attacks gain the Blaze trait.
Cawdor TACTICS
caw-6
For the Lost!
Play at the start of any round.
For every friendly model that has been taken Out of Action in the battle so far, one chosen Champion or Leader can add +1 to their Strength and Attacks characteristic, to a maximum of +3. These effects last until the end of the round.
Cawdor TACTICS
caw-7
Let It Burn!
Play at the start of any round.
For the duration of this round, all ranged weapons used by friendly models gain the Blaze trait.
Cawdor TACTICS
caw-8
No Prisoners!
Play at the start of any End phase.
For the duration of the End phase, Seriously Injured enemy models making Recovery tests must roll two Injury dice and pick the worst result.
Cawdor TACTICS
caw-9
Redemption
Play when a friendly fighter is taken Out of Action.
Centre the 3" Blast marker on the fighter that has just been taken Out of Action. All models under the marker count as being hit by a frag grenade.
Cawdor TACTICS
caw-10
Righteous Day
Play at the start of any round.
For the duration of the round, all successful wound rolls made against friendly fighter must be re-rolled. However, friendly fighters not engaged in Melee must charge the nearest enemy model if possible, or use their entire activation to move as close to the enemy as possible.
Cawdor TACTICS
caw-11
Stirring Oration
Play at the start of any round.
Choose one friendly Leader or Champion model. For the duration of the round, the Leading by Example rule applies as long as the fighter can draw line of sight to the chosen model. For this round, the chosen Leader or Champion cannot benefit from the effects of cover.
Cawdor TACTICS
caw-12
Death Trap
Play this card when an enemy fighter makes an Operate Door action to either open or close a door.
The fighter must test to see if they are struck by the door, as described on page 64 of Necromunda: Underhive, as if they were standing in a doorway when the door is closed.
This card can only be used in Zone Mortalis battles. If it is randomly drawn in a Sector Mechanicus battle, discard it and draw a new one.
Universal TACTICS
caw-13
Duck and Cover
Play this card when activating a fighter.
This turn, the fighter may make two Shoot (Basic) actions, provided they use the same Basic or Pistol weapon for both. After resolving these actions, the fighter may move D3".
Universal TACTICS
caw-14
Quick Time
Play this card when activating a fighter.
Tuck this card under the fighter's card. While it is there, the fighter's Move is increased by 2. In each End phase, roll a D6. On a 1, the card is discarded.
Universal TACTICS
caw-15
Snap Fire
Play this card after an enemy fighter completes an attack with a ranged weapon.
A readied fighter in your gang may immediately take a shot at the enemy fighter with a Pistol or Basic weapon. However, they must subtract 1 from the hit roll.
Universal TACTICS
caw-16
Trap Chute
Play when an enemy model crawls through a ductway.
The enemy model is placed by the enemy player within 1" of a randomly chosen ductway within 18" of their current location. If there are no other ductway markers in this range then the model is removed for D3 rounds. When they return to play, place them within 1" of the ductway they were crawling through.
Universal TACTICS
caw-17
Trapped Console
Play this card when an enemy fighter interacts with a console, before the end of the action.
Centre the 3" blast marker on the enemy fighter. All models under the marker suffer a Strength 3, AP -, Damage 1 hit.
Universal TACTICS
caw-18
Vacuum Chamber
Play this card when a door is opened.
All models within 12" of the opening door are immediately moved D6" toward the doorway.
This card can only be used in Zone Mortalis battles. If it is randomly drawn in a Sector Mechanicus battle, discard it and draw a new one
Universal TACTICS
caw-19
You!
Play this card when activating a friendly fighter.
Choose an enemy model within line of sight of this fighter. For the duration of the battle, any attacks made by this fighter against the chosen enemy model apply a +1 modifier to any wound rolls. Until the enemy model has been taken Out of Action or Wrecked, this fighter may not attack any other model.
Universal TACTICS
caw-20
Armoured by Faith
Play this gang tactic after both gangs have deployed, before the first roll for Priority.
For the duration of the battle, D3 friendly vehicles increase their Front Toughness by 1.
Cawdor Vehicle TACTICS
cdv-1
Beacon of Faith
Play this gang tactic after both gangs have deployed, but before the first roll for Priority.
Select a friendly vehicle. For the duration of this battle, while this vehicle is not Wrecked, all friendly models within 9" may apply a +1 modifier to all Cool checks.
Cawdor Vehicle TACTICS
cdv-2
Blessed Dodge
Play this gang tactic when a friendly fighter fails an Initiative check to avoid being run over by a vehicle.
The fighter is considered to have passed the Initiative check.
Cawdor Vehicle TACTICS
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Cleansed by Fire
Play this gang tactic when activating a friendly vehicle, before performing any actions.
The vehicle becomes subject to the Blaze condition. Until the flames go out, any models that either start their activation within 1" or move within 1" of this vehicle during their activation become subject to the Blaze condition on a D6 roll of 3+.
Cawdor Vehicle TACTICS
cdv-4
Doused in Promethium
Play this gang tactic when activating a fighter subject to the Mounted condition, before they perform any actions.
For the duration of the fighter's activation, one of their weapons with the Melee trait gains the Blaze trait.
Cawdor Vehicle TACTICS
cdv-5
Fateful Swerve
Play this gang tactic when a friendly vehicle suffers a Penetrating Hit or Catastrophic Hit.
The vehicle suffers a Glancing Hit instead.
Cawdor Vehicle TACTICS
cdv-6
Fury of Righteous Convictions
Play this gang tactic when activating a friendly fighter subject to the Mounted condition before performing any actions.
For the duration of their activation, they gain +2 Strength and all of their weapons gain the Reckless trait.
Cawdor Vehicle TACTICS
cdv-7
Incendiary Ram
Play this gang tactic when a friendly vehicle has a head-on collision during its activation, before resolving the collision.
Place the 5" Blast marker in the centre of the vehicle's front hull. All models under the blast marker, including the activated model, suffer a S3, AP-1, D1 hit as if by a weapon with the Blaze trait. Then resolve the collision normally.
Cawdor Vehicle TACTICS
cdv-8
Joust
Play this gang tactic when a friendly fighter subject to the Mounted condition causes an enemy vehicle to become Wrecked.
The fighter gains an additional D3 XP.
Cawdor Vehicle TACTICS
cdv-9
Judgement Due
Play this gang tactic after both gangs have deployed, before the first roll for Priority.
Select an enemy vehicle. If it is Wrecked at the end of the battle, your gang's Leader gains D3 XP.
Cawdor Vehicle TACTICS
cdv-10
Martyrdom
Play this gang tactic when a friendly fighter is taken Out of Action by an enemy model before rolling on the Lasting Injury table.
Do not roll on the Lasting Injury table - the fighter automatically suffers the Memorable Death result. For the remainder of the battle, all friendly models apply a +1 modifier to any rolls to wound the enemy model, and friendly models earn an additional D3 XP if they take the enemy model Out of Action.
Cawdor Vehicle TACTICS
cdv-11
Prayer Wagon
Play this gang tactic after both gangs have deployed, before the first roll for Priority.
Select a friendly vehicle. For the duration of the battle it rolls 3 dice to see if it generates Faith dice.
Cawdor Vehicle TACTICS
cdv-12
Pyroclastic Rain
Play this gang tactic when activating a friendly vehicle before performing any actions.
For the duration of this activation, any weapon with the Blaze and Template traits may place the template within 6" instead of in contact with the weapon so that the narrow end of the template is closer to the attacking vehicle than the wide end.
Cawdor Vehicle TACTICS
cdv-13
Rearm!
Play this gang tactic after resolving an attack from a weapon with the Lance-bomb trait.
The next successful hit from this weapon will use the Primed profile instead of the Spent profile.
Cawdor Vehicle TACTICS
cdv-14
Scrap Dealers
Play this gang tactic during the post-battle sequence when making the Negotiate Repairs post-battle action.
Reduce the cost of repairs by D6x10 credits to a minimum of 5 credits.
Cawdor Vehicle TACTICS
cdv-15
Self Destruct
Play this gang tactic at any point during a friendly vehicle's activation.
All models, both friend and foe, within 5" of the vehicle suffer a S6, AP-1, D1 hit as if from a weapon with the Blaze trait. The activated vehicle is then Wrecked, add 1 to the roll on the Lasting Damage table.
Cawdor Vehicle TACTICS
cdv-16
Weak Spot
Play this gang tactic before rolling Damage dice.
Roll one additional Damage dice.
Cawdor Vehicle TACTICS
cdv-17
Where There's Scrap There's Creds
Play this gang tactic during the post-battle sequence during the Receive Rewards step.
Add D3x5 credits to your gang's Stash for each Wrecked enemy vehicle and enemy fighter subject to the Mounted condition who was taken Out of Action.
Cawdor Vehicle TACTICS
cdv-18
Infamous Butcher
Play this card at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
For the duration of this battle, one Corpse Grinder fighter of your choice gains the Fearsome skill.
Corpse Grinder TACTICS
cgc-1
Reign of Blood
Play this card when a Leader or Champion in your gang takes an enemy fighter Out of Action with a weapon with the Melee trait.
Tuck this card under the fighter's card. When this fighter makes a group activation, they may include one more fighter than normal as part of the group.
Corpse Grinder TACTICS
cgc-2
Savage Brutality
Play when an enemy fighter is Seriously Injured or taken Out of Action by a Melee attack.
All enemy fighters within 12" that can draw line of sight to the target must take Nerve tests. Any fighters not within 3" become Broken as normal if they fail, but automatically rally in the End phase of the round.
Corpse Grinder TACTICS
cgc-3
The Red Hunt
Play this card during any Action phase, after Fleeing the Battlefield, but before Activating Fighters.
Each friendly fighter Engaged with an enemy fighter can take a Reaction attack; they do not need to make an Initiative check.
Corpse Grinder TACTICS
cgc-4
Authority Breakdown
Play this card during any Action phase, after Fleeing the Battlefield, but before Activating Fighters.
For the duration of this round, the range of Leading by Example for your opponent's Leader is decreased to 3". If your opponent's Leader is not available for this battle, discard this card.
Universal TACTICS
cgc-5
Blade for Every Occasion
Play this card when activating a fighter.
Tuck this card under the fighter's card. Until the end of the battle, this fighter has an additional axe.
Universal TACTICS
cgc-6
Blood Fury
Play when one of your fighters loses a Wound.
Tuck this card under the fighter's card; for the rest of the battle, that fighter has the Berserker skill.
Universal TACTICS
cgc-7
Blood-Drenched Champion
Play this card instead of activating a fighter.
An enemy fighter of your choice that is visible to your leader must pass a Nerve test, subtracting 2 from the result, or become Broken.
Universal TACTICS
cgc-8
Bloodlust
Play this card when a friendly fighter makes a Charge (Double) action.
Choose a friendly visible fighter with a Ready marker within 8" of the charging fighter. Once the charging fighter's Charge is fully resolved, the chosen fighter may immediately make a Charge (Double) action. Remove their Ready marker once this is Resolved.
Universal TACTICS
cgc-9
Born to Slaughter
Play this card immediately after it has been drawn during Gang Tactics & Bonuses of the pre-battle sequence.
Nominate one fighter from your starting Crew. For the duration of this battle, that fighter gains +1 to their Weapon Skill and Cool but -1 to their Ballistic Skill and Willpower.
Universal TACTICS
cgc-10
Eager for Battle
Play this card during the End phase, before drawing any cards to determine which fighters become available as Reinforcements.
Add D3 to the number of Reinforcements you receive this turn. The enemy player deploys these extra Reinforcements on a 1-4, instead of the usual 1-2.
Universal TACTICS
cgc-11
Fear of Betrayal
Play this card instead of activating a fighter.
An enemy fighter of your choice with a Ready marker must pass a Cool check or immediately make a Shoot (Basic) action against the closest visible fighter from their own gang, as if they were an enemy fighter. They then lose their Ready marker.
Universal TACTICS
cgc-12
Blood Surge
Play this card when activating a fighter.
For the duration of the round, the fighter is treated as if they had used a stimm-slug stash. However, during the End phase, they do not need to check for a stimm overload.
Universal TACTICS
cgc-13
Gripped By Fear
Play at the start of any round, after rolling for Priority.
Nominate D3 fighters on the enemy gang. For the duration of this round, they suffer -1 to their Weapon Skill and Cool characteristics.
Universal TACTICS
cgc-14
Keen Edge
Play at the start of the game after both sides have deployed.
Choose a Melee weapon possessed by a friendly fighter. For the duration of the game, increase its AP by 1. For example, a weapon with an AP of -1 will have an AP of -2.
Universal TACTICS
cgc-15
Marked for Death
Play this card instead of activating a fighter.
Choose an enemy fighter. For the rest of the battle, add 1 to the result of any hit rolls for fighters from your gang when they target that fighter with a Melee weapon.
Universal TACTICS
cgc-16
No Mercy for the Weak
Play this card instead of activating a fighter.
For the remainder of the round, add 1 to the result of any wound rolls for fighters from your gang when they target fighters with one or more Flesh Wounds.
Universal TACTICS
cgc-17
Tainted Meat
Play this card immediately after it has been drawn during Gang Tactics & Bonuses of the pre-battle sequence.
Nominate one fighter from your opponent's starting Crew. That fighter starts this battle with one Flesh Wound.
Universal TACTICS
cgc-18
Unnerving Whispers
Play this card instead of activating a fighter.
An enemy fighter of your choice must pass a Willpower check at -2 or become subject to the Insanity condition. Place an Insanity marker on the fighter and immediately roll a D6 on the Insanity table.
Universal TACTICS
cgc-19
Veiled Threat
Play this card during any Action phase, after Fleeing the Battlefield, but before Activating Fighters.
Choose a friendly fighter. For the remainder of this round, that fighter cannot be targeted by a ranged attack unless they are the only visible target.
Universal TACTICS
cgc-20
Assassins
Play instead of activating a fighter.
For the remainder of this round, any ranged attacks made by a fighter that is outside of the target's vision arc gains +2 to hit.
Delaque TACTICS
del-1
Dancing Shadows
Play this card when an enemy fighter makes a ranged attack.
The attacking enemy fighter must pass an Intelligence check. If they fail, the attack automatically misses and their activation ends.
Delaque TACTICS
del-2
Darkness Descends
Play at the start of any round other than the first, after rolling for Priority.
At a pre-planned signal, the lights go out and the battlefield is plunged into darkness. For the remainder of the battle, the Pitch Black scenario rules are in effect. During each End phase, your opponent may roll a D6. On a 6, the Pitch Black rules are lifted and the lights come back on.
Delaque TACTICS
del-3
Dirt on You
Play at the start of the game, after both gangs have been deployed.
Your gang has some information that is making the Leader of the enemy gang particularly twitchy. For the duration of the battle, your opponent's Leader suffers a - 1 modifier to any Cool checks they must make. If your opponent's leader is not available for this battle, discard this card.
Delaque TACTICS
del-4
Eyes in the Dark
Play at the start of any round, after rolling for Priority.
For the duration of the round, all friendly fighters are treated as having photo goggles. Friendly fighters already equipped with photo goggles may instead ignore cover when making a Shoot (Basic) action targeting a Standing and Active enemy fighter. Note that this does not apply if the action would be (Simple) or (Double) for any reason.
Delaque TACTICS
del-5
Faceless
Play at the start of any round, after rolling for Priority.
Choose two of your fighters anywhere on the board. These fighters swap positions, even if they are Engaged in Melee. Leaders, Champions, Brutes, Hired Guns, and Seriously Injured fighters may not be moved using this card.
Delaque TACTICS
del-6
Friend or Foe?
Play at the start of any round, after rolling for Priority.
Choose one of your fighters. For the duration of the round, fighters on the enemy gang may not target this fighter with any attacks. Additionally, this fighter may move within 1" of enemy fighters, and vice versa. Should this fighter make any attacks targeting an enemy fighter, this card immediately expires.
Delaque TACTICS
del-7
Ghostly
Play this card when activating a figure.
Tuck this card under the fighter's card. While it is there, all ranged attacks targeting this fighter suffer an additional -1 modifier to the hit roll. In each End phase, roll a D6. On a 1, the card is discarded.
Delaque TACTICS
del-8
Labyrinth
Play at the start of the game, after both gangs have been deployed.
You may immediately move D6 obstacles up to 3" in any direction. Alternatively, you may either add or remove D3 obstacles.
Delaque TACTICS
del-9
Over Here...
Play when an enemy model makes a Move (Simple) action.
Instead of moving normally, the chosen enemy fighter moves D6" in a direction chosen by you, stopping if they come into contact with any terrain.
Delaque TACTICS
del-10
Perfect Disguises
Play during the pre-battle sequence Choose Crews.
If the scenario uses the Random Selection (X) method for choosing Crews, you may add D3 to the number shown in brackets.
Delaque TACTICS
del-11
Vanish
Play during any End phase, immediately after failing a Bottle test.
Remove all friendly models from the board, even if they are Engaged in Melee. The game then ends.
Delaque TACTICS
del-12
Disorienting Shadows
Play at the start of any round, after rolling for Priority.
Nominate D3 fighters on the enemy gang. For the duration of this round, they suffer -1 to their Ballistic Skill and Movement characteristics.
Universal TACTICS
del-13
Forward Planning
Play this gang tactic at the start of the first round before rolling for Priority.
Up to three friendly fighters may immediately perform a Move (Simple) action.
Universal TACTICS
del-14
Hidden Blade
Play when a fighter makes a Fight (Basic) action.
The fighter adds D3 to their Attacks characteristic for the duration of this action.
Universal TACTICS
del-15
History of Violence
Play during the pre-battle sequence Choose Crews.
Nominate one fighter from your opponent's Crew. That fighter is unwilling to face your gang in combat and so may not be selected for this battle. Your opponent must immediately discard that fighter and select another, following the same Crew selection method as already used.
Universal TACTICS
del-16
Opening Volley
Play at the start of the first round before rolling for priority.
Up to three friendly fighters may immediately perform a Shoot (Basic) action. Note they may not perform this action if it would be a Simple or Double action for any reason.
Universal TACTICS
del-17
Service Tunnels
Play when deploying your gang.
One fighter chosen by you from your starting Crew gains the Infiltrate skill for the duration of this battle and may be deployed accordingly.
Universal TACTICS
del-18
Spiked Drinks
Play during the pre-battle sequence Choose Crews.
Nominate one fighter from your opponent's starting Crew. For the duration of this battle, that fighter suffers -1 to their Ballistic Skill, Weapon Skill, and Intelligence, but gains +2 to their Cool.
Universal TACTICS
del-19
Wrong Again
Play when one of your fighters is hit by a ranged attack.
Choose any other friendly fighter within range and line of sight of the attacking model. This chosen fighter becomes the new target for the attack, which is resolved as normal.
Universal TACTICS
del-20
Big Red Key
Play at the start of any round.
For the duration of this round, any Force Door (Basic) actions taken by friendly fighters automatically succeed.
Enforcer TACTICS
enf-1
Crackdown
Play at the start of any round.
Until the End phase of the round, all weapons with the Melee trait used by friendly fighters gain the Concussion trait.
Enforcer TACTICS
enf-2
Informant
Play this during the pre-battle sequence Deployment.
Nominate one fighter from your opponent's starting Crew. You may remove this fighter and redeploy them as you wish, following the normal deployment rules for the scenario being played.
Enforcer TACTICS
enf-3
Jaded Veteran
Play this card at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
For the duration of this battle, one fighter of your choice cannot be subject to the Broken condition.
Enforcer TACTICS
enf-4
Breach and Clear
Play after a friendly fighter makes an Operate Door (Simple) action or successful Force Door (Basic) action.
The fighter may immediately make a free Shoot (Basic) action.
Universal TACTICS
enf-5
Close to Retirement
Play at the start of any round.
Until the End phase of this round, your opponent's leader suffers a -2 modifier to any Cool checks they must make. If your opponent's leader is not available for this battle, discard this card.
Universal TACTICS
enf-6
Cut Their Supply
Play at the start of the game after both sides have deployed.
Choose a weapon possessed by an enemy fighter. For the duration of the game, this weapon loses the Plentiful trait if it has it, and gains the Scarce trait if it doesn't have it.
Universal TACTICS
enf-7
Dedicated to Duty
Play during the End phase, before you make a Bottle test.
Your gang automatically passes their Bottle test.
Universal TACTICS
enf-8
Got Your Back
Play at the start of any round.
Until the End phase of this round, fighters in your gang can provide assists even if they are Engaged with any other fighters from the same gang as the target of the attack. Only one fighter can provide an assist in this way for each close combat attack.
Universal TACTICS
enf-9
Hard Stop
Play when one of your fighters becomes Engaged as part of an enemy Charge (Double) action.
Your fighter may immediately make a free Fight (Basic) action, interrupting the opposing fighter's activation.
Universal TACTICS
enf-10
Long Arm
Play at the start of any round.
Until the End phase of this round, friendly fighters count as having +1 Strength for the purposes of determining the Long range of a grenade.
Universal TACTICS
enf-11
Look the Other Way
Play this card when a sentry spots an attacker.
The sentry does not gain a Ready marker. In addition, you may change the sentry's facing as you wish.
Universal TACTICS
enf-12
Loose Cannon
Play when activating a fighter.
Until the End phase of this round, the fighter treats the Shoot action as (Simple) rather than (Basic). However, until the End phase of this round, the fighter suffers a -1 to their Ballistic Skill.
Universal TACTICS
enf-13
Loud and Clear
Play during the pre-battle sequence Deployment.
