Good morning and welcome back, fellow Underhive denizens! The Goonhammer Overlords have once again lashed the poor Necromunday crew to our arcane lexicography devices and demanded content! This week we’re going back to Tactics Cards and giving one of our older articles a fresh coat of paint, because Games Workshop just keeps releasing more of these things!
In this article we’re going to explain how Tactics Cards are used, how we think they should be used, break down the newest cards available, give some suggestions on what cards to choose for each gang, and then finally list and rank every single card.
We’ve seen some folks passing around this particular article as a resource, so in the interests of the community we’ll do our best to keep this thing a bit more regularly updated going forward!
That said, we are mostly current up to the Hive Secundus Card Pack (2024). There are a few gaps, and we will be filling them in over the next couple of months!
Table of Contents
What are Tactics Cards?
First off, Tactics Cards are awesome. They’re generally single-use effects that you can play to cause some manner of insane payoff that’s often capable of swinging a dicey game back into your favor. Tactics Cards can give your crew that special bit of Oomph they need at just the right moment, allowing gangs to auto-pass a crucial Bottle Test, make additional actions, or even drug an enemy to ensure that he shows up to the fight absolutely plastered and unable to shoot straight.
Each gang has around a dozen cards exclusive to their usage (or closer to thirty, if they’ve had their House book), and these tend to lean heavily into their particular play-styles. Delaque get sneakier, Goliaths get smashier, Cawdor gets even more flame-happy than usual. In new Necromunda, by mid-campaign once everyone’s had enough credits to have their fill of the trading post, sometimes the distinct lines between gangs blur as folks wind up buying their way into the same The Best Stuff. The gang-exclusive Tactics Cards do wonders to bring back home the fact that each of these Houses and Cults are separate entities with their own play-styles and unique strategies. Beyond those gang-exclusive cards, there are a slew of regular Gang Tactics cards, usable by anyone regardless of faction.
So, grab some cards, build a deck, have a blast? Yes, but in true Necromunda fashion, it ends up being just a bit trickier than it needs to be.
Obtaining Your Cards
If you’re a purist who insists on using the actual official Tactics Cards, we wish you the best of luck on your odyssey. There are currently (extremely high number) unique Tactics Cards, and acquiring them is no small task. In order to have legitimate physical copies of all the cards you would have had to have:
- Purchased both boxed sets for Necromunda; Underhive and Dark Uprising (and pre-ordered the Underhive box directly from GW for the bonus Hive Tremors card!)
- Acquired all of the gang and gang vehicle-related card packs, which each included both gang-exclusive Tactics Cards as well as universal cards usable by any house/cult, as well as the Underdog Card Pack (which also included a dozen universal cards).
- Also purchased your secondary gang card packs, released alongside each gang’s House book, and grabbed the 26 cards from the briefly-available Zone Mortalis pack.
- Downloaded the PDF from Warhammer Community which included 17 more cards in digital form.
- Picked up a copy of the December 2019 White Dwarf for the Gang Raids supplement and the exclusive A Present For You! card.
- And otherwise manifested the other cards that have trickled out of other sources.
If that seems like a lot, it is. It’s also an unfortunate note that none of these cards have seen a reprint since their initial release. At this point anyone who missed out on paying $15 last year for, say, the Delaque card pack, would be stuck either getting fantastically lucky and finding it buried on a shelf at a friendly local store, or shelling out up to $60 on eBay!
The Current System
So if you’re not the Monopoly Guy and don’t have access to a print shop or a time machine, getting your hands on all of the cards in present day is likely a bridge too far. Even if you do manage to score your particular House’s pack, you’ll only have a small fraction of the universal cards theoretically at your disposal. One of our own illustrious “experts” here at Necromunday, Dan “The Sex Cannon” Boyd, didn’t even know this was a thing at his first Necromunda event. He just brought the Orlock card pack to use as his entire deck and suffered some serious envy when confronted with actually good tactics.
Ultimately, if there was a possibility for new players to grab the original Tactics Cards for themselves, we would wholeheartedly recommend that route. As it stands, it’s far more rational to suggest that players build a proxied deck with standard card sleeves, or to list out their deck on paper and roll a die (or use a random number generator) to see which tactic they ‘draw’. If you’re part of a playgroup that for whatever reason won’t allow this totally reasonable compromise, let us know and we will shake our heads disapprovingly at them.
The point is that not everyone has every card, unless they’re psychopaths like us. Even if you do have all of the cards, the only guideline for using them is to use whatever cards the player has. And while that can be fine for games where the players can choose their cards, in random draw missions, a bad draw can potentially crater a gang’s chances at winning. Imagine drawing Frag Trap or Sump Slump. Terrifying.
What’s even more terrifying is the massive spread in usefulness among the cards. Some are good enough to warrant Auto-Include status, and some don’t actually, factually, do anything. This is, obviously, a big problem when considering missions where cards are randomly selected. There are about 325 cards, and only about 45 or so of them are useful all the time. That means roughly 14% of the cards are desirable in random draw missions. This is horrible. A 14% hit rate is garbage. It’s table games at a casino levels of bad. Come on.
In summation, the current rules for Tactics Cards and decks in Necromunda are broken. It’s a disappointment, because Tactics Cards can be a really fun and flavorful way to spice up games. However, while the official rules are atrocious, we’ve come up with what we think is a very good way to balance the cards enough that they could work for any gang in any campaign.
The solution, we think, is simple:
Tactics Cards: The Goonhammer Way
Have your players build a deck (or list) of 12 cards of their choice. For games with random card selection, just draw (or roll for) X cards and have at it. For games where the players choose their cards, have them generate X+1 cards and discard one of their choice.
This way, each player can inject some of their desired play-style into every game, while at the same time keeping the games fun and fresh because they can’t adhere to just one strategy. Players won’t get hosed by drawing bad cards, and everyone can feel like their agency is intact for each and every game.
For an even more flavorful variant, increase the deck size to 14, but include a pair of Sector Mechanicus and/or Zone Mortalis-specific cards, swapping them in based on whichever terrain style you’re playing on for that match. There are some great cards based around manipulating and exploiting the battlefield, and we’d feel terrible if folks followed every one of our deck suggestions to the letter and never got a chance to experience the wonders of Hive Tremors and Rigged Door.
As an example of our system; when Dan plays his Orlocks, the generalist gang, he generally chooses these twelve Tactics Cards to put in his deck for a campaign:
- Lucky Find: Dan uses a lot of Plasma and Bolters in his gangs, and when they run out of ammo, it can be devastating.
