TEXT: A GOOD DAY
  BATTLE MADNESS
  BLACKOUT
  ADRENALINE SURGE
  BEAST LURE
  BLAZING FURY
  ...CLICK
  BAIT AND SWITCH
  BEAST REPELLENT
  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.
  Play instead of activating a fighter.
  Choose a Broken Fighter from either gang. 
  They immediately make a ranged attack 
  against the closest fighter they can see, 
  friend or foe. If they are in base contact 
  with another fighter, they make close
  combat attacks instead.
  Play this card at the start of any round.
  For the duration of this round, ranged at-
  tacks 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.
  Play when activating a fighter.
  The fighter can make one additional action 
  this turn.
  A fighter can spend an action to play this card.
  Place the Beast’s Lair marker within 3’’ of 
  this fighter. Then, they can move up to D6’’. 
  If they end the action within 6’’ of the lair, 
  there is a chance they will be attacked as 
  normal.
  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.
  Play this card after an enemy fighter completes
  an attack with a ranged weapon.
  The weapon immediately runs Out of 
  Ammo, as if it had failed an Ammo check.
  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.
  Play this card when activating a 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.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  BREACH AND CLEAR
  CHAIN ATTACKS
  COUNTER-ASSAULT
  BULLET MAGNET
  CLOSE TO RETIREMENT
  CROSSFIRE
  BLOOD DEBT
  BURST OF COURAGE
  COMBAT DRUGS
  Play after a friendly fighter makes an Operate
  Door (Simple) action or successful Force Door
  (Basic) action.
  Note: Zone Mortalis only.
  The fighter may immediately make a free 
  Shoot (Basic) action.
  Play when a fighter takes an enemy Out of
  Action with a Melee attack.
  The activating fighter can move up to D6’’ 
  and make a Fight Basic action. Their
  activation then immediately ends.
  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.
  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.
  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.
  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.
  Play this card when one of your fighters is taken
  Out of Action by an enemy fighter’s attack.
  For the rest of the battle, add 1 to the result 
  of any hit rolls for fighters from your gang 
  when they target the attacker. Tuck this 
  card under the attacker’s Fighter card as a 
  reminder.
  Play this card when making a Cool check for a
  fighter.
  The fighter automatically passes the check, 
  and any more Cool checks they are required 
  to make until the end of the round.
  Play when a fighter makes a melee attack.
  For the duration of this turn, the fighter ga-
  ins D3 additional attacks. However, should 
  the fighter gain the full 3 additional
  attacks, they will automatically suffer a 
  Flesh Wound at the end of their activation.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  DANGEROUS FOOTING
  DEDICATED TO DUTY
  DISTRACTION
  DEADLOCK
  DESPERATE EFFORT
  DOUBLE TIME
  CUT THEIR SUPPLY
  DEATH TRAP
  DISORIENTING SHADOWS
  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.
  Play during the End phase, before you make a
  Bottle test.
  Your gang automatically passes their
  Bottle test.
  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.
  Play this card at the start of any round.
  Note: Zone Mortalis only.
  Choose a closed door anywhere on the
  board. For the duration of this round, the 
  door cannot be opened in any way.
  Play when it is your turn to activate a fighter, 
  but none of your fighters have Ready markers.
  Pick one of your fighters and activate them 
  as though they had a Ready marker. At the 
  end of the action, they are Pinned.
  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.
  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.
  Play this card when an enemy fighter makes an
  Operate Door action to either open or close a door.
  Note: Zone Mortalis only.
  The fighter must test to see if they are struck 
  by the door, as if they were standing in a 
  doorway when the door is closed.
  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.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  DUCK AND COVER
  FEARSOME REPUTATION
  FRAG TRAP
  EMERGENCY SEAL
  FIRE DISCIPLINE
  GOT YOUR BACK
  DOUBLE-FISTED
  FALL BACK
  FORWARD PLANNING
  Play this card when activating a fighter.
  This turn, the fighter may make two Fire 
  (Basic) actions, provided they use the same 
  Basic or Pistol weapon for both. After 
  resolving these actions, the fighter may 
  move D3”.
  Play after one of your fighters puts an enemy
  Out of Action.
  For the rest of the game, any nerve checks 
  made for enemy fighters within 8” of them 
  have a -2 modifier.
  Play this at the start of the battle, when setting
  up your gang.
