Gang tactics:
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.
Blood Debt
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.
Lucky Find
Play this card when activating a fighter with a weapon that is Out of Ammo.
One of the fighter's weapons is automatically reloaded at the cost of one action — no Ammo check is required.
Group Tactics
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) Each of them must make the same action.
Melta Trap
Plays this at the start of the battle, when setting up your gang.
Pick one 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 Melta 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 Melta Trap marker where the fighter stood. On a 4+, discard this card.
...Click
Play this card after an enemy fighter <word> an attack with a ranged weapon.
The weapon immediately <word> Out of Ammo as if it had failed an Ammo check.
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 the closing door as normal.
Frag Trap
Play this at the start of the battle, when setting up your gang.
Pick one of your fighters to carry the frag trap and put this card under their Fighter card. Once during the game, the fighter 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 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.
Last Gasp
Play this card when one of your <word> fighters is taken Out of Action.
Before the fighter is removed from play, they can immediately make an attack. This is as 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.
Makeshift Armour
One of your fighter 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 attacks).
Escher tactics:
Gas Trap
Play this at the start of the battle, when setting up your gang.
Pick one of your fighters to carry the gas trap and put this card under their Fighter card. Once during the game, the fighter 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 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.
Scrag
Play this card after both gangs have been set up at the start of the battle, before the first round begins.
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".
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.
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.
Goliath tactics:
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.
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.
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.
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.