- Bond of Brotherhood: Extra shooting or fighting on a turn is always a good thing. This one’s use condition means it can be very versatile, too. It’s also just about the only Orlock card worth taking!
- …Click!: Plasma weapons beware!
- Adrenaline Surge: Extra actions are never bad.
- Bait and Switch: Get a crucial double turn for a leader or champ at the expense of a ganger or juve. Cannot be underestimated.
- Desperate Effort: Another double turn card.
- Duck and Cover: A ridiculously useful card. Consider using it on a guy with a template weapon to maximize friendship destruction.
- Hard Stop: Orlocks kinda suck in combat, so stopping a charging Goliath before they can even get in is hugely useful.
- Lucky Shot: Re-roll that failed to-hit roll. Obviously useful.
- Reaction Fire: Out-of-turn shooting is incredibly powerful.
- Violent Minded: See #4.
- Wrong Again: Another great card for destroying friendships. Take the shot on a juve instead of your valuable fighters and laugh your way home, alone, because everyone hates you.
Notice the proliferation of extra actions and out-of-turn shooting or fighting. Those are some of the strongest possible uses of Tactics Cards in the game, and every card has a guaranteed use condition: no tests to see if it happens. You’ll also notice that all, save one, are in our Tier 1 list of cards. It’s important to mention the tiered ranking system, because we’re about to rank some cards!
The Goonhammer Tiered Ranking System
There are four Tiers in our system:
- Tier 1 cards are always good. Using them in a game is a guaranteed bonus.
- Tier 2 cards are usually good, but may depend on special equipment or conditions to be truly useful. Don’t count these out, though. With the right preparation, there are some seriously powerful cards in Tier 2.
- Tier 3 cards are hyper-situational or downright bad. Try not to use them if you aren’t forced to do so.
- Tier 4 cards aren’t strictly worse than anything in Tier 3, despite being even more situational and specific. Think of this as the Comedy Tier – you’re never going to win a game because you dropped a Beast Lure, but it’s gonna be one hell of a story.
The Newest Cards
If you’re just swinging by to check out the new stuff, that’s fine! Our gigantic table of every card ever can be a bit ponderous to navigate, to put it politely. Here’s what’s recently been added:
Ash Waste Nomads Pack (2022)
Along with the weighty Ash Wastes boxed set, GW released three new Tactics Cards decks, and right now we’re looking at the one that pertains to the brand new gang, the Ash Waste Nomads. The best Nomad tactics involve trickery and obfuscation, giving the Nomads nearly unparalleled run of the battlefield. There are a few stinkers in this pack, but 2/3rds of the cards are, at the very least, usable, and some are really quite good. With the Nomads’ heavy long-ranged firepower and hit and run attacks, this pack will definitely help you eke a few victories out of any Ash Waste games you play!
Tier 1
Name | Restricted to… | Condition | Description | Notes |
Ambush Masters | Ash Waste Nomads | 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 palce 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 worh of equipment. If you do not ahve the models available to represent these fighters, you may discard this gang tactic and select another. | Free fighters are always good, especially when they ride on gigantic, mutated sand fleas! |
Bait and Switch | Ash Waste Nomads | Play this gang tactic at the beginning of any round, before rolling for initiative. | Select two friendly fighters on the battlefield, neither of which is Engaged. Swap the position of the two fighters. | Great card to get a venom caster or web gun into range or get your good combat fighters into position while at the same time protecting them. Excellent choice. |
Blessed by the Storm | Ash Waste Nomads | 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″. | Having the option to mess with the Visibility is an extremely useful thing to have in your tool box. |
Now You See Me… | Ash Waste Nomads | 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. | Hugely useful: guaranteed charge, getting in template range, or setting up a fire and hide situation. Excellent tactic. |
Numbers Without End | Ash Waste Nomads | Play this gang tactic during any End phase, before your opponent maes 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. | They’re baaaaaack! Excellent way to give some serious longevity to your gang. Note: Dust Runners, as prospects, count as Juves can be brought back with this card, so go crazy! Best to wait until you have 3 gangers/juves out of action to potentially get the most from this card. |
Tier 2
Name | Restricted to… | Condition | Description | Notes |
Ash Quake | Ash Waste Nomads | 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. | Helpful, especially against melee-focused gangs. Probably not a good one vs. an Escher gang. |
Fade to Ash | Ash Waste Nomads | Play this gang tactic during any End phase, before your opponent maes any Recovery tests. | The battle ends as if youir 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. | Really useful if you’re getting hosed in a game and you need to pull the ripcord. |
Ghosts in the Ash | Ash Waste Nomads | 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. | Useful, but not amazing. |
Overcharge! | Ash Waste Nomads | Play this gang tactic when a friendly fighter makes a ranged attack, before rolling the dice. | For the duration of the attack, the Shock trait activates on a Hit roll of 5+ instead of 6+. | Shock is a pretty good trait, especially since it bypasses Toughness, so use this with a Rapid Fire weapon for maximum effectiveness. |
Raiders Without Equal | Ash Waste Nomads | 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. | Extra credits never hurt! But tactics cards that actually impact the outcome of the battle help more. |
Secret Paths | Ash Waste Nomads | 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, friendlt 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. | Very useful for a Rolling Roads game. Nice that you can re-draw if it’s useless. Will really help a foot-heavy Nomads gang keep up with any vehicles. |
Spineroach Venom | Ash Waste Nomads | 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 teh Toxin trait. | Pretty good for sidestepping an enemy’s Wounds. Nomads don’t sparkle in combat, though, so you’re not gonna get a ton of use out of this one. |
Tier 3
Name | Restricted to… | Condition | Description | Notes |
Beseech the Great Spirits | Ash Waste Nomads | 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. | Probably only worthwhile if you have a ton of fighters Seriously Injured, and if that’s the case, you’re gonna need more than rerolls to Recovery rolls to pull you out of it. |
Master Sniper | Ash Waste Nomads | 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″. | Pretty weak for a tactics card. |
Mined! | Ash Waste Nomads | Play this gang tactic after an enemy vehicle has completed its activation. | The enemy vehicle must immediately take a Loss of Control test. | Would be great if it triggered an automatic fail on a Loss of Control test, but it doesn’t, and those are generally pretty easy to pass. Not worth it. |
Survival Suits | Ash Waste Nomads | 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 fo your choice in your starting crew are immune to the effects of the Rad-phage trait. | Garbage. Rad-phage is one of the worst weapon traits in the game and will only come up if you happen to roll the right weather effect or paly a very poorly equipped Van Saar gang. Avoid. |
War of Attrition | Ash Waste Nomads | 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. | If this just gave d3 Reputation without a conditional trigger, it’d still be Tier 3. |
Will-O’-The-Wastes | Ash Waste Nomads | 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 cres gain teh Dodge skill. | 1-3 of your fighters gain a 6+ invulnerable save for the battle. Astonishing. |
Gangs and Tactics Cards: Which To Choose?