  Pick any of your fighters to carry the frag 
  trap, and put this card under their Fighter 
  card. Once during the game, the fighter, as 
  long as they are Active, can make this 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 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.
  Play instead of activating a fighter.
  Note: Zone Mortalis only.
  Ductways cannot be used for the duration 
  of this round – they are treated as not being 
  on the board at all.
  Play this card at the start of the battle, after
  setting up your gang.
  For the duration of the battle, ranged at-
  tacks made by your fighters only trigger an 
  Ammo check if the Firepower dice rolls an 
  Ammo symbol and the hit roll is a success.
  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 this 
  way for each close combat attack.
  Play when a fighter makes a ranged attack.
  For the duration of the ranged attack, the 
  fighter can attack with two ranged wea-
  pons, resolving a full attack with each, one 
  after the other. Both must be made against 
  the same target.
  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.
  Play at the start of the game, after both gangs
  have been deployed.
  Choose up to three fighters. These fighters 
  may immediately make a free Move
  (Simple) action.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  GROUP TACTICS
  HEALTHY PARANOIA
  HISTORY OF VIOLENCE
  HARD STOP
  HIDDEN BLADE
  HIVE TREMORS
  GRENADE BOUQUET
  HAVING A BAD DAY
  HIDDEN PASSAGE
  Play this card when it is your turn, before
  activating any fighters.
  Instead of activating one fighter, activate 
  up to three fighters (in the same way as 
  making a Group activation).
  Play when activating a fighter.
  For the rest of the battle, the fighter have 
  360° vision arc.
  Play during the pre-battle sequence, during Step
  Five: Choose Crews.
  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.
  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.
  Play when a fighter makes a Fight (Basic) action.
  The fighter adds D3 to their Attacks
  characteristic for the duration of this action.
  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.
  Play this card when a fighter makes an attack
  with a grenade that has a Blast trait.
  The fighter may immediately make three 
  attacks with this type of grenade, rather 
  than the usual one. Each of these attacks 
  counts as a miss and so will automatically 
  scatter. Once all three attacks are resolved, 
  the fighter will automatically fail the Ammo 
  check and run out of grenades of that type.
  Play at the start of the game after both sides
  have set up.
  Choose a Champion or Leader model in your 
  opponent’s crew. For the duration of the 
  game, Cool checks for other fighters from the
  opposing gang have a -2 modifier while that 
  fighter is within 3’’ of the chosen Champion 
  or Leader.
  Play this card at the start of your turn,
  immediately before activating a fighter.
  Note: Zone Mortalis only.
  Place an unused Ductway marker anywhere 
  on the board, following the normal rules 
  for placing a ductway.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  LAST GASP
  LOOK THE OTHER WAY
  LUCKY FIND
  LAST ROUND
  LOOSE CANNON
  LUCKY LHO-STICK CASE
  JUST ADD NAILS
  LONG ARM
  LOUD AND CLEAR
  Play this card when one of your active fighters is
  taken Out of Action.
  Before the fighter is removed from play, 
  they can immediately make an attack. This 
  is a close combat attack if they are Engaged, 
  otherwise it is a ranged attack. If they are 
  equipped with a grenade that has the
  Blast trait, and the Blast marker is centred 
  on them, it will not scatter. As soon as the 
  attack has been resolved, the fighter is 
  removed from play.
  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.
  Play this card when activating a fighter with a
  weapon that is Out of Ammo.
  One of the fighter’s weapons is automati-
  cally reloaded at the cost of one action – no 
  Ammo check is required.
  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.
  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.
  Play this card when a friendly fighter fails an
  armour save.
  The fighter can re-roll the armour save, 
  ignoring any negative modifiers (including 
  Armour Piercing).
  Play when making an attack with a frag
  grenade, before rolling to hit.
  The grenade’s Blast (3”) trait becomes
  Blast (5”).
  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.
  Play during the pre-battle sequence, during Step
  8. Deployment.
  Tuck this card under a fighter’s card. Until 
  the end of the battle, this fighter has stun 
  grenades.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  MACHINE CURSE
  MASTER SWITCH
  OPENING VOLLEY
  MAKESHIFT ARMOUR
  MELTA TRAP
  POINT-BLANK SHOT
  LUCKY SHOT
  MAKESHIFT COVER
  NERVES OF STEEL
  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.
  Play this card instead of activating a fighter.
  Note: Zone Mortalis only.
  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.
  Play at the start of the game, after both gangs
  have been deployed.