Tuck this card under a fighter's card. Until the end of the battle, this fighter has Stun Grenades.
Universal TACTICS
enf-14
Preemptive Measures
Play at the start of any round, before rolling for Priority.
Up to two of your fighters may immediately make a free Move (Simple) action.
Universal TACTICS
enf-15
Roger That!
Play at the start of any round.
Pick a Ganger with a Ready marker. For this turn only, that fighter is treated as a champion for the purposes of activating groups, in other words, if they are activated, you can activate up to one other fighter within 4" of them.
Universal TACTICS
enf-16
Shield Wall
Play this card instead of activating a fighter.
Tuck this card under a fighter's card. For the remainder of the battle, add 1 to the fighter's armour save, and any friendly fighter in base contact with this fighter, to a maximum of 2+, against attacks that originate from within this fighter's vision arc.
Universal TACTICS
enf-17
Stop Resisting
Play this card when a friendly Standing and Engaged fighter makes a Fight (Basic) action (including as part of a Charge (double) action).
Until the End phase of this round, enemy fighters cannot make Reaction attacks against this fighter.
Universal TACTICS
enf-18
Swift Justice
Play this card when one of your fighters is taken Out of Action by an enemy fighter's attack.
A friendly fighter can immediately make a free Shoot (Basic) action against the attacker.
Universal TACTICS
enf-19
Tactical Deployment
Play during the pre-battle sequence Choose Crews.
If the scenario uses Random (X) Crew selection, you may re-select any fighters of your choice. Shuffle the cards back into your deck and redraw that number of cards. The second draw stands, even if the same fighters are drawn again.
Universal TACTICS
enf-20
A New Strain
Play immediately before rolling to wound with a Gas weapon.
Add 2 to the result of the dice roll to determine whether the target succumbs to the gas.
Escher TACTICS
esh-1
Not so Easy...
Play at the start of any round after the opposing gang has bottled out.
When making Nerve tests for opposing fighters to see if they flee, subtract 2 from the result if they are within 3" of a fighter from this gang.
Escher TACTICS
esh-2
Put Them Down!
Play at the end of any Action phase.
Any Seriously Injured enemy fighters that are within 2" of an Active fighter from this gang are immediately taken Out of Action.
Escher TACTICS
esh-3
Side by Side
Play instead of activating a fighter.
Until the end of this round, any assists that are granted by fighters from this gang grant a +2 bonus to the hit roll (instead of +1).
Escher TACTICS
esh-4
Siren Howls
Play at the start of any End phase.
Until the start of the next End phase, add 1 to the result of any Bottle tests made for the enemy gang. In addition, Broken enemy fighters cannot rally.
Escher TACTICS
esh-5
Three-Point Landing
Play when a fighter falls.
The fighter is not Pinned by the fall and does not suffer a hit. If they still have any actions to take, they can take them.
This card can only be used in Sector Mechanicus battles. If its randomly drawn in a Zone Mortalis battle, discard it and draw a new one.
Escher TACTICS
esh-6
Tunnel Runners
Play at the start of any round.
For the duration of the round, all friendly fighters can move through pitfalls and ductways as though they were clear terrain. They cannot end their turn on them.
This card can only be used in Zone Mortalis battles. If its randomly drawn in a Sector Mechanicus battle, discard it and draw a new one.
Escher TACTICS
esh-7
Ultra-Violence
Play instead of activating a fighter.
For the remainder of the round, all weapons with the Melee trait gain Parry - if they did not already have it - and increase their AP by -1.
Escher TACTICS
esh-8
Battle Madness
Play this gang tactic instead of activating a model.
Choose a Broken fighter belonging to either gang. If they are Standing and Active, they immediately make a ranged attack against the closest model, friend or foe, that they can see. If they are Standing and Engaged, they immediately perform a Fight (Basic) against a random fighter they are engaged with.
Universal TACTICS
esh-9
Blackout
Play this card at the start of any round.
For the duration of this round, 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 using an infra-scope or photo goggles, or targeting a fighter with a Blaze marker, ignore these penalties.
Universal TACTICS
esh-11
Blazing Fury
Play this card when activating a fighter.
For the duration of this fighter's turn, the Shoot action is treated as Simple rather than Basic.
Universal TACTICS
esh-12
Burst of Courage
Play this gang tactic when making a Cool test for a model before rolling the dice.
For the duration of the round, the model passes any Cool tests they are required to make, no dice are rolled.
Universal TACTICS
esh-13
Chain Attack
Play this gang tactic after a friendly fighter has taken an enemy fighter Out of Action with a melee attack.
The fighter may immediately perform a free Charge (Double) action, moving D6" instead of their Movement characteristic +D3".
Universal TACTICS
esh-14
Crossfire
Play this card when a fighter makes a ranged attack against a target who has already been shot at by a friendly fighter.
The hit roll succeeds automatically.
Universal TACTICS
esh-15
Having a Bad Day
Play this gang tactic at the start of the first round before rolling for Priority.
Choose an enemy Leader or Champion. For the duration of this battle, any Cool tests made by enemy models while within 3" of the chosen fighter are made with a -2 modifier.
Universal TACTICS
esh-16
Reaction Fire
Play this gang tactic when an enemy model activates, before they perform any actions.
A friendly fighter may immediately perform a Shoot (Basic) action targeting the enemy model. This does not remove their Ready marker if they have one.
Universal TACTICS
esh-18
Suppressing Fire
Play this card after a friendly model fails to hit with a Shoot (Basic) action.
The target of the Shoot (Basic) action is placed Prone and Pinned.
Universal TACTICS
esh-19
Trusty Backup
Play this gang tactic when activating a friendly fighter.
For the duration of the battle, the fighter is considered to have an additional stub gun.
Universal TACTICS
esh-20
Ash Waste Hitchhiker
Play this gang tactic when a friendly fighter has failed an Initiative check to jump onto or off a vehicle.
The Initiative check can be re-rolled.
Escher Vehicle TACTICS
esv-1
Biker Bounty
Play this gang tactic during the post-battle sequence when receiving scenario rewards.
Add D3x5 credits to your gang's Stash for each enemy fighter subject to the Mounted condition taken Out of Action during this battle.
Escher Vehicle TACTICS
esv-2
Chem Exhausts
Play this gang tactic when activating a friendly Mobile vehicle, before performing any actions.
Once the vehicle's activation has finished, any fighters that were within 1" of the vehicle at any point during its activation suffer an automatic hit as if they were hit by a weapon with the Toxin and Gas traits.
Escher Vehicle TACTICS
esv-3
Chemical Fuel Wizardry
Play this gang tactic at the beginning of the battle, before the first roll for Initiative.
For the duration of the battle, a friendly vehicle increases its Movement characteristic by 2". In addition, at the end of each of its activations roll a D6; on a roll of 1 the vehicle loses 1 Hull Point.
Escher Vehicle TACTICS
esv-4
Corrosive Gas
Play this gang tactic at the beginning of the battle, before the first roll for Initiative.
For the duration of the battle, D3 weapons with the Gas trait add 1 to any rolls to damage vehicles.
Escher Vehicle TACTICS
esv-5
Death or Glory
Play this gang tactic when a friendly Standing and Active fighter is moved as a result of a vehicle impact, before making an Initiative check to dodge.
The fighter may immediately make a single close combat attack against the vehicle. They automatically fail the Initiative check to dodge unless the vehicle is Wrecked as a result of this attack.
Escher Vehicle TACTICS
esv-6
Full Throttle!
Play this tactic card during the Action phase instead of activating a model.
A friendly vehicle that does not have a Ready marker may immediately activate. During this activation the vehicle may only perform one action and it must be a Move (Simple) action. After the vehicle has finished its activation, make a Loss of Control test for the vehicle.
Escher Vehicle TACTICS
esv-7
It's Gonna Blow!!!
Play this gang tactic after a friendly vehicle is Wrecked, before rolling on the Lasting Damage table.
The vehicle explodes; all models within D6" take a S6, AP-1, D1 hit and the vehicle is then removed from the battlefield. When rolling on the Lasting Damage table for the vehicle, add 1 to the result.
Escher Vehicle TACTICS
esv-8
Jink!
Play this gang tactic when a friendly fighter subject to the Mounted condition is hit by a ranged attack, before rolling to avoid being Pinned.
The fighter makes an immediate Initiative check. If the check is passed then the fighter is not hit by the attack.
Escher Vehicle TACTICS
esv-9
Jumping the Gun
Play this gang tactic at the beginning of the battle before the first roll for Initiative.
D3 friendly fighters subject to the Mounted condition may immediately make a Move (Simple) action.
Escher Vehicle TACTICS
esv-10
Race Away
Play this gang tactic when a friendly fighter subject to the Mounted condition has made a Fight (Basic) action, but before Reaction attacks are made.
The fighter may immediately perform a free Retreat (Basic) action. Reaction attacks can only be made if the fighter is still Engaged with the enemy fighter.
Escher Vehicle TACTICS
esv-11
Reckless Driving
Play this gang tactic when activating a friendly vehicle, before performing any actions.
For the duration of this activation, when performing a Move (Simple) action, the vehicle may make an extra pivot of up to 90° at any point before, during or after its move.
Escher Vehicle TACTICS
esv-12
Roaring Charge
Play this gang tactic when activating a friendly fighter subject to the Mounted condition, before performing any actions.
For the duration of this activation, if the fighter performs a Charge (Double) action they may add an additional D6" to the distance moved.
Escher Vehicle TACTICS
esv-13
Steel Blur
Play this gang tactic when activating a friendly fighter subject to the Mounted condition, before performing any actions.
For the duration of this activation, Reaction attacks cannot be made against any Ride By attacks made by this fighter.
Escher Vehicle TACTICS
esv-14
The Last Ride
Play this gang tactic when a friendly fighter subject to the Mounted condition is taken Out of Action, before removing them from the battlefield.
The fighter immediately changes its Status to Standing and may perform one action. The fighter is then removed from the battlefield, if they are taken Out of Action during this action (for example, due to Reaction attacks) do not roll an additional time on the Lasting Injury table, though the enemy model will gain XP as normal for taking them Out of Action.
Escher Vehicle TACTICS
esv-15
Wheels Down
Play this gang tactic when a friendly fighter subject to the Mounted condition falls, before resolving any hits for falling.
The fighter takes no damage from the fall and is not placed Prone.
Escher Vehicle TACTICS
esv-16
White Line Fury
Play this gang tactic when activating a friendly vehicle, before performing any actions.
For the duration of this activation, the vehicle treats the Move & Shoot action as a Simple action instead of a Basic action.
Escher Vehicle TACTICS
esv-17
Wreckin' Crew
Play this gang tactic during the post-battle sequence when receiving scenario rewards.
If any enemy vehicles were Wrecked then add 1 to your gang's Reputation.
Escher Vehicle TACTICS
esv-18
Anything's a Weapon
One of your fighters can spend an action to play this card.
Tuck this card under the fighter's card. While it is there, the fighter's unarmed attacks receive +1 strength and AP -1.
Goliath TACTICS
gol-1
Blade Breaker
Play this card when one of your fighters is hit, but not wounded by a close combat weapon that does not have the Power trait.
The close combat weapon (pick one if the fighter was hit, but not wounded by more than one) is broken and cannot be used for the rest of the battle.
Goliath TACTICS
gol-2
Ceramite Skin
Play this card when a fighter is hit by an attack with the Blaze trait.
The fighter is not pinned and the attack causes no damage.
Goliath TACTICS
gol-3
Ironhide
Play when one of your fighters is wounded by an attack that causes more than 1 Damage.
The attack only causes 1 Damage. In addition, if the fighter is pinned after the attack has been resolved they return to standing.
Goliath TACTICS
gol-4
Knockout Blow
Play this card when a fighter makes close combat attacks, before rolling to hit.
Any wound rolls for this fighter's attacks are automatically successful - no dice roll is required.
Goliath TACTICS
gol-5
Not Done Yet
Play when a fighter from your gang is taken out of action.
Tuck this card under the fighters card, they are not removed from play. If they were prone, they return to standing. They go out of action after they are next activated and take a turn or when they suffer another unsaved wound, whichever comes first.
Goliath TACTICS
gol-6
Second Wind
Play instead of activating a fighter.
Remove a Flesh Wound from any fighter's card.
Goliath TACTICS
gol-7
Steel Constitution
Play instead of activating a fighter.
Choose one of your fighters and tuck this card under their fighter card. Until the end of the round, this fighter cannot be affected by weapons with the Gas or Toxin trait, and their Strength and Toughness are used at their full value, regardless of any modifiers (including flesh wounds).
Goliath TACTICS
gol-8
Adrenaline Surge
Play this gang tactic when activating a friendly fighter.
The fighter may perform an additional action this activation.
Universal TACTICS
gol-10
Deadlock
Play this card at the start of any round.
Choose a closed door anywhere on the board. For the duration of this round, the door cannot be opened in any way.
Universal TACTICS
gol-11
Desperate Effort
Play this gang tactic if it is your turn to activate a model and none of your models have Ready markers.
Pick a friendly fighter and activate them as if they had a Ready marker. At the end of their activation they are automatically placed Prone and Pinned.
Universal TACTICS
gol-12
Distraction
Play when your opponent activates a fighter.
The opposite player must make a Willpower check for the fighter. If the check is failed, the fighter can only make one action this turn, instead of two.
Universal TACTICS
gol-13
Emergency Seal
Play instead of activating a fighter.
Ductways cannot be used for the duration of this round - they are treated as not being on the board at all.
Universal TACTICS
gol-14
Fearsome Reputation
Play after one of your fighters puts an enemy Out of Action.
Tuck this card under that fighter's card. For the rest of the game, any nerve checks made for enemy fighters within 8" of them have a -2 modifier.
Universal TACTICS
gol-15
Healthy Paranoia
Play when activating a fighter.
Tuck this card under that fighter's card. For the rest of the battle, the fighter has a 360° vision arc.
Universal TACTICS
gol-16
Just Add Nails
Play when making an attack with a frag grenade, before rolling to hit.
The grenade's Blast (3") trait becomes Blast (5").
Universal TACTICS
gol-17
Lucky Lho-Stick Case
Play this gang tactic after a friendly fighter has failed an armour save.
The fighter may re-roll the failed armour save, treating the AP of the hit as -.
Universal TACTICS
gol-18
Ricochet
Play this card after making an unsuccessful hit roll for a ranged attack that does not have the Blast or Template trait.
Pick another fighter within 5" of the target, even if they are not visible to the attacker, and roll to hit against them. Do not roll the Firepower dice again.
Universal TACTICS
gol-19
Thundering Charge
Play this gang tactic when a friendly fighter activates.
If the fighter performs a Charge (Double) action during this activation, instead of adding D3" to the distance moved they may double their Movement characteristic.
Universal TACTICS
gol-20
Ead as Thick as Their Rig
Play this gang tactic when a friendly vehicle is Wrecked, before rolling on the Lasting Injury table for the Crew.
Do not roll on the table; the result is automatically Out Cold.
Goliath Vehicle TACTICS
glv-1
Batter Up
Play this gang tactic when activating a friendly fighter subject to the Mounted condition, before performing any actions.
For the duration of this activation, any close combat attacks made by the fighter gain the Knockback trait.
Goliath Vehicle TACTICS
glv-2
Bowlin' Action
Play this gang tactic when activating a friendly vehicle, before performing any actions.
For the duration of this activation, the vehicle treats the Ram (Double) action as a Simple action.
Goliath Vehicle TACTICS
glv-3
Cheap Construction
Play this gang tactic during the post-battle sequence when performing the Negotiate Repairs post-battle action.
Reduce the cost of one Negotiate Repairs action by 50%, rounding up to the nearest 5 credits.
Goliath Vehicle TACTICS
glv-4
Drive It Off
Play this gang tactic after a friendly vehicle is hit by a ranged attack, before rolling to wound.
The vehicle makes a Toughness check on the facing that is being hit; if the check is passed, the vehicle is not hit by the attack.
Goliath Vehicle TACTICS
glv-5
Hardened Chassis
Play this gang tactic when a friendly vehicle is Wrecked, before rolling on the Lasting Damage table.
Do not roll on the table; the result is automatically a 1 - Persistent Rattle.
Goliath Vehicle TACTICS
glv-6
King of the Wastes
Play this gang tactic during the post-battle sequence when receiving scenario rewards.
If at least one friendly vehicle is still on the battlefield, add 1 to the gang's Reputation.
Goliath Vehicle TACTICS
glv-7
Last Gasp
Play this gang tactic when a friendly vehicle is Wrecked, before rolling on the Lasting Damage table.
The vehicle may immediately make a free Fire All (Basic) action.
Goliath Vehicle TACTICS
glv-8
Lotsa Ammo!
Play this gang tactic at the beginning of the battle, before the first roll for Initiative.
For the duration of the battle, D3 weapons with the Crew Operated trait lose the Scarce trait. If they don't have the Scare trait, they gain the Plentiful trait instead.
Goliath Vehicle TACTICS
glv-9
Not so Fast
Play this gang tactic when an enemy vehicle moves out of engagement range of a friendly fighter.
The fighter may immediately make a free Reaction attack against the vehicle.
Goliath Vehicle TACTICS
glv-10
Power Through
Play this gang tactic when a friendly fighter subject to the Mounted condition would become Pinned.
The fighter makes a Strength check, if the check is passed they do not become Pinned.
Goliath Vehicle TACTICS
glv-11
Reinforced Plates
Play this gang tactic at the beginning of the battle, before the first roll for Initiative.
For the duration of the battle, a friendly vehicle increases its Front arc Toughness by 1.
Goliath Vehicle TACTICS
glv-12
Roaring to Life
Play this gang tactic when activating a friendly vehicle that is Stalled, before performing any actions.
The vehicle immediately changes its Status to Mobile.
Goliath Vehicle TACTICS
glv-13
Can Openers
Play this gang tactic at the beginning of the battle before the first roll for Initiative.
For the duration of the battle, D3 weapons with the Melee trait add 1 to their Damage characteristic while targeting vehicles.
Goliath Vehicle TACTICS
glv-14
Superficial Damage
Play this gang tactic when a hit is being resolved against a friendly vehicle, before rolling Damage dice.
For the duration of the hit, reduce the number of Damage rolled by 1, to a minimum of 1.
Goliath Vehicle TACTICS
glv-15
T-bone
Play this gang tactic when a friendly vehicle is involved in a vehicle collision, before resolving hits.
For the duration of the collision increase the Strength of any hits caused by this vehicle by 2.
Goliath Vehicle TACTICS
glv-16
The Immovable Object
Play this gang tactic when a friendly vehicle is involved in a vehicle collision, before moving any models.
The vehicle is not moved as a result of the collision.
Goliath Vehicle TACTICS
glv-17
Wreck It!
Play this gang tactic at the beginning of any round before rolling for Initiative.
Choose an enemy vehicle; for the duration of the round, all friendly models can re-roll failed hit rolls against the vehicle.
Goliath Vehicle TACTICS
glv-18
Ablative Mesh
Play this gang tactic when a friendly Van Saar fighter suffers a hit from any weapon with a Strength characteristic other than '-'.
Treat this hit as having been caused by a weapon with the Knockback trait but do not resolve the hit itself. Instead, the hit is discarded.
Van Saar TACTICS
hoa-1
Ammo Dump
Play this gang tactic at the start of the Deployment Step of the pre-battle sequence, before any of the fighters have been deployed.
Place an additional Ammo crate anywhere on the battlefield. Any fighter that activates whilst within 3" of this Ammo crate that is not Seriously Injured and that has a weapon that is currently Out of Ammo may immediately make a free Reload (Simple) action. A fighter can make this action even if they would normally be unable to do so, for example, if an Out of Ammo weapon has the Scarce trait.
Van Saar TACTICS
hoa-2
Arachni-Ropes
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of this battle, D6 friendly fighters of your choice in your starting Crew count as being equipped with grav chutes (make a note of this on the chosen fighters' Fighter cards).
Van Saar TACTICS
hoa-3
Bodyguard
Play this gang tactic at the start of the Deployment Step of the pre-battle sequence, before any of the fighters have been deployed.
One fighter with the Gang Fighter (X) belonging to your gang that is not part of your starting Crew may be added to your starting Crew. Nominate a Leader or Champion within your Crew. For the duration of this battle, the chosen Gang Fighter (X) follows the rules for Exotic Beasts, as if they were owned by the chosen Leader and Champion.
Van Saar TACTICS
hoa-4
Data Mining
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Your opponent must immediately reveal to you their remaining, unplayed gang tactics. After reading your opponent's gang tactics, choose one. Your opponent must immediately discard the chosen gang tactic and randomly select another.
Van Saar TACTICS
hoa-5
Defensive Protocols
Play this gang tactic when a Leader or Champion belonging to your gang is hit by a ranged attack, before the hit is resolved.
You may choose to transfer the hit and all of its effects onto any friendly fighter with the Gang Fighter (X) special rule that is within 2" of the Leader or Champion that was hit.
Van Saar TACTICS
hoa-6
Enhanced Cyberteknika
Play this gang tactic at the start of the Deployment Step of the pre-battle sequence, before any of the fighters have been deployed.
For the duration of this battle, any fighters in your gang equipped with a piece of Cyberteknika may treat that piece of Cyberteknika as being the next level up. For example, a fighter equipped with a piece of Alpha Cyberteknika counts as being equipped with the Gamma level equivalent for the duration of this battle. Fighters with Omega level Cyberteknika gain no benefit.