Let’s run through a quick break-down of which Tactics Cards each gang should be thinking about. Generally, any card that allows for out-of-sequence attacks, extra actions, or bonus activations are good across the board. Some gangs can get a lot more specialized than that, but any cards that fulfill those three roles will be good in any gang.
Cawdor: The trash bois excel in close-range firefights and outnumbering their opponents. Call the Faithful, Effigy of the Damned, and Let it Burn! are so good, they should make it into every Cawdor deck. Let it Burn! can be extremely deadly if you have the giant exploding crossbow bolt of doom combined with a whole bunch of blunderbusses. Think about Tactics Cards that will get you closer to the enemy or allow you to employ more templates per turn. Cawdor also have a solid four Tier 1 gang-specific cards, so they’re somewhat spoiled for choice.
Chaos Helots: A medium-range shooting and combat gang, Chaos cultists will benefit greatly from general Tier 1 cards. They can be a bit choppier than others, but their strength relies on numbers and close-range work. Their singular gang-specific card, Dark Blessings, can replace their leader with a Chaos Spawn, which is a ton of fun, but a successful Willpower check is required for it to go off. If either of us had a Chaos gang, we’d take it, but there are certainly better cards.
Corpse Grinder Cult: Corpse Grinders want one thing, and one thing only: to rip and tear their enemies to pieces and feast upon their flesh. A Corpse Grinder player needs to get them into combat as soon as possible. Extra actions, movement, and Blood Surge. Take Blood Surge as much as you can, it’s just about the best card a Corpse Grinder has ever seen. A quick note, there are two cards named Blood Surge! The Corpse Grinder-specific card is the one we’re talking about, but the other one’s pretty good, too!
Delaque: Delaque have the equipment to access to some of the coolest Tier 2 cards in the game. They also have a slate of really good gang-specific cards. Full Blackout is always tempting, but you really can’t go wrong with their five Tier 1 cards and a smattering of general Tier 1’s. Over Here in particular will never lead you astray (though its target may feel differently!)
Enforcers: Informant is really good because it will get the enemy out of position before the game even starts. Enforcers are a close to mid-range shooting gang at heart, so any cards that would buff an Orlock gang would do just as well for an Enforcer gang.
Escher: While the original pack was lousy with stinkers outside of maybe Stealthy Advance (worth it for re-positioning), the new House of Blades additions catapult the gals into Tactics Cards Heaven. From free Chem Alchemy Stimms and Toxins with Chemical Reign and Gifts of the Matron to a free Wyld Runner with attendant Phelynx from Wyld Hunt, don’t sleep on House Escher!
Genestealer Cult: The Cult’s strengths lie in cheapo neophytes to screen and protect their nasty close combat fighters to allow them to get in and do work. Their gang-specific card is garbo, so just focus on extra actions and activations.
Goliath: The muscle bunch has an astonishing fourteen of their gang-specific cards in Tier 1 and they’re all completely bonkers. Extra actions per turn and Thundering Charge (in Tier 2) round out the rest of their selections, which makes this a great pack. Goliaths are slow, so anything that gets them closer to the enemy or increases their charge range is excellent. Their House of Chains pack adds in a ton of great options as well, and cards like Get ‘Em! only serve to increase their melee threat range. The Tier 1 Goliath cards really are ridiculous, though. Read them and stare in goggle-eyed wonder if you’re not familiar.
Orlock: The generalist gang does well with generally good cards, if you can believe it. Most of their gang-specific cards are only so-so, so just focus on shooting, shooting, and then more shooting. However, Showboating is a ridiculously powerful card, and if you have any melee-focused fighters in your gang, it is a must-have!
Van Saar: We think it’s pretty straightforward as to what the shooting gang should focus on, but if you still need help, it’s shoehorning (shoot-horning?) more shooting in to every game. Their Tier 1 cards are spectacular, so grab some of the other good Tier 1’s and you’ll be good to go.
Venators: The super-friends are a hard bunch to pin down as they’re so customizable, but their gang-specific card sucks, so avoid that at the very least. Otherwise, just focus on the good stuff, and you’ll be fine!
Slave Ogryns: Ogryns bust out of the gate with an unexpected pile of phenomenal Tactics Cards. Offload an elsewise-pinning shot on your leader to some chump Lobo-Slave with No, I’m Smarticus!, charge twice as far with Quicker Than They Look, or even turn the tables and enslave some Goliath patsies with Slave Becomes Master. Ogryns were already nasty, and their excellent Tactics selection means they’ll always be a threat.
Ash Waste Nomads (full gang write-up pending): Nomads excel at Long-range shooting with a sprinkle of very punchy strikers. Use their tactics cards like Bait and Switch, Blessed by the Storm, and Now You See Me…to shift the battlefield in your favor. Otherwise, they’ll benefit greatly from the general tier 1 cards, so feel free to go hog wild!
An Arbitrator’s Plea: Consider a Ban List
Whether you’re in a moderated campaign or just running some casual skirmishes with a buddy, keep in mind that (currently) two of these Tactics Cards are just downright nasty. We’re not talking about nasty-powerful, like Click or its eternal bestie Lucky Find, but nasty-nasty, the kind of cards with little to no counter-play with an out-sized and often game-warping effect. Familiarize yourself with these offenders, and perhaps consider whether or not you want to be That Guy.
- History of Violence: An enemy of your choosing, probably a leader or champion, cannot be fielded against your crew this game.
- Dangerous Footing: If a targeted enemy fails an initiative check, they are immediately removed from the game as Out of Action.
In campaigns that both of us run, we generally ban these two cards because we think they’re extremely un-fun. Especially History of Violence. Having your players draw cards semi-randomly instead of just picking them will cut down on Tactics Card abuses, but no one enjoys being the target of either of these two cards.
Tactics Cards, Ranked
For the last part of this article, we’re going to rank every single Tactics Card into tiers. We’ll be updating this list as more and more content comes out, but for right now, this is a comprehensive rundown of each and every card. It’s searchable now too, if you’re looking for anything specific. (Use quotes around your search term or string!)