  Choose up to three fighters. These fighters 
  may immediately make a free Shoot (Basic) 
  action. Note that this does not apply if the 
  action would be (Simple) or (Double) for 
  any reason.
  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. If any save roll 
  for the fighter is a 1 (before modifiers),dis-
  card this card after resolving the attack(s).
  Play this at the start of the battle, when setting
  up your gang.
  Pick any of your fighters to carry the frag 
  trap, and put this card under their Fighter 
  card. Once during the game, the fighter, as 
  long as they are Active, can make this action:
  Set Melta Trap (Double) – Place a Melta Trap 
  marker within 1’’ of the fighter. Then they 
  can move up to D6’’.
  If the fighter goes Out of Action before ma-
  king 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.
  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.
  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.
  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 fighter
  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.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  PROPER PREPARATION
  RAPID HEALING
  REJUVE STIMM
  QUICK TIME
  REACTION FIRE
  RELOAD!
  PREEMPTIVE MEASURES
  RAPID FIRE
  RECKLESS CHARGE
  Play this card before setting up the gang at the
  start of the battle.
  Pick one of your fighters and put this card 
  under their Fighter’s card. For the duration 
  of the battle, this fighter’s weapons gain 
  the Plentiful trait unless they already have 
  the Scarce trait, in which case their
  weapons are counted as not being Scarce.
  Play this card instead of activating a fighter.
  Choose one of your fighters.
  This fighter either recovers one Wound or 
  removes one Flesh Wound.
  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.
  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.
  Play when an enemy fighters is activated, before
  they make their first action.
  Pick a fighter from your gang – that fighter 
  can immediately make a Shoot (Basic) action 
  against the activating enemy model, as long 
  as they are in range and line of sight.
  Play this card in the End phase of any round.
  Immediately make a Reload (Simple) action 
  for any or all of your fighters.
  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.
  Play this card when activating a fighter.
  This turn, the fighter may make two Fire 
  (Basic) actions, provide they use the same 
  weapon for both and make no other actions 
  for any reason. However, at the end of their 
  activation, the weapon counts as
  automatically having failed an Ammo check.
  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.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  RIGGED DOOR
  SECRET CACHE
  SHIELD WALL
  ROGER THAT
  SEIZE THE INITIATIVE
  SLIPPERY
  RICOCHET
  SACRIFICE
  SERVICE TUNNELS
  Play this card immediately after an enemy
  fighter makes an action.
  Note: Zone Mortalis only.
  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.
  Play this card instead of activating a fighter.
  Set up an ammo cache anywhere on the 
  battlefield.
  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 fighter’s 
  armour save, and any friendly fighter in 
  base contact with this fighter, to a
  maximum of 2+, against attack that origina-
  te from within this fighter’s vision arc.
  Play at the start of any round.
  Pick a Ganger with a Ready marker. For this 
  turn only, that fighter is treated as a Cham-
  pion for the purposes of activating group, 
  in other words, if they are activated, you 
  can activate up to one other fighter
  within 4’’ of them.
  Play this card at the beginning of any round,
  before rolling for Priority.
  You immediately take Priority this turn 
  without any dice being rolled
  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).
  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.
  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.
  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.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  SPEEDY RECOVERY
  STAND FIRM
  STOP RESISTING
  SPIKED DRINKS
  STEEL FURY
  SUMP SLUMP
  SNAP FIRE
  SPREADING CONFLAGRATION
  STERNER STUFF
  Play this card when making a Recovery test.
  One of your fighters can re-roll a single 
  Recovery dice.
  Play this card instead of making a Bottle test.
  This round, your gang automatically passes 
  its Bottle test.
  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.
  Play during the pre-battle sequence, during Step
  Five: Choose Crews.
  Nominate one fighter from your opponent’s 
  starting crew. For the duration of this batt-
  le, that fighter suffers -1 to their Ballistic 
  Skill, Weapon Skill, and Intelligence, but 
  gains +2 to their Cool.
  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.
  Play at the start of any turn.
  Immediately remove D3 Barricades of your 
  choice from anywhere on the board.
  Play this card after an enemy fighter completes
  an attack with a ranged weapon.
  A readied fighter in your gang may immedi-
  ately take a shot at the enemy fighter with 
  a Pistol or Basic weapon. However, they 
  must subtract 1 from the hit roll.
  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.