Van Saar TACTICS
hoa-7
Feigned Nobility
Play this gang tactic at the start of the Deployment Step of the pre-battle sequence, before any of the fighters have been deployed.
Your gang may be joined by either a House Agent or Dramatis Personae. This fighter will leave the gang at the end of this battle. The fighter is not counted towards your maximum Crew size - they are taken in addition to your starting Crew. If you do not have a model available to represent this fighter, you may discard this card and draw another.
If this fighter is taken Out of Action, every friendly fighter suffers a -2 to their Cool for the remainder of the battle. Additionally, if this battle is part of a campaign, your gang loses 5 Reputation (to a minimum of zero), and the gang that takes this fighter Out of Action gains 3 Reputation, at the end of the battle.
Van Saar TACTICS
hoa-8
Longshot
Play this gang tactic when a friendly Van Saar fighter makes a Shoot (Basic) action, before rolling any dice.
For the duration of this action, this fighter's BS is 2+. In addition, for the duration of this action, this fighter ignores all negative modifiers that may apply to their hit rolls. However, after resolving the attack, the weapon is immediately Out of Ammo.
Van Saar TACTICS
hoa-9
Medical Intervention
Play this gang tactic during any End phase, before making any Recovery tests.
Choose one Seriously Injured friendly Van Saar fighter. Do not make a Recovery test for this fighter. Instead, this fighter immediately recovers, exactly as if a Flesh Wound result had been rolled for them.
Van Saar TACTICS
hoa-10
Power Up
Play this gang tactic when a friendly Van Saar fighter makes an attack using any form of 'las' weapon.
For the duration of this action, the Strength characteristic of the weapon used is doubled.
Van Saar TACTICS
hoa-11
Rad-Clouds
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Place D3 markers anywhere on the battlefield, more than 6" away from an enemy fighter. These markers represent pockets of radiation. Roll a D6 for any fighter, friend or foe, that does not belong to House Van Saar that ends their activation within 3" of the centre of one of these markers. On a 5 or 6, that fighter immediately suffers a Flesh Wound. At the start of each End phase, roll a D6 for each marker. On a 1, the marker is removed.
Van Saar TACTICS
hoa-12
Security Override
If your gang is the attacker, play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters. If your gang is not the attacker, discard this gang tactic and select another.
Every closed door on the battlefield immediately opens. Every locked door on the battlefield immediately unlocks and opens. Every door terminal on the battlefield immediately ceases to function (and may be removed). If there are fewer than three doors on the battlefield, you may discard this gang tactic and select another.
Van Saar TACTICS
hoa-13
Shut-In
If your gang is the defender, play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters. If your gang is not the defender, discard this gang tactic and select another.
Every door on the battlefield immediately closes. Every door on the battlefield that has a door terminal becomes locked. Every closed door on the battlefield that does not have a door terminal also becomes locked, but can only be opened with force, either by targeting them with attacks or by performing a Force Door (Basic) action against them. If there are fewer than three doors on the battlefield, you may discard this gang tactic and select another.
Van Saar TACTICS
hoa-14
Tracer Fire
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
For the duration of this round, any friendly fighter that performs a Shoot (Basic) or Shoot (double) action as part of a Group Activation may apply a +1 modifier to their Ballistic Skill for the duration of this activation.
Van Saar TACTICS
hoa-15
Unexpected Allies
Play this gang tactic at the start of the Deployment Step of the pre-battle sequence, before any of the fighters have been deployed.
Your gang may immediately recruit up to three Subteks. These fighters are recruited for free, but will leave the gang at the end of this battle. Each Subtek is armed with either a lasgun or two laspistols. These fighters are not counted towards your maximum Crew size - they are taken in addition to your starting Crew. If you do not have models available to represent these fighters, you may discard this gang tactic and select another.
Van Saar TACTICS
hoa-16
Weakened Physiology
Play this gang tactic during any End phase, before making any Recovery tests.
Choose one Seriously Injured fighter belonging to the enemy gang. Your opponent must roll for one extra Injury dice when making a Recovery test for this fighter. In addition, you may choose which Injury dice result is resolved and which are discarded.
Van Saar TACTICS
hoa-17
Weapon Drill
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of this battle, you may re-roll any rolls of a natural 1 made when making an Ammo check.
Van Saar TACTICS
hoa-18
Blade Traps
Play this gang tactic instead of activating a fighter.
Place a Blade Cage marker anywhere within 2" of one of your fighters. When triggered, roll a D6. On a 4+, it is a Real Trap as detailed in the rules for Hidden Traps.
Escher TACTICS
hob-1
Chemical Reign
Play this gang tactic when activating a fighter.
The active fighter can choose to apply a single Chem-alchemy effect to one of their weapons that has either the Gas and/or Toxin traits.
Escher TACTICS
hob-2
Dance of Death
Play this gang tactic at the start of the Action phase.
For the duration of the round, all friendly Escher fighters gain the Acrobatic skill.
Escher TACTICS
hob-3
Death and the Maiden
Play this gang tactic when a friendly fighter suffers a Memorable Death result on the Lasting Injury table.
Roll 2D6. If the result is equal to or lower than the fighter's Toughness characteristic, add a Death-maiden to your gang. The new Death-maiden comes with no advancements or equipment.
Escher TACTICS
hob-4
Free Fall
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of the game, fighters in your Crew gain the Catfall skill.
Escher TACTICS
hob-5
Gifts of the Matron
Play this gang tactic when activating a fighter.
The fighter can choose to apply a single Chem-alchemy Stimm effect to themselves.
Escher TACTICS
hob-6
Hit and Run
Play this gang tactic at the start of the End phase.
Choose three of your fighters. These fighters may make a free Move (Simple) action or a Retreat (Basic) action.
Escher TACTICS
hob-7
Kill Count
Play this gang tactic at the start of the Action phase.
Choose a number between 1 and 6. If this number of enemy fighters are Seriously Injured or taken Out of Action as a result of attacks made by your fighters this round (fighters fleeing the battle as a result of failing a Bottle test do not count) then, if your gang's Leader is part of your Crew for this battle, your gang's Leader earns a number of XP equal to the number chosen. If your Crew does not include a fighter with the Leader (Escher) special rule, you may discard this gang tactic and select another.
Escher TACTICS
hob-8
Mistress of Death
Play this gang tactic when a friendly Death-maiden takes an enemy fighter Out of Action.
The Death-maiden's activation immediately ends, but she immediately becomes Standing and Active, and can be activated again this round.
Escher TACTICS
hob-9
Predatory Phyrr
Play this gang tactic at the start of the Action phase.
For the duration of the round, enemy fighters become subject to the Horrors in the Dark special rule.
Escher TACTICS
hob-10
Queen of the Hive
Play this gang tactic at the start of the Action phase.
For the duration of this round, enemy fighters must pass a Willpower check if they wish to target a fighter in your Crew with the Leader (Escher) special rule with a Shoot or Fight (Basic) action. If this check is failed they may choose a different target, ignoring the fighter with the Leader (Escher) special rule for the purposes of the Target Priority rule. If your Crew does not include a fighter with the Leader (Escher) special rule, you may discard this gang tactic and select another.
Escher TACTICS
hob-11
Rain of Blades
Play this gang tactic when activating a fighter.
The fighter can immediately make a Charge (Double) action. This charge is a free action and does not count against their normal allotment of actions this activation.
Escher TACTICS
hob-12
Running Battle
Play this gang tactic when activating a fighter.
The active fighter may make a Run and Gun (Double) action as if they had the Hip Shooting skill. If the fighter is part of a Group Activation then all fighters involved in the Group Activation may make a Run and Gun (Double) action.
Escher TACTICS
hob-13
Search and Scrag
Play this gang tactic when an enemy fighter fails a Nerve test.
After the enemy fighter has completed their Run for Cover (Double) action, any of your fighters within 12" of them may make a Move (Simple) action. They must end this free move closer to the Broken fighter.
Escher TACTICS
hob-14
Shivver Prophesy
Play this gang tactic at the start of the End phase.
Roll 2D6. If the result is equal to or lower than the current round, play one more full round. The battle ends and victory conditions and rewards are worked out as normal.
Escher TACTICS
hob-15
Sisterhood of Violence
Play this gang tactic when an enemy fighter is taken Out of Action as a result of an attack made by a friendly fighter.
After completing the current fighter's activation, immediately activate a friendly fighter within 12" of the fighter who just activated.
Escher TACTICS
hob-16
Unexpected Help
Play this gang tactic at the start of the End phase.
Choose a fighter in your gang who was not included as part of your Crew for this scenario. This fighter immediately arrives using the rules for Reinforcements.
Escher TACTICS
hob-17
Wyld Hunt
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Your gang may immediately recruit an Escher Wyld Runner and two Phelynx. These fighters are recruited for free but will leave the gang at the end of this battle. The Wyld Runner is armed with a whip and throwing knives. These fighters are not counted towards your maximum Crew size - they are taken in addition to your starting Crew. If you do not have models available to represent these fighters, you may discard this gang tactic and select another.
Escher TACTICS
hob-18
Apprentice
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose a friendly Goliath (Champion) and a friendly Goliath (Juve) or (Prospect). Until the end of this battle, the (Champion) gains the Overseer skill. However, this skill can only be used to activate the chosen (Juve) or (Prospect). If the chosen (Champion) already has the Overseer skill, the Order (Double) actions becomes an Order (Basic) action when used to activate the chosen (Juve) or (Prospect).
Alternatively, until the end of this battle that (Champion) may gain the Mentor skill. However, this skill can only be used when the chosen (Juve) or (Prospect) gains an Experience point. If the chosen (Champion) already has this skill, the can use the Mentor skill for any fighter as normal, but automatically pass any Leadership checks made for the nominated (Juve) or (Prospect).
Goliath TACTICS
hoc-1
Boost Up
Play this gang tactic when activating a friendly House Goliath fighter.
This fighter can perform a Boost (Double) action: Choose a single Standing and Active friendly fighter that is within 2". That fighter may immediately be moved up to 6" vertically and 1" horizontally.
Goliath TACTICS
hoc-2
Crunch Time
Play this gang tactic during the Priority phase of any round, after the Roll for Priority, but before Ready Fighters.
Until the End phase of this round, all unarmed attacks made by friendly fighters gain +1 S and the Pulverise trait.
Goliath TACTICS
hoc-3
Fireborn
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose up to three House Goliath fighters in your starting Crew. Until the end of this battle, the chosen fighters become immune to both the Blaze and the Rad-phage traits.
Goliath TACTICS
hoc-4
Genetically Gifted
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Choose a House Goliath fighter in your starting Crew. Until the end of this battle, that fighter gains one additional genetic upgrade of your choice. This must be from the same category as that fighter's chosen subtype (Vatborn, Natborn, Unborn) but does not affect their credit cost.
Goliath TACTICS
hoc-5
Get 'Em!
Play this gang tactic during the Priority phase of any round, after the Roll for Priority, but before Ready Fighters.
Until the End phase of this round, all friendly House Goliath fighters activated as part of a Group Activation may add 2" to their Movement characteristic during their Activation.
Goliath TACTICS
hoc-6
Hammer Blow
Play this gang tactic during the Priority phase of any round, after the Roll for Priority, but before Ready Fighters.
Until the End phase of this round, all friendly House Goliath fighters' weapons with the Melee trait gain the Knockback trait.
Goliath TACTICS
hoc-7
Improvised Projectile
Play this gang tactic when activating a friendly House Goliath fighter.
Choose one of the fighter's weapons with the Melee trait. Until the end of this fighter's activation, that weapon gains both a Long range characteristic of 4" and the Versatile trait. However, until the End phase of this round, this fighter cannot make a Reaction attack with that weapon.
Goliath TACTICS
hoc-8
Named and Shamed
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Your gang may immediately recruit up to two Goliath (Juves). These fighters are recruited for free but will leave the gang at the end of this battle. Each fighter is equipped with a maul and either a stimm-slug stash or a frenzon collar. These fighters are not counted towards your maximum Crew size - they are taken in addition to your starting Crew. If you do not have models available to represent these fighters, you may discard this gang tactic and select another.
Goliath TACTICS
hoc-9
One Last Go
Play this gang tactic when one of your House Goliath fighters is taken Out of Action by an attack made with a ranged weapon.
Before removing the fighter from the battlefield, they may immediately make a Charge (Double) action. After this action is resolved, the fighter goes Out of Action as normal.
Goliath TACTICS
hoc-10
Stimm Reserve
Play this gang tactic when activating any friendly fighter.
Choose one friendly fighter that is currently on the battlefield. Until the end of this battle, that fighter's Strength characteristic is increased by D3. However, until the end of this battle, that fighter's Toughness characteristic is decreased by 1. Note that if this decrease in Toughness reduces that fighter's Toughness to 0, they will go Out of Action as normal.
Goliath TACTICS
hoc-11
Subconscious Mnemonics
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Choose a friendly House Goliath (Leader) or (Champion) with two or more skills. For the remainder of this battle, that fighter may exchange one of their skills for another skill of the same skill set (i.e., a Muscle Skill may be exchanged with another Muscle Skill). The controlling player chooses which skill is replaced and which skill it is replaced with.
Goliath TACTICS
hoc-12
Tempered in Battle
Play this gang tactic when a friendly House Goliath fighter takes an enemy fighter Out of action with a close combat attack or by performing Coup de Grace.
For the remainder of this battle, the fighter that took the enemy fighter Out of Action gains the Fearsome skill. In addition, for the remainder of this battle, this fighter gains +1 XP when they take an enemy fighter Out of Action with either a close combat attack or by performing a Coup De Grace.
Goliath TACTICS
hoc-13
The Hand That Feeds You
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
The gang may recruit a House Agent for this battle without needing to make a Petition and without needing to pay a hiring fee (i.e., this House Agent is hired for free). If they do so, during the post-battle sequence the gang gains no credits from scenario rewards. If you do not have a model available to represent this House Agent, you may discard this gang tactic and select another.
Goliath TACTICS
hoc-14
They're Only Bullets!
Play this gang tactic during the Priority phase of any round, after the Roll for Priority, but before Ready Fighters.
Until the End phase of this round, all friendly House Goliath fighters that are within 6" of, and have a line of sight to, a friendly House Goliath (Leader) or (Champion) gain the Nerves of Steel skill.
Goliath TACTICS
hoc-15
Unleash the Fear
Play this gang tactic when a friendly Goliath fighter performs the Flex (Simple) action.
All enemy fighters within 6" of, and with a line of sight to, the fighter performing the Flex (Simple) action must immediately make a Cool check. If the check is passed, this gang tactic has no further effect. If the check is failed, they become Broken.
Goliath TACTICS
hoc-16
Vat Twin
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose two House Goliath fighters in your starting Crew to be Vat Twins. If, during the battle, one of these fighters is taken Out of Action, the other fighter removes any Flesh Wounds it has and gains the Berserker, Nerves of Steel and Unstoppable skills until the end of this battle.
If both fighters are targeted by the same attack, fully resolve the attack against both before applying this gang tactic; both fighters may go Out of Action before this card takes effect.
Goliath TACTICS
hoc-17
Walking Fortress
Play this gang tactic when activating any friendly fighter.
Place a Furnace Barricade within 1" of the fighter. The fighter's activation then ends.
Goliath TACTICS
hoc-18
Apostates
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Your gang may immediately recruit up to three Cawdor Bonepickers. These fighters are recruited for free but will leave the gang at the end of this battle. Each fighter is equipped with a fighting knife and either a reclaimed autopistol or a cleaver (controlling player's choice). These fighters are not counted towards your maximum Crew size - they are taken in addition to your starting Crew. If during the End phase of any round, a Cawdor Bonepicker recruited as part of this gang tactic is not within 6" of a friendly House Cawdor Champion or Leader, it immediately goes Out of Action.
If you do not have models available to represent these fighters, you may discard this gang tactic and select another.
Cawdor TACTICS
hof-1
Divine Avatar
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Choose a friendly House Cawdor Champion or Leader. Until the end of this battle, that fighter gains the Terrifying special rule:
Terrifying: If an enemy fighter wishes to make a Fight (Basic) or Shoot (Basic) action that targets this fighter, they must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately.
If, at any point, the chosen fighter is Seriously Injured, the gang tactic has no effect for the remainder of the battle.
Cawdor TACTICS
hof-2
Divine Guidance
Play this gang tactic when activating a friendly House Cawdor fighter.
Until the end of the fighter's activation, this fighter may re-roll dice rolls of a natural 1.
Cawdor TACTICS
hof-3
Faithful & Resolved
Play this gang tactic when activating a friendly fighter.
The fighter may immediately perform a Universal Article of Faith; no Faith dice are rolled and the Threshold test is automatically passed.
Cawdor TACTICS
hof-4
Faithful Masses
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the end of this round, Faith dice are added to the Crew's Faith dice pool on a roll of a 4+, rather than the usual roll of 5 or 6.
Cawdor TACTICS
hof-5
Fire & Zeal
Play this gang tactic when activating a friendly fighter.
Until the start of their next activation, this fighter becomes subject to the insane condition. In addition, the fighter immediately makes a free Shoot (Basic) action with an incendiary charge; this attack is made even if the fighter is not equipped with incendiary charges. The Blast marker must be centred on this fighter and does not scatter.
Cawdor TACTICS
hof-6
Followers of the Path
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the end of this round, you may apply a +1 modifier to any Threshold test made when attempting to perform an Article of Faith.
Cawdor TACTICS
hof-7
Keeper of Sacred Vermin
Play this gang tactic when a friendly House Cawdor fighter deploys a bomb delivery rat.
This fighter automatically passes their intelligence check and may choose the direction in which the rat moves.
Cawdor TACTICS
hof-8
Light of the Emperor
Play when activating a friendly fighter.
Place a Divine Brazier within 1" of the fighter, ensuring that its base is not overlapping any obstacle or another fighter's base. This fighter's activation then ends.
Cawdor TACTICS
hof-9
Preacher Among Us
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Choose a friendly House Cawdor fighter that is not a Champion or Leader. Until the end of this battle, that fighter gains the Group Activation (1) special rule.
Cawdor TACTICS
hof-10
Purification Through Blood
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Choose a friendly House Cawdor Champion or Leader. Until the end of this round, friendly fighters that are within 6" of this fighter and can draw line of sight to them improve both their WS and A characteristics by 1.
Cawdor TACTICS
hof-11
Purity Through Fire
Play this gang tactic when a friendly House Cawdor fighter makes a Shoot (Basic) or Fight (Basic) action using a weapon with the Blaze trait.
Until the end of the fighter's activation, hit targets become subject to the Blaze condition on a 2+, rather than the usual 4+.
Cawdor TACTICS
hof-12
Reformation
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the end of this round, friendly House Cawdor fighters may perform Articles of Faith from a Path their gang does not follow. If, however, your gang follows no particular Path, discard this gang tactic and draw another.
Cawdor TACTICS
hof-13
Rise Anew
Play this gang tactic when activating a Seriously Injured friendly fighter.
This fighter regains a single Wound and is no longer Seriously Injured; instead the fighter becomes Standing and Active. This fighter's activation then ends.
Cawdor TACTICS
hof-14
Shielded By Faith
Play this gang tactic when a friendly House Cawdor fighter is hit by a Blast weapon.
Roll a D6. On a 2+, the hit has no effect against the chosen fighter. On a 1, they are affected as normal but this gang tactic is not discarded.
Cawdor TACTICS
hof-15
The Emperor Protects
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the end of this round, friendly House Cawdor fighters gain a 5+ save roll that cannot be modified in any way. However, if a fighter attempts to use this save but the roll is failed, any injury dice that are subsequently rolled treat rolls of Seriously Injured as Out of Action. A House Cawdor fighter can choose not to make this save if they wish.
Cawdor TACTICS
hof-16
the Price of Avarice
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the end of this round, any enemy fighters that are within 4" of a friendly House Cawdor fighter must re-roll successful Ammo checks to see if their weapon goes Out of Ammo (they do not have to re-roll Ammo checks made as part of the Reload action).
Cawdor TACTICS
hof-17
Unyielding Zeal
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the end of this round, every friendly House Cawdor fighter currently on the battlefield gains a +2 modifier to any Cool checks they are required to make.
Cawdor TACTICS
hof-18
Ammo Pack
Play this gang tactic instead of activating a fighter.
Choose a friendly Orlock fighter with the Munitioneer Skill. All friendly fighters within 6" and line of sight of that fighter that have the Out of Ammo condition may immediately perform a free Reload (Simple) action. A fighter can perform this action even if they would normally be unable to do so (for example, if their weapon has the Scarce trait). Seriously Injured fighters, however, are not affected by this gang tactic.
Orlock TACTICS
hoi-1
Blood Brothers
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
The gang may recruit two Hive Scum for this battle without needing to pay a hiring fee or the cost of their weapons and Wargear. If they do so, during the post-battle sequence the gang gains only half the amount of credits from scenario rewards. If you do not have the models available to represent these Hive Scum, you may discard this gang tactic and select another.
Orlock TACTICS
hoi-2
Bond of Iron
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the End phase of this round, all friendly Orlock fighters with the Group Activation (X) special rule can activate one additional fighter as part of any Group Activation they make, for example, a fighter with Group Activation (2) can activate three fighters instead.
Orlock TACTICS
hoi-3
Boom Boom Surprise
Play this gang tactic instead of activating a fighter.
Choose a Promethium Barrel Gang Terrain feature that is within 8" of a friendly fighter that can see the chosen Promethium Barrel. The barrel explodes; resolve the effects of an attack with an incendiary charge centred on the Promethium Barrel. After this gang tactic is resolved, remove the Promethium Barrel from the battlefield.