NAME | RANK | RESTRICTION | CONDITIONS | EFFECT | VERDICT | SOURCE |
---|---|---|---|---|---|---|
Ambush Masters | 1 | Ash Waste Nomads | 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 palce 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 worh of equipment. If you do not ahve the models available to represent these fighters, you may discard this gang tactic and select another. | Free fighters are always good, especially when they ride on gigantic, mutated sand fleas! | Ash Waste Nomads Pack |
Bait and Switch | 1 | Ash Waste Nomads | Play this gang tactic at the beginning of any round, before rolling for initiative. | Select two friendly fighters on the battlefield, neither of which is Engaged. Swap the position of the two fighters. | Great card to get a venom caster or web gun into range or get your good combat fighters into position while at the same time protecting them. Excellent choice. | Ash Waste Nomads Pack |
Blessed by the Storm | 1 | Ash Waste Nomads | 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". | Having the option to mess with the Visibility is an extremely useful thing to have in your tool box. | Ash Waste Nomads Pack |
Now You See Me... | 1 | Ash Waste Nomads | 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. | Hugely useful: guaranteed charge, getting in template range, or setting up a fire and hide situation. Excellent tactic. | Ash Waste Nomads Pack |
Numbers Without End | 1 | Ash Waste Nomads | Play this gang tactic during any End phase, before your opponent maes 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. | They're baaaaaack! Excellent way to give some serious longevity to your gang. Note: Dust Runners, as prospects, count as Juves can be brought back with this card, so go crazy! Best to wait until you have 3 gangers/juves out of action to potentially get the most from this card. | Ash Waste Nomads Pack |
Ash Quake | 2 | Ash Waste Nomads | 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. | Helpful, especially against melee-focused gangs. Probably not a good one vs. an Escher gang. | Ash Waste Nomads Pack |
Fade to Ash | 2 | Ash Waste Nomads | Play this gang tactic during any End phase, before your opponent maes any Recovery tests. | The battle ends as if youir 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. | Really useful if you're getting hosed in a game and you need to pull the ripcord. | Ash Waste Nomads Pack |
Ghosts in the Ash | 2 | Ash Waste Nomads | 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. | Useful, but not amazing. | Ash Waste Nomads Pack |
Overcharge! | 2 | Ash Waste Nomads | Play this gang tactic when a friendly fighter makes a ranged attack, before rolling the dice. | For the duration of the attack, the Shock trait activates on a Hit roll of 5+ instead of 6+. | Shock is a pretty good trait, especially since it bypasses Toughness, so use this with a Rapid Fire weapon for maximum effectiveness. | Ash Waste Nomads Pack |
Raiders Without Equal | 2 | Ash Waste Nomads | 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. | Extra credits never hurt! But tactics cards that actually impact the outcome of the battle help more. | Ash Waste Nomads Pack |
Secret Paths | 2 | Ash Waste Nomads | 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, friendlt 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. | Very useful for a Rolling Roads game. Nice that you can re-draw if it's useless. Will really help a foot-heavy Nomads gang keep up with any vehicles. | Ash Waste Nomads Pack |
Spineroach Venom | 2 | Ash Waste Nomads | 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 teh Toxin trait. | Pretty good for sidestepping an enemy's Wounds. Nomads don't sparkle in combat, though, so you're not gonna get a ton of use out of this one. | Ash Waste Nomads Pack |
Beseech the Great Spirits | 3 | Ash Waste Nomads | 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. | Probably only worthwhile if you have a ton of fighters Seriously Injured, and if that's the case, you're gonna need more than rerolls to Recovery rolls to pull you out of it. | Ash Waste Nomads Pack |
Master Sniper | 3 | Ash Waste Nomads | 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". | Pretty weak for a tactics card. | Ash Waste Nomads Pack |
Mined! | 3 | Ash Waste Nomads | Play this gang tactic after an enemy vehicle has completed its activation. | The enemy vehicle must immediately take a Loss of Control test. | Would be great if it triggered an automatic fail on a Loss of Control test, but it doesn't, and those are generally pretty easy to pass. Not worth it. | Ash Waste Nomads Pack |
Survival Suits | 3 | Ash Waste Nomads | 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 fo your choice in your starting crew are immune to the effects of the Rad-phage trait. | Garbage. Rad-phage is one of the worst weapon traits in the game and will only come up if you happen to roll the right weather effect or paly a very poorly equipped Van Saar gang. Avoid. | Ash Waste Nomads Pack |
War of Attrition | 3 | Ash Waste Nomads | 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. | If this just gave d3 Reputation without a conditional trigger, it'd still be Tier 3. | Ash Waste Nomads Pack |
Will-O'-The-Wastes | 3 | Ash Waste Nomads | 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 cres gain teh Dodge skill. | 1-3 of your fighters gain a 6+ invulnerable save for the battle. Astonishing. | Ash Waste Nomads Pack |
Deadmen Walking | 1 | Cawdor | 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. | Sticking around longer than the opponent is an important part of winning games in Necromunda. An excellent card. | Cawdor Pack |
Duck and Cover | 1 | Anyone | 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”. | Firing twice in one turn is fantastically powerful, especially when you could add moving to get out of LoS. A great card. | Cawdor Pack |
Effigy of the Damned | 1 | Cawdor | 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. | This is it. The best tactic in the game. Not only is it ridiculously effective, but it is incredibly hilarious to have what could potentially be half of the opponent's gang running around on fire while your models sit back and laugh. Extremely devastating to use in ZM where your opponent has set up their entire gang in one board tile. | Cawdor Pack |
Let It Burn! | 1 | Cawdor | Play at the start of any round. | For the duration of this round, all ranged weapons used by friendly models gain the Blaze trait. | Awesome. Fire everywhere. So good. | Cawdor Pack |
Death Trap | 2 | Anyone | 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. | Opening doors is a huge part of Zone Mortalis, and while they might leap out of the way, the Death Trap is extremely deadly. Best used against slower fighters like Goliaths or Ambots. | Cawdor Pack |
Faith Through Fear | 2 | Cawdor | 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. | I can see this being a nasty surprise to get an important model into combat. Situational, but potentially devastating. | Cawdor Pack |
No Prisoners! | 2 | Cawdor | 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. | A little too passive for tier 1, but this one could definitely be useful if enough opponents are seriously injured on that turn. | Cawdor Pack |
Quick Time | 2 | Anyone | 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. | Super useful for a combat-oriented gang or for a mission where carrying items comes into play. | Cawdor Pack |
Righteous Day | 2 | Cawdor | 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. | For a melee-focused Cawdor gang, this could be devastating. It's would have to be pretty specific circumstances, though. | Cawdor Pack |
Snap Fire | 2 | Anyone | 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. | Not a terrible card, but there are other, better ways to get out-of-turn shooting. | Cawdor Pack |