  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.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  SWIFT JUSTICE
  TECH OVERRIDE
  TRAP CHUTE
  TACTICAL DEPLOYMENT
  THEY’RE EVERYWHERE!
  TRAPPED CONSOLE
  SUPPRESSING FIRE
  TAKE THE INITIATIVE
  THUNDERING CHARGE
  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.
  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.
  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 with 18” of their current location. 
  If there are no other ductway markers 
  in this then the model is removed for D3 
  rounds. When they return to play, place 
  them within 1” of the ductway they were 
  crawling through.
  Play during the pre-battle sequence during Step
  5. 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.
  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.
  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.
  Play this card after making an unsuccessful hit
  roll for a ranged weapon.
  The target is Pinned, even though they were 
  not hit by the attacks.
  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.
  Play when a fighter makes a Charge action,
  before they move.
  Double the fighter’s Move instead of
  adding D3”.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  UNSTABLE ENERGY
  WHAT’S A FEW TEETH?
  YOU’RE COMING WITH ME!
  VACUUM CHAMBER
  WRONG AGAIN
  TRUSTY BACKUP
  VIOLENT-MINDED
  YOU!
  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.
  Play this when a friendly fighter suffers a
  Flesh Wound.
  The Flesh Wound is ignored. Any other 
  effects of the injury still apply.
  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.
  Place this card when a door is opened.
  Note: Zone Mortalis only.
  All models within 12” of the opening door 
  are immediately moved D6” toward
  the doorway.
  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.
  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 has an additional stub gun.
  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.
  Play this card when activating a fighter.
  Choose an enemy model with line of sight 
  to the fighter you have just activated. For 
  the remainder of the game, any ranged or 
  melee attacks made by this fighter against 
  the nominated enemy gain +1 on the 
  wound roll. The fighter can only make
  ranged and melee attacks against the
  nominated enemy until that enemy has 
  been taken Out of Action.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  BLADE FOR EVERY OCCASION
  BLOOD FURY
  EAGER FOR BATTLE
  BLOODLUST
  BLOOD SURGE
  FEAR OF BETRAYAL
  AUTHORITY BREAKDOWN
  BLOOD-DRENCHED CHAMPION
  BORN TO SLAUGHTER
  Play this card when activating a fighter.
  Tuck this card underthefighter’s card. Until 
  the endofthe battle, this fighter has an 
  additional axe.
  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.
  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.
  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.
  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.
  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.
  Play this card during any Action phase, after
  Fleeing the Battlefield but before Activate 
  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.
  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.
  Play this card immediately after it has been 
  drawn during step 7 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.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  KEEN EDGE
  TAINTED MEAT
  A PRESENT FOR YOU
  MARKED FOR DEATH
  UNNERVING WHISPERS
  GRIPPED BY FEAR
  NO MERCY FOR THE WEAK
  VEILED THREAT
  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 by1. For example, a 
  weapon with an AP of-1 will 3 have an
  AP of -2.
  Play this card immediately after it has been 
  drawn during step 7 of the pre-battle sequence.
  Nominate one fighter from your opponent’s 
  starting crew. That fighter starts this battle 
  with one Flesh Wound.
  Play this card when your opponent activates 
  one of their fighters, even if the fighter was 
  activated as part of a Group Activation.
  Centre 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 Traits the Blast has: [1-2 Concusiion, 
  3-4 Flash, 5-6 Fear, Gas). Any fighters under 
  the marker immediately suffer a hit with 
  the Trait(s) listed.
  Play this card instead of activating a fighter.
  Choose an enemy fighter. For the rest of 
  the battle, add 1 to result of anyhit rolls for 
  fighters from your gang when they target 
  that fighter with a Melee weapon.
  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 onthe fighter and immediatelyroll a 
  D6 on the Insanitytable
  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.
  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.
  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.
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  GANG TACTICS
  
  GIANT KILLER
  MIRACULOUS RECOVERY
  SECRET STASH
  GRATEFUL TRADER
  OLD WOUND
  SUDDEN DEATH
  DECOY
  HARD TRAINING
  PAID IN FULL
  Play this card at the start of the battle, before
  the first round.
  For the duration of the battle, all of your 
  fighters gain 1 extra Experience point for 
  taking an enemy fighter Out of Action.
  Play this card during Step 7 of the pre-battle
  sequence.
  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.
  Play this card during Step 3 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.
  Play this card during Step 7 of the pre-battle
  sequence.