Orlock TACTICS
hoi-4
Down but Not Out
Play this gang tactic when activating a Seriously Injured friendly fighter that is within 3" of a friendly Standing and Active Orlock fighter.
The activated fighter suffers a Flesh Wound and then becomes Standing and Active. The fighter may then make a single Basic or Simple Action, after which the fighter's activation ends.
Orlock TACTICS
hoi-5
Grandstanding
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
If your (Leader) is not part of your Crew, one (Champion) of your choice within your Crew may be replaced by your (Leader). If no (Champions) are part of your Crew, a (Ganger) may be replaced instead. If your (Leader) is part of your Crew already, you may discard this gang tactic and select another.
Orlock TACTICS
hoi-6
Initiation
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Your gang may immediately recruit up to three Greenhorns. These fighters are recruited for free, but each will leave the gang at the end of this battle. Each Greenhorn is armed with a sawn-off shotgun and flak armour. These fighters are not counted towards your maximum Crew size - they are taken in addition to your starting Crew. If you do not have models available to represent these fighters, you may discard this gang tactic and select another.
Orlock TACTICS
hoi-7
Protection Duty
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Your gang may be joined by a Rebel Lord. This fighter will leave the gang at the end of this battle. This fighter is not counted towards your maximum Crew size - they are taken in addition to your starting Crew. If you do not have a model available to represent this fighter, then you may discard this gang tactic and select another.
If this Rebel Lord is taken Out of Action, every friendly fighter suffers a -2 modifier to their Cool for the remainder of this battle. Additionally, if this battle is part of a campaign, your gang loses 5 Reputation (to a minimum of 0), and the gang that takes the Rebel lord Out of Action gains 3 Reputation, at the end of the battle.
Orlock TACTICS
hoi-8
Quick Trick
Play this gang tactic when an enemy fighter declares a Charge (Double) action and moves within 1" of a friendly Orlock fighter.
The fighter can immediately make an attack with a sawn-off shotgun against the charging fighter even if they are not equipped with one. The enemy fighter cannot be Pinned by this attack but, if they are Seriously Injured, their activation ends.
Orlock TACTICS
hoi-9
Seismic Surprise
Play this gang tactic when a friendly Orlock fighter performs a Shoot (Basic) action with a frag grenade.
Until the end of their activation, this fighter's frag grenades gain the Seismic trait.
Orlock TACTICS
hoi-10
Showboating
Play this gang tactic when a friendly Orlock fighter takes an enemy fighter Out of Action with an attack as part of a Charge (Double) action.
If the fighter is no longer Engaged, they may immediately make a second, free Charge (Double) action. If the fighter is Engaged, they may immediately make a free Fight (Basic) action instead.
Orlock TACTICS
hoi-11
Stepping Up
Play this gang tactic when a friendly Orlock fighter with the Gang Hierarchy (Leader) trait is taken Out of Action.
Choose a friendly Orlock fighter that is on the battlefield and has the Gang Hierarchy (Champion) skill. Until the end of this battle, or until the chosen fighter is taken Out of Action, the chosen fighter replaces their Gang Hierarchy (Champion) and Group Activation (1) special rules with the Gang Hierarchy (Leader) and Group Activation (2) special rules.
Orlock TACTICS
hoi-12
Strength of Arms
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the End phase of this round, attacks made by friendly Orlock fighters made with a weapon that has the Melee trait gain +1S for each additionally fighter that is also Engaged with the target, to a maximum of +3.
Orlock TACTICS
hoi-13
Tough as Nails
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Choose a friendly Orlock fighter with the Gang Hierarchy (x) special rule. For the remainder of this battle, roll a D6 each time the chosen fighter suffers a wound (roll separately for each wound caused by a single attack). On a 2+, that wound is ignored. On a 1, the fighter suffers the wound as normal and this gang tactic is immediately discarded.
Should the fighter suffer an injury without suffering a wound (for example, due to a weapon with the Gas trait), this gang tactic is immediately discarded.
Orlock TACTICS
hoi-14
Trigger Discipline
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the End phase of this round, all friendly Orlock fighters that start their activation within 6" of a friendly fighter with the Gang Hierarchy (X) rule count as having the Steady Hands skill.
Orlock TACTICS
hoi-15
Up Close and Personal
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Choose up to three friendly Orlock fighters. Until the end of the battle, any sawn-off shotguns carried by those fighters gain the Sidearm trait.
Orlock TACTICS
hoi-16
Wall of Iron
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Until the End phase of this round, any friendly fighter that is in base contact with one or more Standing and Active friendly Orlock fighters cannot be involuntarily placed Prone and Pinned (they may, however, voluntarily go Prone should you wish).
Orlock TACTICS
hoi-17
What's in a Name?
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose a friendly Orlock fighter in your starting Crew. Until the end of this battle, that fighter gains one additional Orlock Legendary name of your choice. This does not affect their Credit Cost.
Orlock TACTICS
hoi-18
A Debt to Pay
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose one enemy Ganger or Juve. That fighter owes a debt to your gang and is not about to anger their creditors. For the duration of this battle, that fighter must take a Willpower check before they can make a Charge (Double) action targeting an enemy Delaque fighter. If the check is failed, the fighter cannot perform the action and must declare another. If the check is passed, the fighter may perform the action as normal.
Delaque TACTICS
hos-1
Blinding Revelations
Play when a friendly Delaque fighter is taken Out of Action by a close combat attack or Coup de Grace (Simple) action.
Before the fighter is removed from play, place a large 5" Blast marker, centred on the fighter. All fighters touched by the marker are hit as if by a weapon with the Flash trait.
Delaque TACTICS
hos-2
Cloying Darkness
Play this gang tactic when an enemy fighter performs a Fight (Basic) action.
Darkness swirls around the enemy fighter, seeming to grasp at their weapons. Apply a -D3 modifier to the fighter's Hit roll.
Delaque TACTICS
hos-3
Confusion
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose a fighter from your opponent's starting Crew that is on the battlefield and place a marker on their Fighter card. Choose one Melee weapon that fighter is equipped with. For the duration of this battle, when the fighter wishes to use that weapon, they must first make an Intelligence check. If the check is passed, they may use the weapon as normal. If, however, the check is failed, the fighter's weapon Skill is treated as 6+ when making attacks with that weapon during this activation.
Delaque TACTICS
hos-4
Deceit
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
You may immediately reverse the results of the Priority roll. In other words, you may choose to take Priority if your opponent won the roll, or you may choose to give your opponent Priority if you won the roll.
Delaque TACTICS
hos-5
Disquieting Susurration
Play this gang tactic when a friendly Delaque fighter fails their Willpower check to perform a Wyrd Power action.
You may immediately re-roll the failed Willpower check. However, you must accept the result of the second roll, even if it is worse than the first.
Delaque TACTICS
hos-6
Distrust
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose one enemy Ganger or Juve. For the duration of this battle, fighters belonging to each gang treat that fighter as an enemy fighter. Note that the opposing player still treats this fighter as part of their Crew, activating them, performing actions and so forth, but in all other regards the fighter is treated as an enemy fighter and not as part of the gang.
Delaque TACTICS
hos-7
Faces in the Gloom
Play this gang tactic when an enemy fighter performs a Shoot (Basic) action.
Faces loom from the darkness of the underhive, making the fighter think they are surrounded by enemies. Apply a -D3 modifier to the fighter's Hit roll.
Delaque TACTICS
hos-8
Maddening Voices
Play this gang tactic when the opposing player activates one of their fighters.
The activated fighter must immediately make a Willpower check, applying a -1 modifier for each of your Delaque fighters that is within 3" of them. If the check is failed, the activated fighter immediately becomes subject to the Insane condition.
Delaque TACTICS
hos-9
Shadowfast
Play this tactic when a friendly Delaque fighter takes an enemy fighter Out of Action with an attack as part of a Charge (Double) action.
If the fighter is no longer Engaged, they may immediately make a free Move (Simple) action. If the fighter is Engaged, they may Immediately make a free Fight (Basic) action instead.
Delaque TACTICS
hos-10
Shape Shifting
Play this gang tactic when a friendly Delaque fighter becomes Seriously Injured.
Immediately remove the Seriously Injured fighter from the battlefield and replace them with another member of the gang that is not currently on the battlefield (i.e., a fighter that is not part of your starting Crew). Do not make a Lasting Injury roll against the Seriously injured fighter. Instead, they go straight into Recovery as if a roll of 31-45, Grievous Injury, had been made against them.
Delaque TACTICS
hos-11
Shifting Shadows
Play this gang tactic when activating a friendly Delaque fighter.
The activated fighter may immediately be removed from the battlefield and replaced anywhere within 4" of its previous location.
Delaque TACTICS
hos-12
Shooting at Shadows
Play this gang tactic when a friendly Delaque fighter is hit by an enemy ranged attack.
Roll a D6. On a 2+, the hit has no effect against the chosen fighter. On a 1, they are affected as normal but this gang tactic is not discarded.
Delaque TACTICS
hos-13
Sightblind Traps
Play this gang tactic instead of activating a fighter.
Place a Sightblind trap marker anywhere within 2" of one of your fighters. When triggered roll a D6, on a 4+ it is a Real Trap as detailed in the rules for Hidden Traps.
Delaque TACTICS
hos-14
Snakes in the Dark
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
If the scenario requires you to deploy your gang first, you may redeploy any number of your fighters after your opponent has deployed their gang. In other words, you may remove any number of your fighters from the battlefield and deploy them again. Redeployed fighters must follow the deployment rules as determined by the scenario.
Delaque TACTICS
hos-15
Web Traps
Play this gang tactic instead of activating a fighter.
Place a Web Trap within 2" of one of your fighters. When triggered, roll D6, on a 4+ it is a Real Trap as detailed the rules for Hidden Traps.
Delaque TACTICS
hos-16
Whispered Threats
Play this gang tactic when the enemy gang makes its first Bottle test of the battle.
The enemy player must make this Bottle test on 2D6 rather than the usual D6.
Delaque TACTICS
hos-17
Whisperer
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose a friendly Delaque fighter in your starting Crew. Until the end of this battle, that fighter gains the Psychoteric Mastery and Non-Sanctioned Psyker special rules and knows one Psychoteric Whisper of your choice. This does not affect their Credit cost.
Delaque TACTICS
hos-18
Ancestral Weapon
Play this gang tactic when making a ranged attack with a friendly fighter.
For the duration of this attack, increase the fighter's BS by 1.
Prospectors TACTICS
sqt-1
Assault Tunnel
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Select a friendly fighter that is not part of your starting Crew and is not subject to the Mounted condition. At the start of the third round, before rolling for Initiative, the fighter may be placed anywhere on the battlefield that is at least 12" away from any enemy models. If there are no eligible fighters in your gang, you may discard this gang tactic and select another.
Prospectors TACTICS
sqt-2
Brace for Impact!
Play this gang tactic after a friendly fighter has been Engaged by an enemy fighter performing the Charge (Double) action, before the enemy fighter rolls any dice to attack.
For the duration of this attack, add 1 to any save rolls made by the friendly fighter.
Prospectors TACTICS
sqt-3
Deathblow!
Play this gang tactic when resolving damage on an enemy fighter as a result of an attack made by a friendly model, after rolling the Injury dice.
If you roll two or more results of Seriously Injured, the enemy fighter is taken Out of Action instead.
Prospectors TACTICS
sqt-4
Finest Craftmanship
Play this gang tactic when making a ranged attack with a friendly model, before rolling to hit.
For the duration of this attack, either the hit roll or the wound roll may be re-rolled.
Prospectors TACTICS
sqt-5
Fire in the Hole!
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of this battle, D3 friendly fighters of your choice count as being equipped with blasting charges.
Prospectors TACTICS
sqt-6
Get Back!
Play this gang tactic when a friendly fighter is making Reaction attacks, before rolling any dice.
For the duration of this attack, the fighter's attacks gain the Knockback trait.
Prospectors TACTICS
sqt-7
Honor the Ancestors
Play this gang tactic when making a Cool check for a friendly fighter, before rolling any dice.
The fighter automatically passes the Cool check; there is no need to roll any dice.
Prospectors TACTICS
sqt-8
Listen to Your Elders!
Play this gang tactic when making a Group Activation.
Increase the number of fighters that can be activated as part of the Group Activation by 1.
Prospectors TACTICS
sqt-9
Made to Take a Beating
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of this battle, a friendly fighter of your choice reduces the AP of all attacks targeting them by 1.
Prospectors TACTICS
sqt-10
Mother Lode!
Play this gang tactic during the Wrap-up phase of the post-battle sequence.
If your gang won the scenario, add 2D6x10 credits to your gang's Stash.
Prospectors TACTICS
sqt-11
Running on Vapours
Play this gang tactic at the start of any round, before rolling for Initiative.
One enemy vehicle of your choice changes its Status to Stationary and Stalled. If the enemy gang doesn't have any vehicles in its starting Crew, you may discard this gang tactic and select another.
Prospector Vehicle TACTICS
sqt-12
Running Repairs
Play this gang tactic when activating a friendly vehicle.
The vehicle immediately regains D3 HP lost earlier in the battle.
Prospector Vehicle TACTICS
sqt-13
Scrapper's Delight
Play this gang tactic when a friendly fighter opens a Loot casket, before rolling to determine the casket's contents.
Instead of rolling to determine the Loot casket's contents, add D3x10 credits to your gang's Stash and then remove the Loot casket from the battlefield.
Prospectors TACTICS
sqt-14
Thermal Visor
Play this gang tactic when activating a friendly model.
For the duration of this activation, increase the value of the Visibility (X") rule by 6". If this Visibility (X") rule is not in effect for this battle you may discard this gang tactic and select another.
Prospectors TACTICS
sqt-15
Too Stubborn to Die
Play this gang tactic when damage is inflicted upon a friendly fighter, after Injury dice are rolled.
Discard one Injury dice of your choice before applying the effects.
Prospectors TACTICS
sqt-16
Vengeance of the Ironhead!
Play this gang tactic after a friendly fighter has been taken Out of Action by an enemy model.
A friendly fighter with line of sight to the enemy fighter may immediately make a Shoot (Basic) action targeting the enemy fighter.
Prospectors TACTICS
sqt-17
Veteran of the Wastes
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Until the end of the battle, a friendly model of your choice gains a random skill from one of their Primary skill sets.
Prospectors TACTICS
sqt-18
Hive Tremors
Play at the start of any round.
Every Active fighter on the table must make an Initiative test - any who fail are Pinned. After all fighters have tested, place D3 additional loot caskets anywhere on the table not within 6" of a fighter.
Finally, if the game uses a Zone Mortalis scenario, place D3 spare ductways across any walls of your choice. If the game uses a Sector Mechanicus scenario, remove D3 ladders of your choice.
Universal TACTICS
p17-1
Counter-Charge
Play this card when an enemy fighter makes a Charge action, after they move but before they make their attacks.
Pick a Readied fighter from your gang. They can make a Standard Move (adding D3" to the distance they can move, as though they were charging) towards the enemy fighter who charged.
The counter-charging fighter cannot make any attacks, but they can make Reaction attacks and grant assists/interference as normal.
Escher TACTICS
n17-1
Scrag
Play this card after one of your fighters puts an enemy out of action in close combat.
Enemy fighters must make a Nerve test if they are within 9" rather than 3" (they must still be visible). In addition, subtract 2 from the result of any Nerve tests made for fighters within 3".
Escher TACTICS
n17-3
Stealthy Advance
Play this card after both gangs have been set up at the start of the battle, before the first round begins.
Up to half of the fighters in your Crew (rounding up) can immediately make a Standard Move.
Escher TACTICS
n17-4
Brutal Charge
Play this card when one of your fighters makes a Charge action.
For the duration of the action, the fighter's Movement characteristic is increased by 2", and their Attacks characteristic is increased by 1. In addition, any attacks they make gain the Knockback trait.
Goliath TACTICS
n17-5
Inhuman Resilience
Play this card instead of activating a fighter on your turn.
Each of your Pinned fighters immediately stands up. Then make a Recovery roll for each Injured fighter in your gang, treating Out of Action results as Seriously Injured.
Goliath TACTICS
n17-6
Stimm Surge
Play this card when activating a fighter.
Tuck this card under the Fighter's card. While it is there, the fighter's Move, Strength and Toughness are each increased by 1. In each End phase, roll a D6. On a 1, the card is discarded and an Injury roll is made for the fighter, using a Damage of 2. On a 2, the card is discarded. On a 3, the fighter suffers a Flesh Wound but the card remains in play.
Goliath TACTICS
n17-7
Unstoppable Behemoth
Play this card after an attack is made against one of your fighters, before the Injury roll (if any) is made.
The attack has no further effect - no Injury roll is made. In addition, if your fighter is pinned, they immediately stand up.
Goliath TACTICS
n17-8
Hidden Passage
Play this card at the start of your turn, immediately before activating a fighter.
Place an unused Ductway marker anywhere on the board, following the normal rules for placing a ductway.
Universal TACTICS
n17-13
Makeshift Armour
One of your fighters can spend an action to play this card.
Tuck this card under the fighter's card; while it is there, their armour save is treated as one point better than it is (a 5+ Save is treated as a 4+ Save, for example). If any save roll for the fighter is a 1 (before modifiers), discard this card after resolving the attack(s).
Universal TACTICS
n17-16
Rigged Door
Play this card immediately after an enemy fighter makes an action.
Pick any door on the board and either close or open it. If closing a door and there is a fighter standing in the doorway, they must test to see whether they avoid closing door as normal.
Universal TACTICS
n17-18
Blessed By Death
Play this card when a fighter from your gang takes an enemy fighter Out of Action with a weapon with the Melee trait.
Tuck this card under the fighter's card; for the remainder of the battle, the fighter gains +1 WS.
Corpse Grinder TACTICS
n19-1
Blood Surge
Play this card when a Standing and Active fighter in your gang is hit by a ranged attack.
The fighter does not become Pinned. Instead, they may immediately make a Move (Simple) action. The fighter may perform this action even if they are not Ready.
Corpse Grinder TACTICS
n19-2
Bountiful Feast
Play immediately after a fighter in your gang performs a Coup de Grace (Simple) action.
Remove a number of Flesh Wounds from the fighter equal to the Wounds characteristic of the enemy fighter taken Out of Action by the Coup de Grace.
Corpse Grinder TACTICS
n19-3
Frenzy
Play this card instead of activating a fighter.
Choose a single Ready enemy fighter within 9" and line of sight of one of your fighters. The chosen fighter must make a Cool check. If they fail, they lose their Ready marker and must immediately make a Move (Simple) action, moving as if subject to the Broken condition.
Corpse Grinder TACTICS
n19-4
Rend and Tear
Play this card at the start of any Action phase.
Until the End phase of this round, all weapons with the Melee trait used by friendly fighters gain the Rending trait.
Corpse Grinder TACTICS
n19-5
Scent of Blood
Play this card when a fighter in your gang is taken Out of Action.
Choose a friendly Standing and Engaged fighter within 9" and line of sight of the fighter taken Out of Action. They may immediately make a Fight (Basic) action, even if they are not Ready.
Corpse Grinder TACTICS
n19-6
Visions of Slaughter
Play this card at the start of any Action phase.
Until the End phase of this round, fighters from your gang treat the Charge action as (Basic) rather than (Double). However, until the End phase of this round, any fighter from your gang that performs the Charge (Basic) action reduces their Weapon Skill characteristic by -1.
Corpse Grinder TACTICS
n19-7
Whirlwind of Blows
Play this card when activating a fighter in your gang that is Standing and Engaged.
For the duration of this fighter's activation, increase their Attacks characteristic by 1 for each enemy fighter they are Engaged with.
Corpse Grinder TACTICS
n19-8
"Don't Trip!"
Play this card when an enemy fighter that has used a Move (Simple) action to climb finishes the action.
The enemy fighter must immediately pass an initiative check. If they fail, they will fall and are placed back where they started. If the enemy fighter climbed using a ladder or stairs, they gain a +2 modifier to the Initiative check.
Enforcer TACTICS
n19-9
Ankle Holster
Play this card when activating a fighter.
Tuck this card under the fighter's card. While it is there, the fighter may use their stubgun to make Shoot (Simple) actions as well as or in place of making Shoot (Basic) actions with any other ranged weapon. If the Ammo symbol is rolled on the Firepower dice, the card is discarded.
Enforcer TACTICS
n19-10
Appropriate Force
Play this card when activating a fighter.
If this fighter makes a Fight (Basic) action, they gain one additional attack. This attack must be made with a weapon with the Melee trait and cannot be made with a weapon with the Sidearm trait. Roll for this attack separately and, if it hits, resolved at +1 Damage.
Enforcer TACTICS
n19-11
Excellent Reconnaissance
Play this card at the start of the Deployment step up of the pre-battle sequence, before any fighters have been deployed.
For the duration of this battle, one Palanite fighter (i.e., a fighter that is not a Subjugator) gains the Infiltrate skill.
Enforcer TACTICS
n19-12
Extra Vest
Play this card immediately after a fighter fails a save roll.
Roll a D6. On the roll of a 6, the save roll is passed. On any other result, the failed save roll stands.
Enforcer TACTICS
n19-13
Lockdown
Play at the start of any round.
Every open door on the board that does not have a terminal closes. Every closed door on the board that does not have a door terminal becomes locked and can only be opened with force, either by targeting them with attacks or by performing a Force Door (Basic) action against them.
Doors with terminals are unaffected by this card.