You! | 2 | Anyone | 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. | Best used when you really need to take out that critical enemy fighter. The focus of this card is super narrow, though. There are definitely better cards to take. However, it is awesome in a narrative sense! | Cawdor Pack |
Blessed Visions | 3 | Cawdor | 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. | Actually making blind fire and firing through ductways useful is a good thing. The fact that Cawdor has access to a ton of template weaponry makes this card a lot less useful. I'd skip it. | Cawdor Pack |
Divine Motivation | 3 | Cawdor | 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. | Terrible. Don't use it. | Cawdor Pack |
Faith Through Fire | 3 | Cawdor | 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. | It is never a good idea to try and set your own dudes on fire, and if enough of them are that you need this tactic, then you've got bigger problems. One exception: if you're playing against a different Cawdor gang, this could be game-changing. | Cawdor Pack |
For the Lost! | 3 | Cawdor | 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. | I'd skip this one. Not impactful enough. | Cawdor Pack |
Redemption | 3 | Cawdor | 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. | Could be useful for a fighter getting taken out while surrounded in melee, but it being just a frag grenade sucks. | Cawdor Pack |
Stirring Oration | 3 | Cawdor | 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. | Useless. | Cawdor Pack |
Trapped Console | 3 | Anyone | 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. | Door terminals aren't consoles. I cannot recall a single time in a game where any players have interacted with a console. Pure garbage. | Cawdor Pack |
Trap Chute | 4 | Anyone | 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. | This card is complete trash, but were it to work in a battle, it would be absolutely hilarious. Imagine the look on your opponent's face. Priceless. | Cawdor Pack |
Vacuum Chamber | 4 | Anyone | 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. | The potential for shenanigans with this card are extremely high. Imagine forcing a bunch of enemy gangers together to form a plump, juicy target for the flamer guy that just got pulled into range! | Cawdor Pack |
Blood Surge | 1 | Anyone | 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. | This card rules for a combat character. Stimm-slug stashes are really good, and this is a free one with no drawback. Yes, please! Note, that there is a second card named Blood Surge and it is a grinder tactic and it is also Tier 1. Good thing this game isn't a confusing mess, huh?! | Corpse Grinder Pack |
Blood-Drenched Champion | 1 | Anyone | 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. | This is a good one! Unlimited range, -2 to the Cool check, and resulting in Broken, AKA effectively removing a ready marker. Hard to beat this one. | Corpse Grinder Pack |
Reign of Blood | 1 | Corpse Grinders | 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. | Free Commanding Presence! Not terrible! | Corpse Grinder Pack |
Tainted Meat | 1 | Anyone | 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. | The enemy's leader, ambot, brute, or whatever is now -1 Toughness. Nice. | Corpse Grinder Pack |
Unnerving Whispers | 1 | Anyone | 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. | Insanity is an extremely good debuff, and giving it out at a -2 penalty is really, really good. This card is almost an auto-take for any gang. | Corpse Grinder Pack |
Veiled Threat | 1 | Anyone | Play this card during any Action phase, after Fleeing the Battlefield but before Activating Fighters. | Choose a friendly fighter. For the remainder of the round, that fighter cannot be targeted by a ranged attack unless they are the only visible target. | Templates and Blasts will get around it, but this is still an extremely powerful card. | Corpse Grinder Pack |
Bloodlust | 2 | Anyone | 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. | It's a situational, long-range group activation. Not bad, but not great. | Corpse Grinder Pack |
Fear of Betrayal | 2 | Anyone | 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. | The upside for this card is INSANE, but the fact that it can be completely negated by a Cool Check is not great. | Corpse Grinder Pack |
Infamous Butcher | 2 | Corpse Grinders | 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. | As much as we may like Slayer, this card sucks. Grinders don't need it. Not with their masks. | Corpse Grinder Pack |
Marked for Death | 2 | Anyone | 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. | This is a good one for a combat gang. It won't be a game-changer, but it won't hurt. | Corpse Grinder Pack |
Savage Brutality | 2 | Corpse Grinders | 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. | Pretty good, actually. It might not make dividends in every game, but in certain situations, it will! | Corpse Grinder Pack |
The Red Hunt | 2 | Corpse Grinders | 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 grinders don't spend a lot of time engaged with enemy fighters, surprisingly enough. This one's not worth it. | Corpse Grinder Pack |
Authority Breakdown | 3 | Anyone | 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. | Staying on the battlefield is important, but the impact of this card will probably not be all that much. | Corpse Grinder Pack |
Blade for Every Occasion | 3 | Anyone | 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. | Anyone who would benefit from this card in a meaningful way doesn't need an extra axe. No thanks. | Corpse Grinder Pack |
Blood Fury | 3 | Anyone | 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. | Super marginal effectiveness. | Corpse Grinder Pack |
Born to Slaughter | 3 | Anyone | 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. | The benefits from this are really, really situational. Avoid. | Corpse Grinder Pack |
Eager for Battle | 3 | Anyone | Play this card during the End phase, before drawing any cards to determine which fighter 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. | This card is actively bad. Please do not use it. | Corpse Grinder Pack |
Gripped By Fear | 3 | Anyone | 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. | If only it was BS and not WS. Might be useful against Goliaths or Grinders, but probably not that much. | Corpse Grinder Pack |
Keen Edge | 3 | Anyone | 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. | Not enough impact, here. Even if it affected the whole gang, we'd still probably only put it in tier 2. | Corpse Grinder Pack |
No Mercy For the Weak | 3 | Anyone | 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. | Targets with Flesh Wounds are the last things that need help getting wounded. This is overkill and a waste. | Corpse Grinder Pack |
Blood Surge | 1 | Corpse Grinders | 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. | Out of sequence moving for a combat gang is crazy good, especially if it gets your character into charge range or out of sight. This card is even good to just ignore pinning which is HUGE. Great card. | Dark Uprising Box |
Excellent Reconnaissance | 1 | Enforcers | 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. | Super good. Enjoy that infiltrating combat shotgun. | Dark Uprising Box |
Visions of Slaughter | 1 | Corpse Grinders | 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. | This card is so good, it's like an automatic win condition. Move and Charge, Charge and fight, hell, even Shoot and Charge. Combine it with a Grinder Cult Icon for the ultimate in insane charges! | Dark Uprising Box |