  Choose one item of Wargear from the
  Trading Post, up to a value of 3D6x10 credits 
  with a Rarity of 10 or less. For the duration 
  of this game, you may equip one of your 
  fighters with the item. If you win the
  battle, that fighter may keep the item.
  Play this card during Step 7 of the pre-battle
  sequence.
  Choose one of your opponent’s fighters. 
  This fighter begins the game with a Flesh 
  Wound.
  During Step 7 of the pre-battle sequence, tuck
  this card under the Fighter card of one of your
  fighters, but do not reveal it to your opponent.
  Should this fighter take and enemy
  Champion or Leader Out of Action,
  your gang gains +6 Reputation.
  During Step 7 of the pre-battle sequence, tuck
  this card under the Fighter card of one of your
  fighters, but do not reveal it to your opponent.
  If, at the end of the battle, this fighter has 
  been taken Out of Action by an enemy 
  Champion or Leader, this fighter gains D3 
  Experience points and 2D6x10 credits are 
  added to your gang’s Stash.
  During Step 7 of the pre-battle sequence, tuck
  this card under the Fighter card of one of your
  fighters, but do not reveal it to your opponent.
  When the fighter activates for the first time, 
  reveal this card. You may immediately give 
  this fighter one Primary skill and one
  Secondary skill of your choice. These skills last 
  until the end of the battle.
  Play this card during Step 3 of the post-battle
  sequence.
  For each friendly fighter who was taken
  Out of Action, add D6x10 credits to your 
  gang’s Stash.
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  
  WANDERING DOC
  UNDERDOG TACTICS – RULES
  WELCOME STRANGER
  SURVIVALIST
  WELCOME STRANGER
  Play this card during Step 5 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 cards are special cards
  accessible to those gangs who find
  themselves heavily outmatched by their 
  opponents. A player’s gang is classed as 
  an Underdog if their Gang Rating is less 
  than their opponent’s, and the different is 
  400 credits or greater. If a gang is classed 
  as an Underdog, they can use Underdog 
  Tactics in addition to any other Gang Tactics 
  cards they have access to. Underdog Tactics 
  cards are shuffled into a separate card 
  deck known as the Underdog deck. The 
  Underdog player may draw one Underdog 
  card instead of drawing two regular Gang 
  Tactics cards.
  Play this card during Step 7 of the pre-battle
  sequence.
  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.
  During Step 7 of the pre-battle sequence, tuck
  this card under the Fighter card of one of your
  fighters, but do not reveal it to your opponent.
  If, at the end of the battle, this fighter 
  has not gone Out of Action or succumbed 
  to their injuries, they gain D6 Experience 
  points.
  Play this card during Step 7 of the pre-battle
  sequence.
  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
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  UNDERDOG TACTICS
  
  CALL THE FAITHFUL
  EFFIGY OF THE DAMNED
  FOR THE LOST!
  DEADMEN WALKING
  FAITH THROUGH FEAR
  LET IT BURN!
  BLESSED VISIONS
  DIVINE MOTIVATION
  FAITH THROUGH FIRE
  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.
  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.
  Play at the start of any round.
  For every friendly model that has been ta-
  ken 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.
  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.
  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.
  Play at the start of any round.
  For the duration of this round, all ranged 
  weapons used by friendly models gain the
  Blaze trait.v
  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
  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.
  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
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  
  REDEMPTION
  RIGHTEOUS DAY
  NO PRISONERS!
  STIRRING ORATION
  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.
  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.
  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.
  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
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  CAWDOR TACTICS
  
  BLOOD SURGE
  INFAMOUS BUTCHER
  SAVAGE BRUTALITY
  BOUNTIFUL FEAST
  REIGN OF BLOOD
  BLESSED BY DEATH
  FRENZY
  REND AND TEAR
  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 per-
  form this action even if they are not Ready.
  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.
  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 fa if they fail, but 
  automatically rally in the End phase of the 
  round.
  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.
  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.
  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.
  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.
  Play this card at the start of any Action phase
  Until the End phase of this round, all wea-
  pons with the Melee trait used by friendly 
  fighters gain the Rending trait.
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  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 CULT TACTICS
  
  WHIRLWIND OF BLOWS
  THE RED HUNT
  VISIONS OF SLAUGHTER
  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.