Enforcer TACTICS
n19-14
Shock and Awe
Play at the start of any round.
For the duration of this round, D3+1 fighters of the controlling player's choice gain the Fearsome skill.
Enforcer TACTICS
n19-15
Stop and Search
Play immediately after a fighter on your gang performs a Coup De Grace (Simple) or Restrain (Simple) action.
The Enforcer rifles through the pockets of their victim. Immediately add D6x10 credits to the gang's Stash.
Enforcer TACTICS
n19-16
...Click
Play this gang tactic after an enemy model has completed a Shoot (Basic) action after fully resolving any hits.
The weapon that was used to make the Shoot (Basic) action immediately runs Out of Ammo as if it had failed an Ammo test.
Universal TACTICS
n21-1
A Good Day
Play at the start of the game after both sides have set up.
Choose a Champion or Leader model in your crew. Tuck this card under that fighter's card. For the duration of the game, Cool checks for other fighters from your gang have a +2 modifier if they are within 3" of the chosen Champion or Leader.
Universal TACTICS
n21-2
Beast Lure
Play this gang tactic when activating a friendly fighter.
For the remainder of this turn, the fighter may perform the Beast Lure (Basic) action.
Beast Lure (Basic): Place a Beast's Lair marker within 3" of this fighter and then move them up to D6".
Universal TACTICS
n21-3
Blood Debt
Play this gang tactic when a friendly fighter is taken Out of Action by an enemy fighter's action.
For the rest of the battle, all friendly models apply a +1 bonus to hit when targeting the enemy fighter.
Universal TACTICS
n21-4
Frag Trap
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose one of your fighters to carry the frag trap, and place this card under their Fighter card. Once, during this battle, if this fighter is Standing and Active they can make the following action.
Set Frag Trap (Double):
Place a Frag Trap marker within 1" of the fighter. Then, they can move up to D6".
If the fighter goes Out of Action before making this action, roll a D6. On a 1, the trap is triggered (centred on the fighter's base). On a 2-3, place a Frag Trap marker where the fighter stood.
On a 4+, discard this card.
Universal TACTICS
n21-5
Gas Trap
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose one of your fighters to carry the gas trap, and place this card under their Fighter card. Once, during this battle, if this fighter is Standing and Active they can make the following action.
Set Gas Trap (Double):
Place a Gas Trap marker within 1" of the fighter. Then they can move up to D6".
If the fighter goes Out of Action before making this action, roll a D6. On a 1, the trap is triggered (centred on the fighter's base). On a 2-3, place a Gas Trap marker where the fighter stood.
On a 4+, discard this card.
Universal TACTICS
n21-6
Group Tactics
Play this gang tactic instead of activating a model.
Activate up to three friendly fighters in turn.
Universal TACTICS
n21-7
Last Gasp
Play this gang tactic when a friendly fighter is taken Out of Action.
Before the fighter is removed from play, they may perform either a free Shoot (Basic) or Fight (Basic) action.
Universal TACTICS
n21-8
Lucky Find
Play this gang tactic when activating a model with at least one weapon Out of Ammo.
One of the model's weapons is automatically reloaded, no Ammo test is needed.
Universal TACTICS
n21-9
Melta Trap
Play this at the start of the battle, when setting up your gang.
Pick any of your fighters to carry the melta trap, and put this card under their Fighter card. Once during the game, the fighter, can make this action:
Set Melta Trap (Double) - Place a Frag Trap marker within 1" of the fighter. Then they can move up to D6".
If the fighter goes Out of Action before making this action, roll a D6. On a 1, the trap triggered (centred on the fighter's base). On a 2-3, place a Melta Trap marker where the fighter stood. On a 4+, discard this card.
Universal TACTICS
n21-10
Proper Preparation
Play this gang tactic before either player deploys their gang.
One friendly fighter's weapons all gain the Plentiful trait, unless they already have the Scarce trait in which case they lose the Scarce trait.
Universal TACTICS
n21-11
Always Carry a Spare
Play this tactic when activating a friendly model with a weapon that is Out of Ammo.
One of the model's weapons is automatically reloaded at the cost of one action - no Ammo check is required.
Ash Wastes TACTICS
n22-1
Back to the Fray!
Play this tactic when checking to see if a friendly model rejoins the fight in a Rolling Roads scenario, before rolling the dice.
The model automatically passes the Intelligence check to rejoin the battle.
Ash Wastes TACTICS
n22-2
Belching Smoke
Play this tactic at the start of a round, before rolling for initiative.
Pick a friendly vehicle, all shooting attacks made by it or targeting it suffer a -1 modifier to hit rolls.
Ash Wastes TACTICS
n22-3
Born to the Wastes
Play this tactic when activating a friendly model.
The model treats both difficult terrain and dangerous terrain as open ground.
Ash Wastes TACTICS
n22-4
Full Nitro
Play this tactic when activating a friendly vehicle.
For the duration of this activation, increase its Movement characteristic by 2".
Ash Wastes TACTICS
n22-5
Gunk Spill
Play this tactic when an enemy vehicle moves within 2" of a friendly vehicle's rear arc.
The enemy vehicle must immediately make a Loss of Control test with a -2 modifier.
Ash Wastes TACTICS
n22-6
Hidden in the Ash
Play this tactic at the start of the battle before deploying gangs.
D3 of your fighters gain the infiltrate skill.
Ash Wastes TACTICS
n22-7
It'll Hold!
Play this tactic when a friendly vehicle loses a HP.
The vehicle loses one less HP.
Ash Wastes TACTICS
n22-8
Lightning Strike
Play this card when a friendly fighter subject to the Mounted condition makes a Ride By attack, before resolving Reaction attacks.
Any Reaction attacks have a -1 modifier to hit.
Ash Wastes TACTICS
n22-9
Look Out Below!
Play this tactic when a friendly fighter is jumping from one vehicle to another.
Add 1 to the Agility test to make the jump.
Ash Wastes TACTICS
n22-10
Mad Mechanics
Play this tactic when a friendly vehicle is Wrecked, before rolling on the Lasting Damage table.
Roll twice on the Lasting Damage table and choose which result to apply.
Ash Wastes TACTICS
n22-11
Mag Lock Handholds
Play this tactic at the start of the battle, after gangs are deployed, but before the first roll for Initiative.
Select two friendly fighters, they both automatically pass all Initiative checks to remain on a vehicle when it moves.
Ash Wastes TACTICS
n22-12
Nitro Cells Overload!
Play this tactic when a friendly vehicle is Wrecked, before rolling on the Lasting Damage table.
Place the 5" Blast template so that its central hole is entirely over the vehicle. All models touched by the template take a Strength 4, AP -1, Damage 1 hit.
Ash Wastes TACTICS
n22-13
One With the Road
Play this tactic when a friendly vehicle needs to make a Loss of Control test, before any dice are rolled.
The vehicle automatically passes the Loss of Control test.
Ash Wastes TACTICS
n22-14
Ramming Speed!
Play this tactic after a friendly vehicle has had a head-on collision with an enemy vehicle, before determining the Strength of the hit.
Increase the Strength, AP and Damage of the hit suffered by the enemy vehicle by 1.
Ash Wastes TACTICS
n22-15
Spring Back
Play this card when activating a friendly fighter with the Mounted condition who is Prone and Pinned.
The fighter becomes Standing and Active at the cost of one action - no Agility test is required.
Ash Wastes TACTICS
n22-16
Survival Gear
Play this tactic after gangs have deployed, but before the first round begins.
D3 fighters gain the benefits of a Respirator.
Ash Wastes TACTICS
n22-17
The Ash Is In My Blood
Play this tactic at the start of the battle, after gangs have deployed, but before the first round begins.
D3 models ignore the effects of the Battlefield Surface.
Ash Wastes TACTICS
n22-18
Ambition
Play this card when it is your turn to activate a fighter.
Pick a Juve or a Ganger with a Ready marker. For this turn only that fighter is treated as a Leader for the purposes of activating groups - in other words, if they are activated, you can activate up to two other fighters within 4" of them.
Orlock TACTICS
orl-1
Beat Down
Play at the start of any round.
For the duration of the round, all unarmed close combat attacks made by your fighters that hit, automatically inflict a Flesh Wound unless a save roll is made. No wound roll or injury roll is made.
Orlock TACTICS
orl-2
Bond of Brotherhood
Play this card at the end of a friendly fighter's turn, when they are within 3" of a friendly fighter who is Seriously Injured.
The fighter can immediately make a Fight (Basic) or Shoot (Basic) action. This is in addition to the two other actions they can make during their turn.
Orlock TACTICS
orl-3
Die Trying
Play at the start of any round.
For the duration of the turn, Seriously Injured fighters in your gang can provide assists and interference as if they were standing.
Orlock TACTICS
orl-4
For Close Encounters
Play this card when activating a fighter.
Put this card under the active fighter's Fighter card. Until the end of a the battle, this fighter has a sawn-off shotgun in addition to their other equipment.
Orlock TACTICS
orl-5
Intimidation
Play instead of activating a fighter.
Choose an Active fighter from your gang. Each Active enemy fighter within 9" of that fighter must make a Nerve test. If a fighter fails the check, they run for cover as normal, but are not Broken.
Orlock TACTICS
orl-6
Lead by Example
Play this when a Leader or Champion from your gang takes an enemy model Out of Action in close combat.
Any Broken fighter from your gang immediately rally. In addition, any Pinned fighters from your gang within 6" of the Leader or Champion can immediately return to standing.
Orlock TACTICS
orl-7
Solidarity
Play at the start of any round.
For the duration of the round, fighters from your gang automatically pass any Cool checks they make as long as they are within 6" of another fighter from your gang.
Orlock TACTICS
orl-8
Double Fisted
Play when a fighter makes a ranged attack.
For the duration of the ranged attack, the fighter can attack with two ranged weapons, resolving a full attack with each, one after the other. Both must be made against the same target.
Universal TACTICS
orl-9
Fire Discipline
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.
Universal TACTICS
orl-10
Master Switch
Play this card instead of activating a fighter.
Every door on the board that does not have a door terminal either opens or closes. They must all do the same, i.e., this card cannot be used to open some doors and close others.
This card can only be used in Zone Mortalis battles. If it is randomly drawn in a Sector Mechanicus battle, discard it and draw a new one.
Universal TACTICS
orl-11
Point-Blank Shot
Play this card when a fighter makes a Fight action or a Charge action.
Pick one of the fighter's ranged weapons that does not have the Blast trait or Template trait. For the duration of this turn, that weapon can be used in close combat in the same way as a pistol.
Universal TACTICS
orl-12
Secret Cache
Play this card instead of activating a fighter.
Set up an ammo cache anywhere on the battlefield.
Universal TACTICS
orl-13
Steel Fury
Play this card at the start of any round.
For the duration of this round, fighters from this gang count the Fight (Basic) action as a Fight (Simple) action.
Universal TACTICS
orl-14
Sterner Stuff
Play this card instead of activating a fighter.
Make a Rally check for each Broken fighter in your gang, as though it was the End phase.
Universal TACTICS
orl-15
Tech Override
Play this card when a friendly fighter makes an Access Terminal action or Bypass Lock action, or when rolling to see if a friendly fighter triggers a booby trap.
If making an Access Terminal action or Bypass Lock action, the intelligence check is passed automatically. If rolling to see whether a booby trap is triggered, you can choose the result instead of rolling.
Universal TACTICS
orl-16
They're Everywhere!
Play this card instead of activating a fighter.
Each enemy fighter who is within 4" of two or more fighters from your gang must make a Cool check. If the check is failed, the enemy fighter is Pinned.
Universal TACTICS
orl-17
Violent-Minded
Play this card when activating a fighter.
This turn, the fighter can make an additional action (usually three rather than two), as long as at least one of their actions is Shoot or Fight.
Universal TACTICS
orl-18
What's a Few Teeth?
Play this when a friendly fighter suffers a Flesh Wound.
The Flesh Wound is ignored. Any other effects of the injury still apply.
Universal TACTICS
orl-19
You're Coming With Me!
Play when a fighter is taken Out of Action by a close combat attack.
The chosen fighter may make a single close combat attack against the enemy that took them Out of Action. They are then removed from play as normal.
Universal TACTICS
orl-20
Back in the Saddle
Play this gang tactic when activating a friendly fighter with the Mounted condition who is Prone and Pinned.
The fighter immediately becomes Standing and Active without using any actions.
Orlock Vehicle TACTICS
olv-1
Biker Gang
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of this battle, D3 fighters of your choice in your starting Crew subject to the Mounted condition increase their Initiative characteristic by 1.
Orlock Vehicle TACTICS
olv-2
Boarding Action!
Play this gang tactic when a friendly fighter takes an Initiative test for jumping onto or off a vehicle.
The Initiative test is automatically passed, no roll is needed.
Orlock Vehicle TACTICS
olv-3
Bulldoze
Play this gang tactic before resolving a vehicle collision during a friendly vehicle's activation.
The vehicle that is currently activating does not suffer any hits due to the collision.
Orlock Vehicle TACTICS
olv-4
Can Openers
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Select one friendly fighter; for the duration of this battle any weapons with the Melee trait they are equipped with increase their Strength characteristic by 1 when targeting a vehicle. If your gang has no weapon with the Melee trait, you may discard this gang tactic and select another.
Orlock Vehicle TACTICS
olv-5
Drive By
Play this gang tactic when activating a friendly vehicle.
For the duration of this activation, the vehicle treats the Move & Shoot (Basic) action as a simple action.
Orlock Vehicle TACTICS
olv-6
Familiar Ground
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
For the duration of this battle, one friendly vehicle of your choice in your starting Crew may treat difficult terrain and dangerous terrain as open terrain.
Orlock Vehicle TACTICS
olv-7
Fang It!
Play this gang tactic when activating a friendly fighter subject to the Mounted condition.
For the duration of this activation, the selected fighter increases their Movement characteristic by 4".
Orlock Vehicle TACTICS
olv-8
Going in Guns Blazing
Play this gang tactic when activating a friendly vehicle.
For the duration of this activation, the vehicle may fire one weapon with the Crew Weapon or Sidearm trait at any point while making a Ram (Double) action.
Orlock Vehicle TACTICS
olv-9
I Can Hold It!
Play this gang tactic after a friendly vehicle has failed a Loss of Control test.
The vehicle is instead considered to have passed the Loss of Control test.
Orlock Vehicle TACTICS
olv-10
King of the Road
Play this gang tactic during the Wrap-up phase of the post-battle sequence.
If any enemy vehicles were Wrecked during this battle, your gang gains D3 Reputation.
Orlock Vehicle TACTICS
olv-11
Power Slide
Play this gang tactic when activating a friendly vehicle.
For the duration of the activation, the vehicle may make an extra turn of up to 90° when performing a Move (Simple) action.
Orlock Vehicle TACTICS
olv-12
Ride Them Down!
Play this gang tactic when resolving a Ride By attack, before rolling to Hit.
Increase the Strength of any hits inflicted by the attack by 1.
Orlock Vehicle TACTICS
olv-13
Road Warriors
Play this gang tactic at the start of a Rolling Roads battle, after both sides have deployed, but before the first round.
For the duration of this battle, D3 friendly models of your choice in your starting Crew gain +1 to the Intelligence test to rejoin the battle. If the scenario being played does not use the Rolling Roads rules, you may discard this gang tactic and select another.
Orlock Vehicle TACTICS
olv-14
Rugged Construction
Play this gang tactic during the post-battle actions phase of the post-battle sequence.
Halve the credits cost (rounding up to the nearest 5 credits) of the Negotiate Repairs action.
Orlock Vehicle TACTICS
olv-15
Supplies Delivered
Play this gang tactic during the Wrap-up phase of the post-battle sequence.
Add D3x10 credits to your gang's Stash for every friendly vehicle that took part in the battle and isn't Wrecked.
Orlock Vehicle TACTICS
olv-16
Take Them Out!
Play this gang tactic when rolling damage for an enemy vehicle.
Roll one additional Damage dice for the attack.
Orlock Vehicle TACTICS
olv-17
Wheels of Iron
Play this gang tactic when a friendly vehicle is targeted by an attack.
For the duration of this attack, increase the Toughness characteristic of the arc being hit by 1.
Orlock Vehicle TACTICS
olv-18
Avenging Ogryn
Play this gang tactic when a friendly Slave Ogryn fighter is taken Out of Action by an attack made by an enemy fighter.
Choose a friendly Slave Ogryn that is Standing and Active, and has a Ready marker on them. Until the end of this round, that fighter automatically passes any Nerve tests it has to make. In addition, the fighter immediately activates, interrupting the enemy fighter's turn, and performs their activation as normal. The fighter then loses their Ready marker.
Slave Ogryn TACTICS
ogr-1
Chain Breaker
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Until the end of this battle, do not roll Recovery tests for any friendly Slave Ogryn fighters that are Webbed. Instead, treat them as having rolled a Flesh Wound result and they immediately become Standing. If your opponent does not have any fighters armed with weapons with the Web trait, you may discard this gang tactic and select another.
Alternatively, if the battle is part of a campaign, friendly fighters cannot be captured during the post-battle sequence; any fighter that is captured counts as having rolled an Out Cold result on the Lasting Injuries table.
Slave Ogryn TACTICS
ogr-2
Die on Your Feet
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Until the end of this battle, when a friendly Slave Ogryn fighter is the target of a Coup De Grace (Simple) action, they take D3 Flesh Wounds instead of going Out of Action. The Slave Ogryn is then immediately moved 1" directly away from the fighter performing the action and is placed Prone and Pinned - they are no longer Seriously Injured.
Slave Ogryn TACTICS
ogr-3
Freedom in Death
Play this tactic when a friendly Slave Ogryn is taken Out of Action.
Before removing this fighter from the battlefield, they may immediately make a free Shoot (Basic) action with a weapon with the Grenade trait they are equipped with that has the Blast (3"/5"/*) trait. The central hole of the Blast marker must be centred over this fighter and the attack automatically hits.
Slave Ogryn TACTICS
ogr-4
Gene-Bred
Play this tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Choose a Slave Ogryn fighter in your starting Crew. Until the end of this battle, that fighter gains up to two Gene-smithing upgrades of your choice. These must be chosen from the Unborn Gene-smithed Upgrades but do not affect the fighter's Credit cost. Any upgrade that affects the fighter during the post-battle sequence will affect the Slave Ogryn fighter before the upgrade is removed.
Slave Ogryn TACTICS
ogr-5
Hidden Loyalties
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Choose a fighter from your starting Crew. Until the end of this battle, that fighter gains the Infiltrate skill.
Slave Ogryn TACTICS
ogr-6
Limb from Limb
Play this tactic when activating a friendly Slave Ogryn fighter.
Until the End phase of this round, any weapons with the Melee trait the fighter carries gains the Sever trait.
Slave Ogryn TACTICS
ogr-7
Looted Gear
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Choose a fighter from your starting Crew that is on the battlefield and place a marker on that fighter's card. Until the end of this battle, a single weapon that fighter is equipped with loses one of the following traits: Reckless, Scarce, Unwieldy.
You may choose which weapon is affected by this gang tactic and which Trait is lost.
Slave Ogryn TACTICS
ogr-8
No, I'm Smarticus!
Play this gang tactic during the Priority Phase of any round, after Roll for Priority, but before Ready Fighters.
Until the End phase of this round, roll a D6 each time a friendly Slave Ogryn fighter with the Gang Leader special rule is the target of a Shoot (Basic) action. On a 3+, you may transfer any successful hits that result from that action to a friendly Slave Ogryn fighter within 3" of the fighter with the Gang Leader special rule. Hits caused by a weapon with the Blast (3"/5"/*) trait are unaffected by this gang tactic.
Slave Ogryn TACTICS
ogr-9
Not Today!
Play this tactic when a friendly Slave Ogryn fighter is taken out of Action by an attack made with a ranged weapon.
Before removing the fighter from the battlefield, they may immediately become Standing and make a free Charge (Double) action. Immediately after this action, and any subsequent Fight (Basic) action made as part of the Charge (Double) action, is resolved, the fighter goes Out of Action as normal.
Slave Ogryn TACTICS
ogr-10
Out Of My Way!
Play this tactic when activating a friendly Slave Ogryn fighter.
Until the End of this round, the fighter gains the Hurl skill if they did not already have it. In addition, the Hurl (Basic) action becomes a Hurl (Simple) action for this fighter. Any enemy fighter that is the target of this action must take a Strength check rather than an Initiative check; if they fail, the enemy fighter is hurled.
Slave Ogryn TACTICS
ogr-11
Quicker Than They Look
Play this gang tactic when activating a friendly Slave Ogryn fighter.
Until the End phase of this round, this fighter doubles their base Move characteristic while making a Charge (Double) action.
Slave Ogryn TACTICS
ogr-12
Reboot
Play this gang tactic when a friendly Seriously Injured Lobo-slave fighter is activated.
This Lobo-slave immediately removes any Flesh Wounds and becomes Standing and Active. However, until the end of this battle, decrease this Lobo-slave's Weapon Skill and Attacks characteristics by 1, to a minimum of 6+ and 1 respectively.
Slave Ogryn TACTICS
ogr-13
Resurgent Threat
Play this gang tactic during the End phase, before making any Bottle tests.
Your gang immediately passes their Bottle test, without the need to roll a D6. In addition, you can choose who wins Priority in the next round.
Slave Ogryn TACTICS
ogr-14
Slave Becomes Master
Play this gang tactic at the start of the Deployment step of the pre-battle sequence, before any fighters have been deployed.