Ankle Holster | 2 | Enforcers | 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. | It's like Fast Shot, but restricted to a Stub Gun. Not that good. Fast shot is best used on characters with long range weapons that sit in the back and muck around, not on pistols. Not a bad card, but not T1. | Dark Uprising Box |
Appropriate Force | 2 | Enforcers | 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. | For when you need to take down that important enemy fighter. Enforcers are kinda lackluster in combat, though, so this is probably not the best card. | Dark Uprising Box |
Bountiful Feast | 2 | Corpse Grinders | 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. | Delicious! Situationally useful, but definitely not an auto-include. | Dark Uprising Box |
Scent of Blood | 2 | Corpse Grinders | 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. | Out of sequence fighting is good, but Grinders are not known for protracted engagements, so this card probably won't do all that much. | Dark Uprising Box |
Shock and Awe | 2 | Enforcers | 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. | Not a bad way to protect your most important characters from dangerous close combat. | Dark Uprising Box |
Whirlwind of Blows | 2 | Corpse Grinders | 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. | Multi-combats are more rare than anyone thinks, so this card will not be all that useful. | Dark Uprising Box |
"Don't Trip!" | 3 | Enforcers | 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. | A super-narrow usage condition mixed with a an effect that can be completely negated? No thanks. | Dark Uprising Box |
Blessed By Death | 3 | Corpse Grinders | 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. | Honestly, Corpse Grinders don't need the WS bonus. They're already super good at hitting things in combat. Pick a different card. | Dark Uprising Box |
Extra Vest | 3 | Enforcers | 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. | If this card gave this to a fighter for the whole game, then maybe we'd be in business, but since it doesn't, it sucks. | Dark Uprising Box |
Frenzy | 3 | Corpse Grinders | 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. | This card probably won't do anything, and even if it does, why would you want your enemies farther away from you if you have a Corpse Grinder gang? | Dark Uprising Box |
Lockdown | 3 | Enforcers | 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. | There are better ways to mess with doors and line of sight. | Dark Uprising Box |
Rend and Tear | 3 | Corpse Grinders | 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. | Rending isn't that good. | Dark Uprising Box |
Stop and Search | 3 | Enforcers | 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. | It's a shakedown! Pick a card that will actually help you win the game. | Dark Uprising Box |
Dancing Shadows | 1 | Delaque | 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. | Nobody levels up intelligence, so this is a perfectly legitimate thing to use on a champ or ganger. Does it work against template weapons? Who knows?! | Delaque Pack |
Friend or Foe? | 1 | Delaque | 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. | Super good card to protect a critical fighter or run a gauntlet with an objective or any number of good things. Excellent card. | Delaque Pack |
History of Violence | 1 | Anyone | 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. | A potentially game-changing card. Best used to bar the opposing leader from taking part in the battle. Extremely strong, probably the best Tactics Card in the game. Arbitrator note : this card is bullshit and makes the game a lot less fun. I'd advise you ban its use in your campaign. | Delaque Pack |
Over Here… | 1 | Delaque | 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. | Top tier card. The ability to not only cancel out a fighter's movement, but to actually take control of them without any sort of test is so good it's almost OP. Best use: walk someone off of a goddamn ledge. | Delaque Pack |
Service Tunnels | 1 | Anyone | 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. | Infiltrate is a hugely useful skill, and giving it to a Template-armed or combat-oriented fighter will ensure that you have a good time, and your opponent doesn't. | Delaque Pack |
Spiked Drinks | 1 | Anyone | 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 battle, that fighter suffers -1 to their Ballistic Skill, Weapon Skill, and Intelligence, but gains +2 to their Cool. | A generally good way to reduce the effectiveness of your opponent's best fighter. Pro tip: use it on their ambot because robots getting drunk is funny! | Delaque Pack |
Vanish | 1 | Delaque | 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. | Losing a game? Voluntarily bottle and vanish so your gang doesn't have to deal with too many more injuries or captured fighters. The ultimate escape card. | Delaque Pack |
Wrong Again | 1 | Anyone | 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. | This card is nuts. Redirecting an important shot at the perfect time could easily swing a game into your favor. Great defensive card. | Delaque Pack |
Assassins | 2 | Delaque | 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. | Good to use with infiltrators or well-positioned fighters. The fact that it is used INSTEAD of an action gives the opponent time to counter it, though, and that kind of sucks. | Delaque Pack |
Darkness Descends | 2 | Delaque | 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. | This can be incredibly powerful if you've spec'd into it with plenty of photo-goggles and infra-sights. | Delaque Pack |
Disorienting Shadows | 2 | Anyone | 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. | A moderately useful defensive card. Best used against gangs in the early part of a campaign, or those that are slow and bad at shooting (Goliaths). | Delaque Pack |
Eyes in the Dark | 2 | Delaque | Play at the start of any round other than the first, 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. | Could be potentially devastating when combined with Darkness Descends or Blackout. | Delaque Pack |
Faceless | 2 | Delaque | Play at the start of any round other than the first, 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. | Pretty good defensive card. Best used to swap a Juve into combat for a well-armed ganger. Or get a good weapon into prime position (web gun, anyone?) | Delaque Pack |
Forward Planning | 2 | Anyone | 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. | Free moves before the beginning of the game are legit good, especially in a mission where carrying objectives is important. | Delaque Pack |
Ghostly | 2 | Delaque | 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. | Pretty good defensive card. There are better ones out there, but -1 to hit is not nothing. | Delaque Pack |
Hidden Blade | 2 | Anyone | Play when a fighter makes a Fight (Basic) action. | The fighter adds D3 to their Attacks characteristic for the duration of this action. | Better than combat drugs, but still a situational use case. Might be fun to use on an Ambot that's not in "Safe Mode". | Delaque Pack |
Opening Volley | 2 | Anyone | 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. | Awesome card for a Sector Mechanicus game with unobstructed sight lines. Less useful in a ZM game where line of sight is usually blocked for all shots at the beginning of the game. Take if you are going to play on a wide-open table. | Delaque Pack |
Perfect Disguises | 2 | Delaque | 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. | Not every scenario is a random selection mission, but this is still a very good card. | Delaque Pack |
Dirt on You | 3 | Delaque | 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. | Oh wow. -1 Cool to the enemy leader. Game-breaking. | Delaque Pack |
Labyrinth | 3 | Delaque | 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. | This is an upgraded version os Sump Slump which is like saying getting hit by a car is an upgrade from getting hit by a bus. | Delaque Pack |