  Play this card during any Action phase, after
  Fleeing the battlefield but before
  Activate Fighters
  Each friendly fighter Engaged with an
  enemy fighter can take a Reaction attack; 
  my they do not need to make an
  Initiative check
  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 CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  CORPSE GRINDER CULT TACTICS
  
  DANCING SHADOWS
  EYES IN THE DARK
  GHOSTLY
  DARKNESS DESCENDS
  FACELESS
  LABYRINTH
  ASSASSINS
  DIRT ON YOU
  FRIEND OR FOE?
  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.
  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.
  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.
  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.
  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.
  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.
  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.
  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.
  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 ene-
  my 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
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  
  OVER HERE...
  PERFECT DISGUISES
  MASS INFILTRATION
  VANISH
  Play when an enemy model makes a Move 
  (Simply) 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.
  Play during the pre-battle sequence, during Step 
  Five: Choose Crews.
  If the scenario uses the Random Selection 
  (X) method for choosing crews, you may
  add D3 to the number shown in brackets.
  Play this card during deployment. Choose D3 
  fighters in your crew.
  For the duration of this battle, these
  fighters gain the Infiltrate skill.
  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
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  DELAQUE TACTICS
  
  APPROPRIATE FORCE
  “DON’T TRIP!”
  INFORMANT
  BIG RED KEY
  EXTRA VEST
  JADED VETERAN
  ANKLE HOLSTER
  CRACKDOWN
  EXCELLENT RECONNAISSANCE
  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.
  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.
  Play during the pre-battle sequence, during
  Step 8. Deployment.
  Nominate one fighter from the 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.
  Play at the start of any round.
  For the duration of this round, any Force 
  Door (Basic) actions taken by friendly 
  fighters automatically succeed.
  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.
  Play 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.
  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 Ammoy symbol is rolled on
  the Firepower dice, the card is discarded.
  Play at the start of any round.
  Until the End phase of this round, all
  weapons with the Melee trait used by
  friendly fighters gain the Concussion trait.
  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
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  
  SHOCK AND AWE
  STOP AND SEARCH
  LOCKDOWN
  Play at the start of any round.
  For the duration of this round, D3+1
  fighters of the controlling platyer’s choice
  gain the Fearsome skill.
  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.
  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
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  ENFORCER TACTICS
  
  COUNTER-CHARGE
  PUT THEM DOWN!
  SIREN HOWLS
  GAS TRAP
  SCRAG
  STEALTHY ADVANCE
  A NEW STRAIN
  NOT SO EASY...
  SIDE BY SIDE
  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.
  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.
  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.
  Play this at the start of the battle when setting 
  up your gang.
  Pick any of your fighters to carry the frag 
  trap, and put this card under their Fighter
  card. Once during the game, the fighter, as 
  long as they are Active, can make this 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
  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.
  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’’.
  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.
  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.
  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.
  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
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  
  THREE-POINT LANDING
  TUNNEL RUNNERS
  SWIFT REDEPLOYMENT
  ULTRA-VIOLENCE
  Play when a fighter falls.
  Note: Sector Mechanicus only.
  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.
  Play at the start of any round.
  Note: Zone Mortalis only.
  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.
  Play this card instead of activating a fighter.
  Roll a D3. All of your fighters can immedi-
  ately move that many inches, even if they 
  have already been activated this round.
  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
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  ESCHER TACTICS
  
  DARK BLESSINGS
  BLOOD MONEY
  CULT AMBUSH
  Play this card when your Demagogue is Serio-
  usly Injured or taken Out of Action but before 
  removing the fighter from the board.
  Make a Willpower check for the Dema-
  gogue. 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 their injuries, 
  as if they were Seriously Injured when the 
  battle ended.
  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.
  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.
  HELOT CHAOS CULT TACTICS
  GENESTEALERR CULT/HELOT CHAOS CULT/VENATOR TACTICS
  GENESTEALERR CULT/HELOT CHAOS CULT/VENATOR TACTICS
  VENATOR TACTICS
  GENESTEALER CULT TACTICS
  
  BLADE BREAKER
  INHUMAN RESILIENCE
  NOT DONE YET
  BRUTAL CHARGE
  IRONHIDE
  SECOND WIND
  ANYTHING’S A WEAPON
  CERAMITE SKIN
  KNOCKOUT BLOW
  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) cannot be used for the rest of
  the battle.
  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.
  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.
  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.
  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.
  Play instead of activating a fighter.
  Remove a flesh wound from any fighter’s 
  card.