Your gang may immediately recruit up to two Goliath (Juve) fighters or one Goliath (Ganger) fighter. These fighters are recruited for free but will leave the gang at the end of this battle. Each fighter is equipped with a Frenzon collar and either a stub gun or a maul and an axe. These fighters are not counted towards your maximum Crew size - they are taken in addition to your starting Crew. If you do not have models available to represent these fighters, you may discard this gang tactic and select another.
Slave Ogryn TACTICS
ogr-15
Strong and Steady
Play this gang tactic when a friendly fighter is hit by a ranged attack, before they become Prone and Pinned.
Immediately make a Strength test for the fighter. If it is passed, they do not become Pinned.
This gang tactic can be played after a fighter has failed a Cool check as part of a Nerves of Steel skill.
Slave Ogryn TACTICS
ogr-16
Tools of the Trade
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose a fighter from your starting Crew that is on the battlefield and place a marker on their Fighter card. Choose one weapon with the Melee trait that the fighter is equipped with. For the duration of this battle, the fighter's Weapon Skill is treated as 2+ when making attacks with that weapon.
Slave Ogryn TACTICS
ogr-17
Unleash the Storm
Play this gang tactic when a friendly Slave Ogryn fighter makes an attack with a Storm-welder, before rolling any dice.
Until the End phase of this round, the Storm-welder loses the Reckless trait. However, at the end of this fighter's activation, the weapon immediately goes Out of Ammo as if they had rolled the Ammo symbol on the Firepower dice; this counts as an additional roll of the Ammo symbol for the purposes of the Storm-welder's Unstable trait.
Slave Ogryn TACTICS
ogr-18
An Ounce of Courage
Play this gang tactic at the start of the battle before the first roll for Priority.
For the duration of the battle your gang automatically passes all Bottle checks (they may still voluntarily Bottle).
Underdog TACTICS
dog-1
Back into the Fray
Play this gang tactic instead of activating a friendly model.
Select D3 Prone and Pinned friendly fighters - change their Status to Standing and Active.
Underdog TACTICS
dog-2
Crack-shot
Play this gang tactic at the start of the battle before the first roll for Priority.
Select a friendly fighter - for the duration of the battle they treat the Aim (Basic) action as a Free action. Note they may only perform the Aim (Free) action once per activation.
Underdog TACTICS
dog-3
Decoy
Play this gang tactic at the start of the battle, before the first roll for Priority.
Secretly select one of your fighters. If, at the end of the battle, the fighter has been taken Out of Action by an enemy Champion or Leader, they earn D3 XP and 2D6x10 credits are added to your gang's Stash.
Underdog TACTICS
dog-4
Desperate Stand
Play this gang tactic at the start of the battle before the first roll for Priority.
For the duration of this battle all friendly models increase their Cool characteristic by 2.
Underdog TACTICS
dog-5
Emergency Extinguishers
Play this gang tactic instead of activating a friendly model.
All models (both friend and foe) on the battlefield subject to the Blaze condition have the Blaze condition removed from them.
Underdog TACTICS
dog-6
Forced Awakening
Play this gang tactic at the start of the battle before the first roll for Priority.
Choose a friendly fighter; for the duration of the battle they become a psyker, gain the Unsanctioned Psyker rule and gains a Wyrd Power of your choice. If your gang wins the battle then these changes are permanent - increase the fighter's credit value by 20 credits.
Underdog TACTICS
dog-7
Giant Killer
Play this gang tactic at the start of the battle, before the first roll for Priority.
For the duration of the battle, all of your fighters earn 1 additional XP for either taking an enemy fighter Out of Action or for causing an enemy vehicle to become Wrecked.
Underdog TACTICS
dog-8
Grateful Trader
Play this gang tactic at the start of the battle before the first roll for Priority.
Select one of your fighters; for the duration of the battle they may be equipped with one item of Wargear from the Trading Post, up to a value of 3D6x10 credits and with a Rarity of 10 or less. If you win the battle, the fighter may keep the Wargear.
Underdog TACTICS
dog-9
Hard Lessons Learnt
Play this gang tactic during the Receive Rewards step of the Post-battle sequence.
Every friendly fighter that took part in the battle earns an additional 1 XP.
Underdog TACTICS
dog-10
Hard Training
Play this gang tactic during the Pre-battle sequence before deploying your crew.
The fighter selects one Primary skill and one Secondary skill available to them. For the duration of the battle they are considered to have these skills.
Underdog TACTICS
dog-11
Miraculous Recovery
Play this gang tactic during the Pre-battle sequence before deploying your gang.
Choose one of your fighters who is In Recovery. The fighter makes a sudden recovery and is no longer In Recovery. You may immediately swap this fighter for another fighter in your crew.
Underdog TACTICS
dog-12
Old Wound
Play this gang tactic at the start of the battle before the first roll for Priority.
Select one of your opponent's fighters. That fighter begins the battle with a Flesh Wound.
Underdog TACTICS
dog-13
One Rule - No One Runs
Play this gang tactic when checking to see if models flee the battlefield before rolling any dice.
Select one friendly fighter; if they pass their Cool check to not flee the battlefield then all friendly models on the battlefield automatically pass their Cool checks.
Underdog TACTICS
dog-14
Paid In Full
Play this gang tactic during the Receive Rewards step of the Post-battle sequence.
For each friendly fighter who was taken Out of Action this battle, add D6x10 credits to your gang's Stash.
Underdog TACTICS
dog-15
Prime Salvage
Play this gang tactic during the Receive Rewards step of the Post-battle sequence.
Add D6x10 credits to your gang's Stash for each Wrecked enemy vehicle.
Underdog TACTICS
dog-16
Ready To Rumble
Play this gang tactic at the start of the battle before the first roll for Priority.
Every friendly model may immediately perform a Move (Simple) action without losing their Ready marker.
Underdog TACTICS
dog-17
School of Hard Knocks
Play this gang tactic when a friendly fighter is taken Out of Action before rolling on the Lasting Injury table.
Do not roll on the Lasting Injury table, instead the result is automatically Lesson Learnt.
Underdog TACTICS
dog-18
Secret Stash
Play this gang tactic during the Receive Rewards step of the Post-battle sequence.
If at least one of your fighters survived the battle without going Out of Action, add 3D6x10 credits to your gang's Stash.
Underdog TACTICS
dog-19
Strip Mining
Play this gang tactic during the Collect Income step of the Post-battle sequence.
Select one of your Territories - double any income generated by the Territory for this battle.
Underdog TACTICS
dog-20
Sudden Death
Play this gang tactic at the start of the battle before the first roll for Priority.
Select one of your fighters, should they take an enemy Champion or Leader Out of Action, your gang gains 6 Reputation.
Underdog TACTICS
dog-21
Survivalist
Play this gang tactic at the start of the battle, before the first roll for Priority.
Secretly choose one of your fighters. If, at the end of the battle, that fighter has not gone Out of Action or succumbed to their injuries, they earn D6 XP.
Underdog TACTICS
dog-22
Tremors
Play this gang tactic instead of activating a friendly model.
Select D3 enemy fighters - change their Status to Prone and Pinned.
Underdog TACTICS
dog-23
Wandering Doc
Play this gang tactic during the Post-battle Actions step of the Post-battle sequence.
You may make one Medical Escort action without having to pay the Doc's fee of 2D6x10 credits from your gang's Stash.
Underdog TACTICS
dog-24
Welcome Stranger
Play this gang tactic during the Pre-battle sequence before deploying your crew.
Your gang may immediately hire a single Hired Gun worth up to 200 credits for free. This fighter is added to your Crew prior to deployment. If no suitable model is available, discard this card and draw another.
*Note that this card is included twice in this deck, potentially allowing two Hired Guns to be fielded.
Underdog TACTICS
dog-25
Welcome Stranger
Play this gang tactic during the Pre-battle sequence before deploying your crew.
Your gang may immediately hire a single Hired Gun worth up to 200 credits for free. This fighter is added to your Crew prior to deployment. If no suitable model is available, discard this card and draw another.
*Note that this card is included twice in this deck, potentially allowing two Hired Guns to be fielded.
Underdog TACTICS
dog-26
Beast Repellent
Play this gang tactic card when activating a friendly fighter.
For the duration of this fighter's activation, they do not risk rousing the Beast, regardless of how close they are to the Beast's Lair.
Universal TACTICS
dog-27
Bullet Magnet
Play this card when a fighter fires a weapon with the Rapid Fire trait.
Add 1 to the number of hits rolled on each Firepower dice.
Universal TACTICS
dog-28
Counter-Assault
Play this card when one of your fighters makes a Reaction attack.
The fighter's Reaction attacks are made at +1 to Hit. In addition, they automatically pass the Initiative check required to make Reaction attacks against disengaging enemy.
Universal TACTICS
dog-29
Grenade Bouquet
Play this gang tactic when a friendly fighter makes an attack with a weapon with the Grenade and Blast (X") traits.
The fighter makes three attacks instead of one, though each of these attacks will automatically miss and scatter. After all three attacks have been resolved, the grenades automatically run Out of Ammo.
Universal TACTICS
dog-30
Last Round
Play this card when activating a fighter that has one or more Out of Ammo markers on them.
Choose one of this fighter's ranged weapons that is Out of Ammo. The fighter immediately performs a Shoot (Basic) action with that weapon that will hit automatically. Do not roll an Ammo Die - the weapon remains Out of Ammo. Weapons with the Rapid Fire (X) trait make only one shot.
Universal TACTICS
dog-31
Machine Curse
Play this card instead of activating a fighter.
Choose an enemy fighter. They must immediately make an Ammo check of each of their ranged weapons.
Universal TACTICS
dog-32
Makeshift Cover
Play this card at the start of any round.
Place D3 barricades or similar pieces of terrain anywhere on the battlefield within 3" of one of your fighters.
Universal TACTICS
dog-33
Rejuve Stimm
Play this card instead of activating a fighter.
Choose any friendly fighter who has suffered at least one Wound. This fighter immediately regains any lost Wounds.
Universal TACTICS
dog-34
Reload!
Play this gang tactic at the start of any End phase.
Every friendly model may perform an immediate free Reload (Simple) action.
Universal TACTICS
dog-35
Sacrifice
Play this card when a fighter is hit by a ranged attack.
Nominate a friendly fighter within 2" of the fighter who has been hit. The nominated fighter becomes the target of the ranged attack instead.
Universal TACTICS
dog-36
Spreading Conflagration
Play this card at the start of any round.
For the duration of this round, fighters activating within 3" of a fighter that is subject to the Blaze condition must test to see if they catch fire, just as if they had been hit by a weapon with the Blaze trait.
Universal TACTICS
dog-37
Unstable Energy
Play this card when an enemy fighter armed with a las, plasma or melta weapon of any type makes an attack with that weapon.
For the remainder of this round, all enemy weapons of the same type (las, plasma or melta) gain the Unstable trait if they do not already have it. If they already have the Unstable trait, they gain the Scarce trait.
Universal TACTICS
dog-38
A Few Friends
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Your gang may immediately recruit and place in your deployment zone D3+2 Hive Scum Hired Guns. These fighters are recruited for free and will leave your gang at the end of this battle. These fighters are not counted towards your maximum Crew size - they are taken in addition to your starting Crew. If you do not have additional models available to represent these Hive Scum, you may discard this gang tactic and select another.
Underhive Outcasts TACTICS
out-1
All or Nothing
Play this gang tactic when activating a friendly fighter.
The fighter (who may be Seriously Injured) immediately becomes Standing and Active and may perform up to three actions during this activation. Once their activation ends, they immediately go Out of Action.
Underhive Outcasts TACTICS
out-2
Back to the Badzones
Play this gang tactic during any End phase, before your opponent makes any Recovery tests.
The battle ends as if your gang had retreated from the battlefield. Friendly fighters who are Seriously Injured automatically recover and there is no chance for any fighters to be Captured.
Underhive Outcasts TACTICS
out-3
Dirty Tactics
Play this gang tactic at the end of a friendly fighter's activation.
Immediately activate another Ready friendly fighter anywhere on the battlefield.
Underhive Outcasts TACTICS
out-4
Fight Another Day
Play this gang tactic when a friendly fighter is taken Out of Action.
Do not make a Lasting Injury roll against the fighter. Instead, treat the fighter as being Out Cold, as if a roll of 12-26 on the Lasting Injury table had been made against them.
Underhive Outcasts TACTICS
out-5
Hard Rounds
Play this gang tactic at the start of any round, before players Roll of Priority.
For the duration of both this round and the next, both players must roll 2D6 when taking a Bottle test, rather than the usual D6.
Underhive Outcasts TACTICS
out-6
Honourless Victory
Play this gang tactic at the end of the scenario.
Regardless of the scenario rewards, your gang does not suffer any loss of Reputation.
Underhive Outcasts TACTICS
out-7
It's Personal
Play this gang tactic at the start of any round before players Roll of Priority.
Choose one enemy fighter currently on the battlefield and mark them with a token. For the remainder of the battle, all friendly fighters add 1 to any Weapon Skill or Ballistic Skill checks made against the marked fighter.
Underhive Outcasts TACTICS
out-8
Lucky Score
Play this gang tactic at the end of the scenario.
If the scenario included any reward in the form of credits, your gang adds an extra D6x10 credits in addition to those it won.
Underhive Outcasts TACTICS
out-9
More Where They Came From
Play this tactic during any End phase, before your opponent makes any Recovery tests.
You may return to play D3 friendly Gangers/Juves that have been taken Out of Action but did not suffer a Memorable Death result on the Lasting Injury table by placing them in your gang's deployment zone. These fighters retain any injuries suffered for going Out of Action but discard any Flesh Wounds.
Underhive Outcasts TACTICS
out-10
No Masters
Play this gang tactic when a friendly fighter is required to make a Leadership, Cool, Intelligence, or Willpower check.
The fighter can use the Leadership, Cool, Intelligence, or Willpower of your gang's Leader, even if the Leader is not currently on the battlefield.
Underhive Outcasts TACTICS
out-11
Old Faithful
Play this gang tactic when a friendly fighter targets an enemy fighter with a ranged or close combat attack.
Choose either a ranged or a Melee weapon from the Trading Post with a Rarity of 9 or less. Count this attack as if the fighter was armed with the chosen weapon.
Underhive Outcasts TACTICS
out-12
Rise from the Ashes
Play this gang tactic at the start of any round, before players Roll of Priority.
For the duration of this round and the following two rounds, your gang automatically passes all Bottle tests.
Underhive Outcasts TACTICS
out-13
Temporary Alliance
Play this gang tactic at the start of the battle, after both sides have deployed, but before the first round.
Choose one Alliance normally available to your gang (for example Noble, Criminal, Guild, etc.). Your gang gains the effects of this Alliance for the duration of the battle. This tactic may not be used if your gang is already in an Alliance.
Underhive Outcasts TACTICS
out-14
Undercover Agent
Play this gang tactic when activating a friendly fighter.
This fighter can choose to replace their characteristics profile with that of a friendly fighter that is currently on the battlefield. At the end of the activation, this fighter goes Out of Action.
Underhive Outcasts TACTICS
out-15
We Never Liked Him Anyway
Play this gang tactic when a friendly fighter is taken Out of Action.
The fighter automatically suffers a Memorable Death as if a 66 had been made against them on the Lasting Injury table. The fighter's cost in credits is then added to your gang's Stash.
Underhive Outcasts TACTICS
out-16
Worthless
Play this gang tactic when a friendly fighter is taken Out of Action.
No XP is gained for the fighter being taken Out of Action. In addition, do not count this fighter as having been taken Out of Action when determining scenario rewards.
Underhive Outcasts TACTICS
out-17
Wyrd Occurrence
Play this gang tactic when activating a friendly fighter.
This fighter immediately performs one of the following Wyrd Power actions (without the need to make a Willpower check). Their activation then ends:
Chronomancy - Freeze Time (Double),
Divination - Misfortune (Basic),
Pyromancy - Molten Bolt (Basic).
Underhive Outcasts TACTICS
out-18
Auto-Healer
Play this card at the start of any End phase.
Choose one Seriously Injured fighter. Rather than rolling the Injury dice, you can choose to have the fighter suffer a Flesh Wound and become Pinned.
Van Saar TACTICS
van-1
Blood Cleansers
Play at the start of any turn.
For the duration of the round, all friendly models count their Toughness as 1 higher when affected by weapons with the Toxin or Gas traits.
Van Saar TACTICS
van-2
Comm Burst
Play at the start of any turn.
For this round, your gang's Leader can make Rally actions for Broken fighters anywhere on the board. In addition, the range of Leading by Example is increased to 18" for Leaders and 12" for Champions.
Van Saar TACTICS
van-3
Cortical Stimulants
Play at the start of the game, after deployment.
One fighter in your gang automatically passes Intelligence checks for the duration of the battle.
Van Saar TACTICS
van-4
Enhanced Auspexes
Play instead of activating a fighter.
For the remainder of the round, friendly fighters may fire through line of sight blocking terrain such as doors and barricades, but NOT through any impassable terrain. These shots suffer a -2 penalty to hit and the target's armour save is increased by 1.
Van Saar TACTICS
van-5
Experimental Rig
Play at the start of the game, after both sides have deployed.
Choose a weapon possessed by a friendly fighter. For the duration of the game, this weapon increases its Long range by 6" and its Strength by 1, but loses the Plentiful trait if it has it, and gains the Scarce trait if it doesn't have it.
Van Saar TACTICS
van-6
Hyper Auto-Loader
Play when a fighter makes a ranged attack.
If the fighter is using a weapon with the Rapid Fire trait, they may roll 2 extra Firepower dice. After working out the effects of the shot, their ranged weapon automatically counts as having failed an Ammo check, regardless of the results of the Firepower dice.
Van Saar TACTICS
van-7
Medical Protocols
Play at the start of any End phase.
For the duration of this End phase, when any fighter assists a friendly fighter's Recovery test, roll an extra Injury dice, then choose one to keep.
Van Saar TACTICS
van-8
Mesh Underlay
Play when a fighter is hit by a ranged attack.
For the remainder of the battle, the chosen fighter's armour saves are not modified by AP when hit by a ranged attack.
Van Saar TACTICS
van-9
Overcharge
Play when a fighter makes a ranged attack.
For the duration of the fighter's activation, one of their Las or Plasma ranged weapons increases its Strength by 2.
Van Saar TACTICS
van-10
Pneumatic Injectors
Play when a fighter makes a Melee attack.
For the duration of the fighter's activation, one of their Melee weapons increases its Strength by 2.
Van Saar TACTICS
van-11
Warforge
Play at the start of the game, after both sides have deployed.
For the duration of this battle, all friendly models add a +1 modifier to any Ammo checks they are required to take.
Van Saar TACTICS
van-12
Combat Drugs
Play this gang tactic when activating a friendly fighter.
For the duration of the round, increase the fighter's Attacks characteristic by D3. However, should the roll be a natural 6, the fighter suffers a Flesh Wound at the end of their activation.
Universal TACTICS
van-13
Dangerous Footing
Play when your opponent activates a fighter.
Immediately place a Pitfall Crater marker beneath the fighter. The fighter must take an Initiative test. If the test is passed, the fighter makes a Move action to safety and their activation continues. If the Initiative test is failed, the fighter falls into the crater and is immediately taken Out of Action. The pitfall Crater remains in place for the duration of the battle.
Universal TACTICS
van-14
Fall Back
Play this card when activating a fighter.
This fighter may immediately make a Retreat (Basic) action without having to make an Initiative check. Additionally, each enemy fighter that was Engaging them is unable to make any Reaction attacks.
Universal TACTICS
van-15
Nerves of Steel
Play when a fighter makes a ranged attack.
The fighter may ignore normal Target Priority rules and may instead target any eligible enemy fighter they wish without having to pass a Cool check.
Universal TACTICS
van-16
Rapid Fire
Play this card when activating a fighter.
This turn, the fighter may make two Fire (Basic) actions, provided they use the same weapon for both and make no other actions for any reason. However, at the end of the activation, the weapon counts as automatically having failed an Ammo check.
Universal TACTICS
van-17
Seize the Initiative
Play this card at the beginning of any round, before rolling for Priority.
You immediately take Priority this turn without any dice being rolled.
Universal TACTICS
van-18
Slippery
Play this card when activating a fighter.
Put this card under the active fighter's Fighter card. Until the end of the battle, this fighter treats the Crawl Through action as (Basic) rather than (Double).
Universal TACTICS
van-19
Sump Slump
Play at the start of any turn.
Immediately remove D3 Barricades of your choice from anywhere on the board.
Universal TACTICS
van-20
Call the Faithful
Play this card after both sides have deployed.
You may add an extra D3 fighters to your Crew (potentially exceeding the normal Crew size for the scenario). These fighters must be chosen randomly from any fighters not already included in your Crew.
Cawdor TACTICS
c19-1
Dark Blessings
Play this card when your Demagogue is Seriously Injured or taken Out of Action, but before removing the fighter from the board.
Make a Willpower check for the Demagogue. If the check is passed, replace the Demagogue with a Chaos Spawn. During the Wrap-up step, the Chaos Spawn is removed from play and you must test to see if the Demagogue succumbs to their injuries, as if they were Seriously Injured when the battle ended.
Chaos Helot Cult TACTICS
c19-2
Mass Infiltration
Play this card during deployment.
Choose D3 fighters in your Crew. For the duration of this battle, these fighters gain the Infiltrate skill.
Delaque TACTICS
c19-3
Swift Redeployment
Play this card instead of activating a fighter.
Roll a D3. All of your fighters can immediately move that many inches, even if they have already been activated this round.