Hard Stop | 1 | Anyone | 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. | Out-of-sequence actions are extremely powerful in Necromunda, and this one's a doozy. Especially if the fighter that has been charged has some mean melee attacks. This one's almost an auto-include when facing Goliaths. | Enforcer Pack |
Informant | 1 | Enforcers | Play this during the pre-battle sequence, during step 8: 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. | This one is stupid good. Does your opponent have an Overseer Leader? Then deploy them way off in a corner and watch them struggle to be relevant the whole game. Tell an infiltrator to kick rocks and go back to their zone. The possibilities for this one are endless and nearly always good. | Enforcer Pack |
Preemptive Measures | 1 | Anyone | 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. | Super useful for any number of situations. A very solid card. | Enforcer Pack |
Swift Justice | 1 | Anyone | 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. | Acting out of sequence is always a good thing, and being able to neutralize a threat, potentially interrupting a chain combat, is a hugely valuable asset. A fantastic card. | Enforcer Pack |
Big Red Key | 2 | Enforcers | Play at the start of any round. | For the duration of this round, any Force Door (Basic) actions taken by friendly fighters automatically succeed. | This one's good in a ZM game, but probably useless in an SM game. | Enforcer Pack |
Breach and Clear | 2 | Anyone | 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. | Surprise your opponent with a fighter who moves, opens, and then shoots! Extremely useful in a crowded hallway with a template weapon. Really only applies to ZM games, though. | Enforcer Pack |
Dedicated to Duty | 2 | Anyone | Play during the End phase, before you make a Bottle test. | Your gang automatically passes their Bottle test. | This is another really good card that doesn't make it into tier 1 because there is no telling if you'll actually have to take a Bottle test during a game. You probably will, but it is not guaranteed. But don't fret, this is a good one. | Enforcer Pack |
Long Arm | 2 | Anyone | 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. | Very useful if you've spec'd into grenades. Delaques with stun grenades are a great target for this. | Enforcer Pack |
Loose Cannon | 2 | Anyone | 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. | Not a bad card, but there are better ways to get a fighter to shoot twice. | Enforcer Pack |
Roger That! | 2 | Anyone | 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. | A useful card. Definitely not one to be upset about if drawn, but there are better ones out there. | Enforcer Pack |
Shield Wall | 2 | Anyone | 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 armor 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. | This is a good card, and can be useful in most situations. It doesn't break in to tier 1, though for two reasons. One, there are far better tier 1 cards that let you gain extra actions of neutralize enemies. Two, there is cheap wargear that will have even better effects than this card, and getting a 2+ is not difficult if you're using the Book of Judgement. | Enforcer Pack |
Stop Resisting | 2 | Anyone | 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. | This card is solidly ok. Most fighters you want to buff in close combat are the type that don't have to worry too much about surviving reaction attacks, so this card loses some of its lustre, but it is in no way a bad one. | Enforcer Pack |
Close to Retirement | 3 | Anyone | 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. | There are a bunch of cards adjusting the Cool checks of leaders and they're all horrible. | Enforcer Pack |
Crackdown | 3 | Enforcers | 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. | Concussion drops the attacked fighter's Initiative by two. This is is nearly useless in melee. Also, Enforcers are best when they're shooting, not fighting. Avoid. | Enforcer Pack |
Cut Their Supply | 3 | Anyone | 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. | There is no world where this card is better than "…Click". | Enforcer Pack |
Got Your Back | 3 | Anyone | 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. | Combats involving more than 2 models happen with a lower frequency than you think. This card blows. | Enforcer Pack |
Jaded Veteran | 3 | Enforcers | 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. | Generally the fighters you want to protect, leaders and champions, aren't the ones who fail Cool checks. No thanks. | Enforcer Pack |
Look the Other Way | 3 | Anyone | 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. | Another hyper-situational card. While it will definitely be useful in a sneak attack or rescue mission, it is completely useless in other games. | Enforcer Pack |
Loud and Clear | 3 | Anyone | 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. | Stun grenades are garbage. | Enforcer Pack |
Tactical Redeployment | 3 | Anyone | 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. | The very definition of hyper-situational. This card will certainly make the random missions easier and better, but they happen comparatively rarely to the custom ones. Avoid. | Enforcer Pack |
Gifts of the Matron | 1 | Escher | Play this gang tactic when activating a fighter. | The fighter can choose to apply a single Chem-alchemy Stimm effect to themselves. | Get to know your stimms, because this could be really useful. | Escher (HoB) Pack |
Hit and Run | 1 | Escher | 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. | Movement can absolutely win you games, and free, out-of-sequence moving is always excellent, especially if it gets a vulnerable friendly out of combat. | Escher (HoB) Pack |
Mistress of Death | 1 | Escher | 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. | A bonus activation for your most deadly combat character? Yes, please! Best used at the end of the turn, so the opponent cannot counter your Death Maiden. | Escher (HoB) Pack |
Queen of the Hive | 1 | Escher | 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. | Your Leader is generally your best fighter, and making her potentially untargetable is a very powerful tool. | Escher (HoB) Pack |
Rain of Blades | 1 | Escher | 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. | Hell yeah! Free charges rule, and there's nothing that says this fighter can't just charge again after she kills whatever is standing in her way! | Escher (HoB) Pack |
Running Battle | 1 | Escher | 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. | Run and Gun is really good! Especially on a template weapon like a chem-thrower! | Escher (HoB) Pack |
Shivver Prophesy | 1 | Escher | Play this gang tactic at the start of the End phase. | The game then ends and victory conditions and rewards are worked out as normal. | Honestly, this one's kind of a "feels bad" card, but it can be very, very useful to defend your gang from getting stomped, or letting you win at just the right time. | Escher (HoB) Pack |
Sisterhood of Violence | 1 | Escher | 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. | Back on our BS about out-of-sequence activations, here. This is super useful, but beware, it doesn't allow for activating a fighter WITHOUT a ready marker. | Escher (HoB) Pack |
Unexpected Help | 1 | Escher | 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. | It's always good to have an extra fighter, especially when they can effectively outflank your opponent. This is extra good in a random crew game. | Escher (HoB) Pack |
Wyld Hunt | 1 | Escher | 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. | Another one that can be considered an auto-take. Not 1, not 2, but 3 (!) disposable fighters for your gang to screen out whatever your opponent has in store for you. Excellent. | Escher (HoB) Pack |