  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.
  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.
  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
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICST
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  
  STIMM OVERLOAD
  STIMM SURGE
  STEEL CONSTITUTION
  UNSTOPPABLE BEHEMOTH
  Play this card when activating a fighter.
  This fighter counts a Charge (Double) action 
  as a Basic action this turn.
  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.
  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).
  Play this card after an attack is made against on 
  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
  GOLIATH TACTICS
  GOLIATH TACTICST
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  
  NAMED AND SHAMED
  HAMMER BLOW
  VAT TWIN
  FIREBORN
  SUBCONSCIOUS MNEMONICS
  UNLEASH THE FEAR
  GENETICALLY GIFTED
  WALKING FORTRESS
  STIMM RESERVE
  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 equip-
  ped 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.
  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 House Goliath fighters’ weapons 
  with the Melee trait gain the Knockback 
  trait.
  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.
  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.
  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.
  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.
  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 but does not affect their
  credit cost.
  Play this gang tactic when activating any
  friendly fighter.
  Place a Furnace Barricade (see page 111 of
  Necromunda: House of Chains) within 1” of 
  the fighter. The fighter’s activation then ends.
  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
  GOLIATH TACTICS - HOUSE OF CHAINS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS - HOUSE OF CHAINS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  
  TEMPERED IN BATTLE
  BOOST UP
  IMPROVISED PROJECTILE
  APPRENTICE
  THEY’RE ONLY BULLETS!
  GET ‘EM!
  CRUNCH TIME
  THE HAND THAT FEEDS YOU
  ONE LAST GO
  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 a 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.
  Play this gang tactic when activating a friendly 
  House Goliath fighter.
  This fighter can perform a
  Boost (Double) action:
  Boost (Double): Choose a single Standing 
  and Active friendly fighter that is within 2” 
  of this fighter. That fighter may
  immediately be moved up to 6” vertically 
  and 1” horizontally.
  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.
  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 cho-
  sen (Champion) already has the Mentor skill, they 
  can use the Mentor skill for any fighter as normal, 
  but automatically pass any Leadership checks
  made for the nominated (Juve) or (Prospect).
  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 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.
  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 House Goliath fighters activated as 
  part of a Group Activation may add 2” to 
  their Movement characteristic during
  their Activation.
  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
  unarmed attacks made by friendly fighters 
  gain +1 S and the Pulverise trait.
  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.
  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
  GOLIATH TACTICS - HOUSE OF CHAINS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS - HOUSE OF CHAINS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  GOLIATH TACTICS
  
  BEAT DOWN
  FOR CLOSE ENCOUNTERS
  LEAD BY EXAMPLE
  BOND OF BROTHERHOOD
  INTIMIDATION
  SOLIDARITY
  AMBITION
  DIE TRYING
  LAST GASP
  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 Wounds unless a save roll is made. No 
  wound roll or injury roll is made.
  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.
  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.
  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.
  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.
  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.
  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.
  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.
  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
  ORLOCK TACTICS
  ORLOCK TACTICS
  ORLOCK TACTICS
  ORLOCK TACTICS
  ORLOCK TACTICS
  ORLOCK TACTICS
  ORLOCK TACTICS
  ORLOCK TACTICS
  ORLOCK TACTICS
  ORLOCK TACTICS
  
  BLOOD CLEANSERS
  ENHANCED AUSPEXES
  MEDICAL PROTOCOLS
  COMM BURST
  EXPERIMENTAL RIG
  MESH UNDERLAY
  AUTO-HEALER
  CORTICAL STIMULANTS
  HYPER AUTO-LOADER
  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.
  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.
  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.
  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.
  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.
  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.
  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.
  Play at the start of the game, after deployment.
  One fighter in your gang automatically
  passes Intelligence checks for the duration of
  the battle.
  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 SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  
  PNEUMATIC INJECTORS
  RAPID FIRE
  OVERCHARGE
  WARFORGE
  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.
  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.
  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.
  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 SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  VAN SAAR TACTICS
  
  TACTICS CARD
  TACTICS CARD
  TACTICS CARD
  TACTICS CARD
  TACTICS CARD
  TACTICS CARD
  TACTICS CARD
  TACTICS CARD
  TACTICS CARD
  CARDBACKS
  CARDBACKS
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/04 Necromunda - 3rd Edition (2017)/Tools and Resources/Gang Tactics Cards - Complete Set v1.pdf