Escher TACTICS
c19-4
Cult Ambush
Play this card immediately before deployment.
Your gang's deployment area is expanded by 3" (in all directions), though cannot overlap your enemy's deployment area.
Genestealer Cult TACTICS
c19-5
Stimm Overload
Play this card when of activating a fighter.
This fighter counts a Charge (Double) action as a Basic action this turn.
Goliath TACTICS
c19-6
Last Gasp
Play this card when activating a Seriously Injured fighter.
This fighter immediately becomes Standing and Active. At the end of this fighter's activation, they go Out of Action and are removed from play.
Orlock TACTICS
c19-7
Rapid Fire
Play this card when activating a fighter.
This fighter can perform a free Shoot (Basic) action during its activation. This free action is in addition to its two normal actions.
Van Saar TACTICS
c19-8
Blood Money
Play this card when an enemy Champion or Leader is taken Out of Action.
Your gang immediately adds a number of credits equal to half the Champion's or Leader's cost (rounding up) to its stash.
Venator TACTICS
c19-9
Bait and Switch
Play this card instead of activating a fighter.
Take a Ready marker from any of your fighters and place it on a fighter who has already activated this round.
Universal TACTICS
c19-10
Double Time
Play this card when activating a fighter.
This fighter can perform a free Move (Simple) action during its activation. This free action is in addition to its two normal actions.
Universal TACTICS
c19-11
Lucky Shot
Play this card after making either a hit roll, a wound roll or an injury roll.
You may immediately re-roll all of the dice for the roll you have just made. You must accept the result of the second roll, even if it is worse than the first.
Universal TACTICS
c19-12
Rapid Healing
Play this card instead of activating a fighter.
Choose one of your fighters. This fighter either recovers one Wound or removes one Flesh Wound.
Universal TACTICS
c19-13
Reckless Charge
Play this card when a fighter makes a Charge (Double) action.
The fighter counts as having rolled a 3 on the D3 to determine their maximum charge range.
Universal TACTICS
c19-14
Speedy Recovery
Play this card when making a Recovery test.
One of your fighters can re-roll a single Recovery dice.
Universal TACTICS
c19-15
Stand Firm
Play this card instead of making a Bottle test.
This round, your gang automatically passes its Bottle test.
Universal TACTICS
c19-16
Take the Initiative
Play this card at the start of the round before rolling for Priority.
Your gang has Priority this round. If multiple gangs play this card then they must roll off to see who has Priority as normal.
Universal TACTICS
c19-17
A Present for You!
Play this card when your opponent activates one of their fighters, even if the fighter was activated as part of a Group Activation.
Center the 3" blast marker on the fighter who has just activated, then roll the Scatter Dice and a D6 to see where the marker moves to. If a Hit is rolled on the Scatter dice, the marker remains where it is.
Roll a D6 on the table below to determine what kind of Trait(s) the Blast has:
Any fighters under the marker immediately suffer a hit with the Trait(s) listed.
| 1-2 | Concussion |
| 3-4 | Flash |
| 5-6 | Fear, Gas |
Universal TACTICS
w19-1
Ancient Vox Box
A strange archeotech box with a hand crank on the side...
Play when activating a fighter.
When this card is played, decide how many times the activating fighter will turn the crank (one to three times). Roll that many D6, add the results together and consult the table below (effects last until the end of the current Round):
| 1-4 | Grating Harmony: All fighters within 12" reduce their Cool Checks by -2. |
| 5-8 | Jaunty Tune: All fighters within 12" add 1 to their movement. |
| 9-12 | Clanking Cacophony: no fighter within 18" may be the target of Gang Tactics or Skills. |
| 13+ | Jack in the Box: All fighters (including the activating fighter) within 12" must make a Nerve test or become Broken. |
Universal TACTICS
w20-1
A Swig of Wild Snake
Play this tactic when activating a friendly fighter.
Place the thin end of the Flame template in contact with the active friendly fighter. All fighters touched by the Flame template (both friend and foe) gain the intoxicated condition and the Doused in Alcohol condition. Playing this card counts as the chosen fighter's activation.
Intoxicated fighters are marked with an intoxicated token and suffer a -1 penalty to BS and WS checks for the remainder of the battle. For the remainder of the battle, fighters Doused in Alcohol are automatically set on fire the first time they are hit by a weapon with the Blaze trait.
Universal TACTICS
w21-1
Unwashed Horde
Play this gang tactic at the start of the first round of the battle, before priority is rolled.
Your gang may immediately deploy D3 Cawdor (Juve) fighters. These fighters are recruited for free but will leave the gang at the end of this battle. Each fighter is equipped with a reclaimed autopistol and a fighting knife. These fighters must be placed within 1" of a Vent and at least 1" from any other fighter. If you do not have models available to represent these fighters, you may discard this gang tactic and select another.
Cawdor TACTICS
znm-1
Rise Up, Brothers & Sisters!
Play this gang tactic at the start of any Action Phase.
Until the End phase of this round, all fighters in your Crew gain the Spring Up skill.
Chaos Helot Cult TACTICS
znm-2
Cometh the Harvest Lord!
Play this gang tactic when a friendly fighter activates within 1" of a closed Door.
The fighter may perform a free Fight (Basic) action against one enemy fighter within 1" of the other side of the Door.
Corpse Grinder TACTICS
znm-3
Long Shadows
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
For the duration of this round, enemy fighters must make an Intelligence check if they wish to perform a ranged attack targeting any of your fighters that are both at Long Range and in cover.
Delaque TACTICS
znm-4
Klaxon
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
For the duration of this round, enemy fighters may not make, or be part of, Group Activations unless they can draw a line of sight to a model in their Crew with the Gang Leader special rule.
Enforcer TACTICS
znm-5
Wall Walking
Play this gang tactic at the start of any Action Phase.
Until the End phase of this round, all fighters in your gang gain the Clamber skill.
Escher TACTICS
znm-6
Hidden Swarm
Play this tactic during the End phase of any round, before deploying any Reinforcements.
Your gang may immediately deploy up to D3 Reinforcements from those fighters in your Reinforcement deck within 3" of a friendly leader or Champion. These fighters must be placed within 1" of a Vent and at least 1" from any enemy fighter. No additional Reinforcements can arrive this round. If a fighter cannot be placed in this manner, the fighter is deployed as normal instead.
Genestealer Cult TACTICS
znm-7
Knock! Knock!
Play this gang tactic instead of activating a fighter.
Choose a door within 2" of a friendly fighter. Remove that door from the battlefield.
Goliath TACTICS
znm-8
Fighting Retreat
Play this gang tactic when your gang fails a Bottle test.
For the remainder of this battle, all fighters in your gang may treat the Operate Door (Simple) action as a free action once during their activation.
Orlock TACTICS
znm-9
Sparky...Smash!
Play this gang tactic when a friendly fighter activates within 1" of a closed Door.
Remove the Door from the battlefield. Any fighter, friend or foe, that was within 2" of the other side of the Door must pass an Initiative check or become Prone and Pinned. This fighter's activation then ends.
Slave Ogryn TACTICS
znm-10
Stairs Trap
Play this gang tactic instead of activating a fighter.
Choose a set of Stairs anywhere on the battlefield. All fighters on the chosen Stairs immediately fall (place them within 2" of the foot of the Stairs in an order chosen by the player whose gang tactic this is). The fighters are then Pinned and suffer damage from falling as normal.
Van Saar TACTICS
znm-11
Hunter in the Dark
Play this gang tactic during the Priority phase of any round, after Roll for Priority, but before Ready Fighters.
Choose a 12"x12" section of the battlefield. Fighters within that section of the battlefield immediately gain the Hidden condition, as if affected by the Pitch Black rules. Any fighter moving into this section of the battlefield also gains the hidden condition. The Hidden condition can be lost as described in the Pitch Black rules or is lost if the fighter moves outside this section of the battlefield. A fighter who loses the Hidden condition cannot gain it again this round.
During the End phase of this round, all fighters discard any Hidden condition markers caused by this tactic's effects and the tactic is discarded.
Venator TACTICS
znm-12
Ambush Alley
Play this gang tactic when an enemy fighter performs the Operate Door (Simple), Access Terminal (Basic), or Force Door (Basic) action.
After the enemy fighter completes the action, choose a friendly fighter with line of sight to that enemy fighter. The friendly fighter may immediately perform a free Shoot (Basic) action. If the enemy fighter is still Standing and Active, they may perform a second action (if they have not done so already).
Universal TACTICS
znm-13
Call the Beast
Play this gang tactic when a friendly fighter performs a Move (Simple) action.
After the enemy fighter completes their movement, nominate a Vent anywhere on the battlefield. For the remainder of this battle, this Vent counts as a Beast's Lair as described in the Rulebook.
Universal TACTICS
znm-14
Emergency Repulsors
Play this gang tactic when a friendly fighter falls or jumps down from a ledge, but before working out the effects of the fall or jump.
Place a 5" Blast marker anywhere on the battlefield and leave it in place for the remainder of this round. Fighters falling or jumping onto this marker take no damage and are not Pinned.
Universal TACTICS
znm-15
From Below
Play this gang tactic after rolling for Reinforcements, but before placing reinforcement fighters on the Battlefield.
Friendly fighters arriving via the Reinforcement rules can be deployed in the same manner as fighters with the Infiltrate skill, as long as they are deployed within 2" of a Pipe or Vent.
Universal TACTICS
znm-16
Hidden Vent
Play this gang tactic when a friendly fighter performs a Move (Simple) action.
During their movement, this fighter may pass through Impassable terrain, provided they end their movement with no part of their base within the Impassable terrain.
Universal TACTICS
znm-17
Improvised Cover
Play this gang tactic instead of activating a fighter.
You may immediately place a barricade anywhere within 2" of one of your fighters.
Universal TACTICS
znm-18
Lucky Ricochet
Play this gang tactic when a friendly fighter hits with a ranged attack, and their target was within 2" of a piece of Impassable terrain.
After working out the effects of the hit, and if the fighter has not been removed from play, roll a D6 to see if that hit fighter is hit by a Stray Shot from the same weapon.
Universal TACTICS
znm-19
Rat Warren
Play this gang tactic after your opponent activates one of their fighters.
If the fighter they have just activated does not have line of sight to any friendly fighters, they must make an Intelligence check. If this check is failed, you may place that fighter anywhere within 6" of their current location. You may not place that fighter within 3" of any of your fighters.
Universal TACTICS
znm-20
Lockdown
Play this gang tactic at the start of any Action Phase.
All doors on the battlefield close if they are open, and then become locked.
Universal TACTICS
znm-21
Trip Wire
Play this gang tactic when an enemy fighter ascends or descends a ladder or stairs.
Once the enemy fighter completes their Move action, they become pinned.
Universal TACTICS
znm-22
Underhive Gloom
Play this gang tactic at the start of the battle, after both Crews have been deployed.
For the duration of this battle, the hit rolls for ranged attacks made through open doorways or against fighters on a different level to the attacker suffer an additional -2 modifier to the hit roll.
Universal TACTICS
znm-23
Wall Breach
Play this gang tactic when a friendly fighter makes a ranged attack.
The fighter can choose targets that are out of their line of sight, provided they are not using a weapon with the Template or Blast (X") traits. Attacks against these targets suffer a -2 modifier to their hit roll.
Universal TACTICS
znm-24
Auspex Bafflers
Play this gang tactic at the start of the battle before the first roll for Priority.
Select a friendly vehicle. For the duration of this battle, they do not gain the Revealed condition for moving or firing a weapon. At the end of each of the vehicle's activations, roll a D6. On a result of a 1, the auspex bafflers stop working and have no further effect.
Van Saar Vehicle TACTICS
vsv-1
Automantic Kill-switch
Play this gang tactic instead of activating a friendly model.
Select a Mobile enemy vehicle. Change its Status to Stationary and Stalled.
Van Saar Vehicle TACTICS
vsv-2
Automantic Override
Play this gang tactic instead of activating a friendly model.
Select a weapon with the Crew Operated trait mounted on an enemy vehicle. The enemy vehicle suffers an automatic hit in the Side from the selected weapon.
Van Saar Vehicle TACTICS
vsv-3
Automated Repair
Play this gang tactic at the start of the battle before the first roll for Priority.
Select a friendly vehicle. For the duration of the battle, roll a D6 for the vehicle during the Recovery and Restart step of the End phase; on a 5+ the vehicle regains 1 Hull Point lost earlier in the battle.
Van Saar Vehicle TACTICS
vsv-4
Auto-righting Stabilisers
Play this gang tactic at the start of the battle before the first roll for Priority.
Select D3 friendly fighters subject to the Mounted condition. For the duration of the battle, they treat their Initiative characteristic as 2+ when performing the Stand Up (Basic) action.
Van Saar Vehicle TACTICS
vsv-5
Custom Upgrade
Play this gang tactic at the start of the battle before the first roll for Priority.
A friendly vehicle of your choice may be equipped with an Upgrade that costs 30 credits or less for free for the duration of this battle.
Van Saar Vehicle TACTICS
vsv-6
Energy Dispersion Field
Play this gang tactic when a friendly vehicle has been wounded before rolling to save.
For the duration of this attack, the vehicle gains a 4+ field armour save.
Van Saar Vehicle TACTICS
vsv-7
Holo-projector
Play this gang tactic when a friendly fighter subject to the Mounted condition is declared the target of a shooting attack before rolling to hit.
The target of the attack may immediately move up to D6". If they are no longer a valid target for the shooting attack, the action is wasted.
Van Saar Vehicle TACTICS
vsv-8
Hydraulic Repulsion Bar
Play this gang tactic at the start of the battle before the first roll for Priority.
Select a friendly vehicle. The vehicle takes no damage from the first collision that it is involved in.
Van Saar Vehicle TACTICS
vsv-9
Power to the Engines
Play this gang tactic when activating a friendly fighter subject to the Mounted condition before performing any actions.
For the duration of this activation, the fighter's Movement characteristic is increased by 2".
Van Saar Vehicle TACTICS
vsv-10
Rad Vents
Play this gang tactic when activating a friendly vehicle before performing any actions.
For the duration of this activation, any fighter (friend or foe) who comes within 1" of this vehicle at any point during its activation must test as if they had been hit by a weapon with the Rad-phage trait.
Van Saar Vehicle TACTICS
vsv-11
Rad-rounds
Play this gang tactic when activating a friendly vehicle before performing any actions.
For the duration of this activation, all of the vehicle's weapons with the Crew Operated trait also gain the Rad-phage trait.
Van Saar Vehicle TACTICS
vsv-12
Ram Run
Play this gang tactic when activating a friendly fighter subject to the Mounted condition before performing any actions.
For the duration of its activation, any Ride-by attacks performed by the fighter are resolved at S4, AP-1, D2 with the Knockback trait.
Van Saar Vehicle TACTICS
vsv-13
Redirect Power
Play this gang tactic when activating a friendly vehicle before performing any actions.
For the duration of its activation, the vehicle cannot move; however, the Strength of any of its 'las' weapons with the Crew Operated trait is increased by 2.
Van Saar Vehicle TACTICS
vsv-14
Refined Fuel Coils
Play this gang tactic at the start of the battle before the first roll for Priority.
Select D3 friendly fighters subject to the Mounted condition. They may each perform a free Move (Simple) action, but cannot move further than 6".
Van Saar Vehicle TACTICS
vsv-15
Reinforced Superstructure
Play this gang tactic when a friendly vehicle is Wrecked before rolling on the Lasting Damage table.
Roll twice on the Lasting Damage table and choose which result to apply.
Van Saar Vehicle TACTICS
vsv-16
Targeting Relay
Play this gang tactic when activating a friendly vehicle before performing an action.
Select an enemy model within 12" of the vehicle. For the remainder of the round, friendly models apply a +1 modifier to hit the enemy model with shooting attacks.
Van Saar Vehicle TACTICS
vsv-17
Targeting Scramblers
Play this gang tactic when activating a friendly model before performing any actions.
For the duration of this activation, the model may perform the Jam (Basic) action.
Jam (Basic): Select an enemy vehicle within 12". For the remainder of the round, they suffer a -1 modifier to all hit rolls.
Van Saar Vehicle TACTICS
vsv-18
Advanced Recon
Play this gang tactic during the pre-battle sequence after determining crews.
Select a friendly vehicle in your starting crew; instead of deploying the vehicle normally, after all other models have been deployed the vehicle may be placed anywhere on the battlefield at least 6" away and out of line of sight of all enemy models.
Delaque Vehicle TACTICS
dev-1
Distortion Field
Play this gang tactic at the start of the battle, before the first roll for Priority.
Select D3 friendly fighters subject to the Mounted condition. For the duration of the battle, if they perform two Move (Simple) actions during their activation they are considered to always be in full cover until the start of their next activation.
Delaque Vehicle TACTICS
dev-2
Exploit Weakness
Play this gang tactic at the start of any round, before rolling for Priority.
Select an enemy vehicle. For the duration of the round, increase the AP of all attacks targeting the vehicle by 1.
Delaque Vehicle TACTICS
dev-3
Fade Away
Play this gang tactic when activating a friendly fighter subject to the Mounted condition, before performing any actions.
After the fighter's activation has finished, the fighter gains the Hidden condition until their next activation.
Delaque Vehicle TACTICS
dev-4
Flare Ram
Play this gang tactic when a friendly vehicle is involved in a vehicle collision, after resolving all damage.
All models (both friend and foe) within 6" of the friendly vehicle must test as if they had been hit by a weapon with the Flash trait.
Delaque Vehicle TACTICS
dev-5
Hallucinogenic Fumes
Play this gang tactic when activating a friendly Mobile vehicle, before performing any actions.
Once the vehicle's activation has finished, any fighters (both friend and foe) that were within 1" of the vehicle at any point during its activation must pass a Willpower test or become subject to the Insane condition.
Delaque Vehicle TACTICS
dev-6
Intelligence Gathering
Play this gang tactic at the start of the battle, before the first roll for Priority.
Whenever a friendly model Wrecks an enemy vehicle during this battle, they earn an additional 1XP.
Delaque Vehicle TACTICS
dev-7
Night Runner
Play this gang tactic at the start of the battle, before the first roll for Priority.
Select a friendly vehicle. For the duration of the battle, all of its weapons are considered to have the Silent trait.
Delaque Vehicle TACTICS
dev-8
Off-road Run
Play this gang tactic at the start of the battle, before the first roll for Priority.
For the duration of the round, friendly fighters subject to the Mounted condition are not slowed down by moving over difficult terrain.
Delaque Vehicle TACTICS
dev-9
Psychoteric Vox Blast
Play this gang tactic when activating a friendly vehicle, before performing any actions.
The vehicle can perform the Psychoteric Scream (Double) action.
Psychoteric Scream: All enemy models within 3" must immediately pass a Cool test or become Broken.
Delaque Vehicle TACTICS
dev-10
Reinforced Webs
Play this gang tactic at the start of the battle, before the first roll for Priority.
Select up to D3 weapons with the Web trait. For the duration of the battle, if a vehicle is hit by one of these weapons, the vehicle must make a Handling test.
If the test is failed, reduce the vehicle's Movement characteristic by 3" until the start of its next activation.
Delaque Vehicle TACTICS
dev-11
Road War
Play this gang tactic when activating a friendly vehicle, before performing any actions.
If the vehicle performs a Full Throttle (Double) action this activation, they may also perform a free Fire All (Basic) action applying a -1 modifier to any hit rolls.
Delaque Vehicle TACTICS
dev-12
Sabotage!
Play this gang tactic when an enemy vehicle is Wrecked.
All models within D6" of the vehicle suffer a S5, AP-1, D1 hit, the vehicle is then removed from the battlefield.
Delaque Vehicle TACTICS
dev-13
Secret Roadways
Play this gang tactic at the start of a Rolling Roads battle, before the first roll for Priority.
Friendly models may re-roll the Intelligence test to see if they manage to rejoin the battle.
Delaque Vehicle TACTICS
dev-14
Shadow Slide
Play this gang tactic when activating a friendly vehicle, before performing any actions.
The vehicle may be placed anywhere within 6" of its starting position facing any direction. It may then activate as normal.
Delaque Vehicle TACTICS
dev-15
Slash the Tyres!
Play this gang tactic at the start of any round, before rolling for Priority.
Select an enemy vehicle. For the duration of the round, any close combat attacks against the vehicle are resolved at +1 Damage.
Delaque Vehicle TACTICS
dev-16
Smoke and Shadows
Play this gang tactic at the start of the battle, before the first roll for Priority.
Select up to D3 friendly vehicles. They may be redeployed following the scenario's rules for deployment.
Delaque Vehicle TACTICS
dev-17
Strike and Fade
Play this gang tactic when activating a fighter subject to the Mounted condition, before performing any actions.
For the duration of this activation, enemy fighters may not make Reaction attacks against this fighter when they perform Ride By attacks.
Delaque Vehicle TACTICS
dev-18
Advanced Reconnaissance
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
D3 friendly fighters may immediately perform a Move (Simple) action.
Hive Secundus Gang TACTICS
hsd-1
Corrupted Ammunition
Play this gang tactic when a friendly fighter is targeted by a ranged attack.
For the duration of the current model's activation, reduce the Damage characteristic of each ranged weapon they are equipped with by 1 to a minimum of 1.
Hive Secundus Gang TACTICS
hsd-2
Crumbling Masonry
Play this gang tactic after activating a friendly fighter, before performing any actions.
During this fighter's activation, every wall is considered to have a ductway through it.
Hive Secundus Gang TACTICS
hsd-3
Desperate Throw
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of this activation, increase the range of any grenades this fighter is equipped with by 6".
Hive Secundus Gang TACTICS
hsd-4
Draw 'em Out
Play this gang tactic when activating a friendly fighter, before performing any actions.
During their activation, the fighter may perform the Place Lure (Basic) action.
Place Lure (Basic): Place a marker on the battlefield within 1" of this fighter. For the remainder of the round, whenever a Roaming Horror moves, they must move directly towards the marker.
Hive Secundus Gang TACTICS
hsd-5
Emergency Defences
Play this gang tactic after both gangs have been deployed, before the first roll for Priority.
Place a Trazior pattern sentry gun on the battlefield within 3" of a friendly model.
Hive Secundus Gang TACTICS
hsd-6
Fresh Blood
Play this gang tactic after both gangs have been deployed, before the first roll for Priority.
Add a Juve to your starting crew with up to 50 credits worth of equipment for free. This fighter may take you above the maximum number of models allowed in your starting crew. During the post-battle sequence you may pay an amount equal to their value to add them permanently to your gang. If you choose not to then they leave your gang.
Hive Secundus Gang TACTICS
hsd-7
Improvised Trap
Play this gang tactic after activating a friendly fighter, before performing any actions.
Place a frag trap on the battlefield within 1" of the activating fighter. For the duration of this fighter's activation, treat any rolls to see if the trap is set off as 2-3 Lucky Escape – there is no need to roll the dice.
Hive Secundus Gang TACTICS
hsd-8
Irradiated Ammunition
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly fighter. One of their weapons gains the Rad-phage trait.
Hive Secundus Gang TACTICS
hsd-9
Legendary Hunter
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly fighter. For the duration of this battle, they gain the Fearsome skill.
Hive Secundus Gang TACTICS
hsd-10
Light 'em Up!
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select D3 friendly fighters. For the duration of the battle, the selected fighters are equipped with flares.
Hive Secundus Gang TACTICS
hsd-11
Lost Survivor
Play this gang tactic at the start of the battle, before deploying starting crews.
Add either an Ammo-Jack or Rogue Doc to your starting crew for free. This fighter may take the number of models in your crew above the maximum allowed by the scenario. They will leave your gang at the end of the post-battle sequence.
Hive Secundus Gang TACTICS
hsd-12
Lost the Scent
Play this gang tactic after a friendly model has finished their activation, before choosing a Roaming Horror to activate.
Select a Roaming Horror and remove their Ready marker.
Hive Secundus Gang TACTICS
hsd-13
Lumen Flare
Play this gang tactic at the start of any round, before rolling for Priority.
For the duration of this round, increase the value of the Visibility (X") rule by 6".
Hive Secundus Gang TACTICS
hsd-14
Pre-emptive Strike
Play this gang tactic when a friendly fighter is charged, before the charging model performs any attacks.
The defending fighter may perform Reaction attacks before the charging model performs their attacks.
Hive Secundus Gang TACTICS
hsd-15
Relentless Hunters
Play this gang tactic after a friendly model has finished their activation, before choosing a Roaming Horror to activate.
A Roaming Horror may be selected and activated even if they do not have a Ready marker.
Hive Secundus Gang TACTICS
hsd-16
'Til the Bitter End
Play this gang tactic after both gangs have been deployed, before the first roll for Priority.
Select three friendly models. Each of them that is still on the battlefield at the end of the battle earns an additional D3 XP.
Hive Secundus Gang TACTICS
hsd-17
Underhells Quake
Play this gang tactic at the start of the End phase, before checking to see if gangs have Bottled.
Place the 5" Blast template anywhere on the battlefield and then scatter it 2D6" in a random direction. If the Blast template finishes this scatter with the central hole over Impassable terrain, move the template the smallest possible distance so that the central hole is not in Impassable terrain. Every model under the template suffers a S5, D1, AP -1 hit.
Hive Secundus Gang TACTICS
hsd-18
Bulldoze
Play this gang tactic when activating a friendly Orrus Spyre Hunter before performing any actions.
For the duration of this activation, this fighter may move through Impassable terrain that is 2" or less in width as if it were difficult terrain. Each time this fighter does so, they suffer a S4, AP -1, D1 hit after they finish moving.
Spyre Hunting Party TACTICS
spy-1
Chameleonic Overload
Play this gang tactic at the start of any round before rolling for Priority.
Select a friendly Yeld Spyre Hunter. For the duration of the round they cannot be targeted by shooting attacks. After this round, for the rest of the battle, their Yeld hunting rig does not modify hit rolls.
Spyre Hunting Party TACTICS
spy-2
Claim Prey
Play this gang tactic after both crews have deployed, before the first roll for Priority.
Select a friendly Spyrer and an enemy Leader or Champion. If the enemy Leader or Champion goes Out of Action as a result of an action performed by the Spyrer then increase the Spyrer's Kill Count by an additional one.
Spyre Hunting Party TACTICS
spy-3
Coordinated Strike
Play this gang tactic when activating a friendly Hunt Master Spyre Hunter before performing any actions.
For the duration of this activation, the Hunt Master gains the Group Activation (1) special rule.
Spyre Hunting Party TACTICS
spy-4
Elevated Firepower
Play this gang tactic when activating a friendly Yeld Spyre Hunter before performing any actions.
For the duration of this activation, increase the Strength characteristic of all ranged weapons this fighter is equipped with by 1 as long as they are targeting a fighter at least 6" below them.
Spyre Hunting Party TACTICS
spy-5
Environmental Adaptation
Play this gang tactic after both crews have deployed, before the first roll for Priority.
Select a friendly Spyrer. For the duration of the battle they are considered to be equipped with filter plugs and are immune to the effects of the Blaze and Rad-phage traits.
Spyre Hunting Party TACTICS
spy-6
Fake Out
Play this gang tactic when activating a friendly Jakara Spyre Hunter before performing any actions.
For the duration of this activation, the Jakara may perform the Feint (Basic) action:
Feint (Basic): If this fighter performs a subsequent Fight (Basic) action, then their opponent cannot use the Parry trait and suffers a -1 modifier to hit on any Reaction attacks.
Spyre Hunting Party TACTICS
spy-7
Finesse Strike
Play this gang tactic when activating a friendly Jakara Spyre Hunter before performing any actions.
For the duration of this activation, when performing a Fight (Basic) action this Jakara Spyre Hunter may only make one attack regardless of their Attacks characteristic or other bonuses, but the attack gains the Sever trait.
Spyre Hunting Party TACTICS
spy-8
Hit & Run
Play this gang tactic when activating a friendly Jakara Spyre Hunter before performing any actions.
For the duration of this activation, this fighter treats the Retreat (Basic) action as a Free action.
Spyre Hunting Party TACTICS
spy-9
Kill Frenzy
Play this gang tactic when a friendly Spyre Hunter is taken Out of Action before removing them from the battlefield or rolling on the Suit Glitches table.
Remove all Flesh Wounds from the fighter and change their Status to Prone and Pinned. For the remainder of the battle, all of their weapons gain the Reckless trait. During the Wrap-up step of the post-battle sequence, roll on the Suit Glitches table for this fighter.
Spyre Hunting Party TACTICS
spy-10
Power Surge
Play this gang tactic after both crews have deployed, before the first roll for Priority.
Select a friendly Spyrer. For the duration of the battle they may ignore the negative effects of any Spyrer Hunting Rig Glitches they have.
Spyre Hunting Party TACTICS
spy-11
Reposition
Play this gang tactic when activating a friendly Malcadon Spyre Hunter before performing any actions.
For the duration of this activation, this fighter treats the Grapnel (Double) action as a Free action.
Spyre Hunting Party TACTICS
spy-12
Seismic Smash!
Play this gang tactic when activating a friendly Orrus Spyre Hunter before performing any actions.
For the duration of this activation this fighter may perform the Ground Pound (Double) action:
Ground Pound (Double): The Orrus Spyre Hunter makes a S4, AP -1, D2 attack with the Template and Seismic traits.
Spyre Hunting Party TACTICS
spy-13
Stalk the Shadows
Play this gang tactic when activating a friendly Malcadon Spyre Hunter before performing any actions.
For the duration of this activation this Malcadon Spyre Hunter may perform the Shadow Stalk (Double) action:
Shadow Stalk (Double): Remove this fighter from the battlefield, then redeploy them anywhere on the battlefield at least 9" from and out of line of sight of all enemy models.
Spyre Hunting Party TACTICS
spy-14
Unstoppable Force
Play this gang tactic when activating a friendly Orrus Spyre Hunter before performing any actions.
For the duration of this activation, if this Orrus Spyre Hunter performs a Charge (Double) action then any attacks made as part of a subsequent free Fight action are resolved at +1 Strength and with the Knockback trait.
Spyre Hunting Party TACTICS
spy-15
Vow of Carnage
Play this gang tactic when a friendly Spyrer has increased their Kill Count for the second time this battle.
During this battle's post-battle sequence when performing the Suit Evolution post-battle action, the controlling player may roll two dice and choose which one to apply when generating a Power Boost.
Spyre Hunting Party TACTICS
spy-16
Wings of Death
Play this gang tactic when activating a friendly Yeld Spyre Hunter before performing any actions.
For the duration of this activation, this Yeld Spyre Hunter may perform Ride By attacks as if they were subject to the Mounted condition.
Spyre Hunting Party TACTICS
spy-17
You're Mine Now!
Play this gang tactic when activating a friendly Malcadon Spyre Hunter before performing any actions.
For the duration of this activation, this fighter's paired web incisors gain the Drag trait.
Spyre Hunting Party TACTICS
spy-18
Combat Power Distribution
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly fighter equipped with an exosuit. Increase the Strength and AP characteristics of one of their close combat weapons by 1 for the duration of the battle. Additionally, all of their weapons gain the Reckless trait.
Prospectors TACTICS
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Eager to Impress
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly Exo-kyn fighter. If during the battle they take an enemy Leader or Champion Out of Action, they earn an additional D3 XP.
Prospectors TACTICS
hta-2
Our Clan Heritage
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly Champion. During this battle’s post-battle sequence this fighter may select any Ancestry post-battle action and perform it even if in Recovery or Convalescence.
Prospectors TACTICS
hta-3
Control Node Extender
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly fighter. Any Exotic Beasts they are equipped with must remain within 9" rather than the usual 3".
Prospectors TACTICS
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Gravel to the End
Play this gang tactic during the End phase of any round after making Bottle checks.
For the duration of this End phase, when rolling to see if friendly Prone and Seriously Injured fighters recover, they are all considered to have rolled a Flesh Wound, there is no need to roll the dice.
Prospectors TACTICS
hta-5
Making a Stand
Play this gang tactic at the start of any round, before rolling for Priority.
Select a friendly fighter. For the duration of this round, they cannot be placed Prone and Pinned. At the start of the End phase, change the fighter’s Status to Prone and Seriously Injured.
Prospectors TACTICS
hta-6
Mining Tunnels
Play this gang tactic at the start of a battle, before deploying starting crews.
Select a friendly fighter equipped with an exo-suit. For the duration of the battle, they gain the Infiltrate skill.
Prospectors TACTICS
hta-7
Low Blow
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of this activation, whenever this fighter performs a shooting attack against an enemy on a higher elevation, they apply a +1 modifier to any Wound rolls.
Prospectors TACTICS
hta-8
Automatic Rain
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of this activation, increase the Rapid Fire (X) trait on all of this fighter’s weapons to Rapid Fire (X+1). Any weapon fired during this activation automatically runs Out of Ammo.
Prospectors TACTICS
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Heads of Iron
Play this gang tactic during the End phase, before making a Bottle check.
The Bottle check is automatically passed, there is no need to roll the dice.
Prospectors TACTICS
hta-10
Overclocked Reactor
Play this gang tactic when activating a friendly vehicle, before performing any actions.
For the duration of this activation, the vehicle’s Movement characteristic is increased by 2" and their Handling characteristic reduced by 2.
Prospectors TACTICS
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Ramming Breach
Play this gang tactic when activating a friendly vehicle, before performing any actions.
For the duration of this activation, the vehicle takes no damage from head-on collisions.
Prospectors TACTICS
hta-12
Respirator Pipes
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select D3 friendly fighters. For the duration of the battle, the selected fighters are equipped with respirators.
Prospectors TACTICS
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Burst of Speed
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of this activation, this fighter may perform a single Move (Free) action.
Prospectors TACTICS
hta-14
Inferno Rounds
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of this activation, any Ironhead autoguns or Ironhead boltguns this fighter is equipped with gain the Blaze trait.
Prospectors TACTICS
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Iron Swing
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly fighter. For the duration of the battle, one of their weapons with the Melee trait gains the Knockback trait.
Prospectors TACTICS
hta-16
That All You’ve Got?
Play this gang tactic when activating a friendly fighter with at least three Flesh Wounds, before performing any actions.
For the duration of this activation, each time the selected fighter takes an enemy fighter Out of Action they earn an additional D3 XP.
Prospectors TACTICS
hta-17
The Iron Ride
Play this gang tactic when activating a friendly fighter subject to the Mounted condition, before performing any actions.
Until the start of this fighter’s next activation, their Toughness characteristic is considered to be one higher for the purpose of Wound rolls.
Prospectors TACTICS
hta-18
Shock Traps
Play this gang tactic at the start of a battle, before deploying starting crews.
Deploy D3 shock booby traps on the battlefield.
Ash Waste Nomads TACTICS
totw-1
Rig Hunters
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select D3 friendly fighters equipped with blast rifles. For the duration of the battle, their blast rifles are considered to be equipped with electrostatic generators.
Ash Waste Nomads TACTICS
totw-2
Wasteland Medicine
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly fighter. For the duration of the battle, they are equipped with one dose of any chem from the Nomad Trading Post.
Ash Waste Nomads TACTICS
totw-3
Blessed by the Spirits
Play this gang tactic when activating a friendly fighter, before benefitting from a Warrior Spirit.
Benefitting from the Warrior Spirit does not count against the number of times the Warrior Spirit can be used.
Ash Waste Nomads TACTICS
totw-4
Frenzied Helamite!
Play this gang tactic when activating a friendly fighter, before performing any actions.
If this fighter is equipped with a Dustback Helamite, for the duration of this activation increase the value of the Additional Attacks (X) trait on their Helamite claws by 1.
Ash Waste Nomads TACTICS
totw-5
Great Spirit Speaker
Play this gang tactic at the start of the battle, before generating Warrior Spirits.
When generating Warrior Spirits, one of the D6 may be rolled on the Warrior Spirits table of a different tribe.
Ash Waste Nomads TACTICS
totw-6
Sputter…
Play this gang tactic after an enemy vehicle completes its activation.
Change the vehicle’s status to Stationary and Stalled.
Ash Waste Nomads TACTICS
totw-7
Dustback Knight
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of this activation, when this fighter performs a Ride By attack, they may make one additional attack.
Ash Waste Nomads TACTICS
totw-8
Repurposed Scrap
Play this gang tactic during the post-battle sequence, before visiting the Nomad Trading Post.
For the duration of this post-battle sequence, increase the Availability Level of Scavenge by 2 for each enemy vehicle Wrecked during the battle.
Ash Waste Nomads TACTICS
totw-9
Terror of the Wastes
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly fighter. For the duration of the battle, they gain the Fearsome skill.
Ash Waste Nomads TACTICS
totw-10
Bugalanche!
Play this gang tactic instead of activating a friendly model.
Target an enemy fighter within 6" of a friendly model. The targeted fighter must pass a Willpower test or lose their Ready marker.
Ash Waste Nomads TACTICS
totw-11
Ghost of the Deeps
Play this gang tactic at the start of a battle, before deploying starting crews.
Select a friendly fighter. For the duration of this battle, they gain the Infiltrate skill.
Ash Waste Nomads TACTICS
totw-12
Sandstorm
Play this gang tactic at the start of any round of an Ash Wastes battle, before rolling for Priority.
Select a battlefield edge. Every fighter not on ground level is moved towards that battlefield edge as if they had been hit by a weapon with the Knockback trait.
Ash Waste Nomads TACTICS
totw-13
Nomad Snipers
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of this activation, when resolving damage against a vehicle you may choose which location has been hit, there is no need to roll the Location dice.
Ash Waste Nomads TACTICS
totw-14
Harrier Hunting
Play this gang tactic at the start of a battle, before deploying starting crews.
Add a Nomad Harrier to your gang. They will automatically leave at the end of the battle and will not add any credits to the gang’s Stash during the post-battle sequence.
Ash Waste Nomads TACTICS
totw-15
Dead-eye
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of their activation, if the fighter performs an Aim (Basic) action they add +2 instead of +1 to a subsequent Shoot (Basic) action.
Ash Waste Nomads TACTICS
totw-16
Vanishing Act
Play this gang tactic during the End phase of any round, before rolling for Recovery.
For the duration of this End phase, when rolling to recover any friendly fighters you may choose for them to automatically go Out of Action. If you do, they are automatically Out Cold, there is no need to roll the Injury dice.
Ash Waste Nomads TACTICS
totw-17
Wasteland Wraiths
Play this gang tactic when activating a friendly fighter who is Standing and Engaged, before performing any actions.
For the duration of this activation, the fighter treats the Retreat (Basic) action as a Free action and performing it does not trigger Reaction Attacks.
Ash Waste Nomads TACTICS
totw-18
Shakedown!
Play this gang tactic at the start of a battle, before deploying starting crews.
Select an enemy fighter at random, they are delayed in arriving and are not deployed on the battlefield. Instead, they arrive as Reinforcements in the first round.
Enforcer TACTICS
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Maximum Suppression
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
For the duration of this battle, each friendly fighter earns an additional 1 XP for taking an enemy fighter Out of Action with a close combat attack.
Enforcer TACTICS
bol-2
Power Override
Play this gang tactic at the start of any round, before rolling for Priority. This gang tactic may only be used in Underhive battles.
For the duration of the round, the Visibility (X") rule applies. Choose whether X is 6, 12 or 24.
Enforcer TACTICS
bol-3
Cut off the Head
Play this gang tactic at the start of the post-battle sequence.
Add D6×10 credits to the gang's Stash for each enemy fighter with the Gang Hierarchy (X) special rule that was taken Out of Action.
Enforcer TACTICS
bol-4
Fire in the Hole!
Play this gang tactic when a friendly fighter declares a Charge (Double) action, before moving the fighter.
The fighter may perform a Shoot (Free) action. This action may only be used to throw a weapon with the Grenade trait. If the target of the Charge (Double) action is taken Out of Action by this attack or the active fighter is Pinned, then the fighter's activation ends immediately.
Enforcer TACTICS
bol-5
Photon Flare Rounds
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
A weapon of your choice carried by a friendly fighter gains the Flash trait for the duration of the battle.
Enforcer TACTICS
bol-6
"On My Target!"
Play this gang tactic after a friendly model has hit an enemy model with a Shoot (Basic) action, before rolling to wound.
For the duration of the round, all friendly models gain a +1 modifier to any To Hit rolls made as part of a Shoot (Basic) action when targeting the hit enemy fighter.
Enforcer TACTICS
bol-7
Quick Takedown
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of this activation the fighter may perform a Coup de Grace (Free) action. Any fighter taken Out of Action as part of this action is automatically Out Cold, there is no need to roll on the Lasting Injury table.
Enforcer TACTICS
bol-8
Pistol Whip
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select D3 fighters armed with weapons with the Sidearm trait. For the duration of this battle, these weapons gain the Concussion trait when used in close combat.
Enforcer TACTICS
bol-9
Grenade Requisition
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select D3 friendly fighters, for the duration of the battle they are equipped with both smoke and photon flash grenades.
Enforcer TACTICS
bol-10
Pre-emptive Strike
Play this gang tactic when an enemy fighter performs a Fight (Basic) action targeting a friendly fighter, before they roll to hit.
The friendly fighter immediately makes a close combat attack targeting the active fighter, however they may only make one attack. They may not then make Reaction attacks.
Enforcer TACTICS
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Running Battle
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select D3 friendly fighters, for the duration of the battle they gain the Hip Shooting skill.
Enforcer TACTICS
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Emergency Deputisation
Play this gang tactic after both crews have been determined, before deployment.
Add a free Enlisted Hive Scum with up to 50 credits of equipment to your starting crew for this battle. During the post-battle sequence you may pay their credits value in order to add them permanently to your Roster.
Enforcer TACTICS
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Precinct Doc
Play this gang tactic during the post-battle sequence when performing post-battle actions.
Your gang may perform one Medical Escort post-battle action for free. This does not require a fighter to perform the action, nor does it cost any credits.
Enforcer TACTICS
bol-14
Helmawr's Insurance
Play this gang tactic at the start of the post-battle sequence.
You may add one mundane bionic to your gang's Stash for half of its cost on the Trading Post (rounded up to the nearest 5 credits), treating its Availability Level as Common.
Enforcer TACTICS
bol-15
Combat Drill
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select D3 friendly fighters. For the duration of the battle, they each gain a random Palanite Drill skill. Generate each skill separately.
Enforcer TACTICS
bol-16
Shield Bash
Play this gang tactic when activating a friendly fighter, before performing any actions.
For the duration of their activation, any weapons they have with the Assault Shield trait gain the Concussion trait and increase their Damage characteristic by 1.
Enforcer TACTICS
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Prefecture Secondment
Play this gang tactic after both crews have been deployed, before the first roll for Priority.
Select a friendly fighter. For the duration of the battle they gain a skill from any Prefecture.
Enforcer TACTICS
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