Chemical Reign | 2 | Escher | 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. | Not bad, especially if you've tech'd into Gas and Toxin. | Escher (HoB) Pack |
Dance of Death | 2 | Escher | 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. | Functionally, this allows your whole gang to bypass enemy models when moving. Excellent in Zone Mortalis. | Escher (HoB) Pack |
Death and the Maiden | 2 | Escher | 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 Deathmaiden to your gang. The new Death-maiden comes with no advancements or equipment. | This is a great tactic, but there's only a 1 in 36 chance that you'll roll a Memorable death result on the Lasting Injury table. Since it is not liekely to proc during a battle, it, unfortunately, resides here in Tier 2. | Escher (HoB) Pack |
Free Fall | 2 | Escher | 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. | Great for a Sector Mechanicus game with lots of high walkways and gantries. | Escher (HoB) Pack |
Predatory Phyrr | 2 | Escher | 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 | Horrors in the Dark can be bad, but it can also do nothing. Best used when your enemy has lots of spread-out fighters. | Escher (HoB) Pack |
Search and Scrag | 2 | Escher | 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. | Very useful, but the trigger is a little too specific. | Escher (HoB) Pack |
Blade Traps | 3 | Escher | 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 on page 100. | A 50% chance that this Tactic card will do anything sucks, even if Blade Traps are cool. | Escher (HoB) Pack |
Kill Count | 3 | Escher | 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. | Too many moving parts to be good. Also, 1-6 bonus XP for 1 character isn't what anyone would call impactful. | Escher (HoB) Pack |
Blazing Fury | 1 | Anyone | 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. | Shooting twice is always good, especially with a gun that has a good Ammo Check. | Escher Pack |
Crossfire | 1 | Anyone | 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. | Super useful in almost any situation. | Escher Pack |
Reaction Fire | 1 | Anyone | 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. | Out-of-turn shooting is extremely strong. Use to cancel charges or gank fighters as they run away. Think about using this card with template weapons to really lose some friends. | Escher Pack |
A New Strain | 2 | Escher | 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. | Do you have a lot of gas weapons? If so, then this card is for you! Very good against high toughness opponents like Goliaths. | Escher Pack |
Blackout | 2 | Anyone | 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. | Extremely powerful if your gang is spec'd into it by taking photo-goggles or infra-scopes. Otherwise good if your gang is focused on combat or short-range shooting for its defensive capabilities. | Escher Pack |
Chain Attacks | 2 | Anyone | 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. | Really useful for melee-focused gangs, but shooting is better than melee 95% of the time. Note: This is probably a Tier 1 card for Corpse Grinders. | Escher Pack |
Proper Preparation | 2 | Anyone | 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. | Very useful if you have a lot of bolters or plasma in your gang. | Escher Pack |
Put Them Down! | 2 | Escher | 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. | Let's anyone in your gang perform a coup de grace. Not too shabby, but still only situationally useful. | Escher Pack |
Siren Howls | 2 | Escher | 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. | Situationally useful, but enough that it could be worth it. | Escher Pack |
Suppressing Fire | 2 | Anyone | 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. | Pinning enemy fighters is always useful, though there are better tactics cards. | Escher Pack |
Tunnel Runners | 2 | Escher | 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. | Let me be clear: this card rules. The only thing holding it back from Tier 1 is that it is zone mortalis only. This card could win you a game as your fighters float past potentially deadly obstructions. | Escher Pack |
Battle Madness | 3 | Anyone | 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. | Very situational. Best used against a gang with low Cool (Escher, Delaque. NOT Goliath or GSC). The fact that you can't guarantee it will happen, and even if it does, you don't know what that fighter will have in terms of weapons makes it crap. | Escher Pack |
Burst of Courage | 3 | Anyone | 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. | Cool checks happen a lot in Necromunda, but failing them will rarely lose the game for you. Would be best used for an important cool check as a result of a failed bottle roll, but that's super situational. | Escher Pack |
Having a Bad Day | 3 | Anyone | 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. | The second in the "Day" series. Maybe even more useless than the first, as your opponent can simply play keep-away. Get this crap outta here. | Escher Pack |
Not So Easy… | 3 | Escher | 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. | Too passive to be of any real use. You can't, after all, guarantee that the opponent will bottle out at all. Better to use a card that you are guaranteed to use. | Escher Pack |
Side by Side | 3 | Escher | 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 should be shooting, not fighting. Find a better card. | Escher Pack |
Three-Point Landing | 3 | Escher | 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. | Good if you play a lot of Sector Mechanicus games and your opponents regularly bring knockback weapons, I guess. But with Escher's high Initiative values this card seems kinda lame. | Escher Pack |
Trusty Backup | 3 | Anyone | 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. | I guess this could be useful for a fighter who has already run out of ammo on a scarce weapon, but a stub gun is terrible. | Escher Pack |
Ultra-Violence | 3 | Escher | 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. | I cannot stress enough that Escher need to be shooting instead of fighting. Parry and AP-1 is not enough to make this card worth it. | Escher Pack |
Beast Lure | 4 | Anyone | 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. | Extremely hilarious to deploy in a Gang Moot, Pit Fight, or any other type of mission that takes place in a cramped location. The unreliable nature of the beast and the extreme deadliness of its attacks make it a good time, every time. Only grab this one if you want to foment chaos. The best thing is that NO ONE will expect it. | Escher Pack |
Genetically Gifted | 1 | Goliath | 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. | Oh yeah, this one's good. A lot of the Gene-smithing stuff is highly defensive in nature, and there are some absolute DOOZIES in there. Top Tier for sure. | Goliath (HoC) Pack |
Get 'Em! | 1 | Goliath | 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's big drawback is that they're slow, but with this card, they're FAST! AN excellent choice. | Goliath (HoC) Pack |
Improvised Projectile | 1 | Goliath | 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 | In the wise words of Boris the Blade, "If it doesn't work, you can always throw it at him." This card is an absolute gem if you happen to take a weapon like a Renderizer, which we know you did, because come on. | Goliath (HoC) Pack |
Named and Shamed | 1 | Goliath | 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. | Wow! This card is bonkers good. You get 2 free disposable fighters with freakin' FRENZON COLLARS. Careful you don't hurt anyone while you're windmill slamming this card into your Tactics deck. | Goliath (HoC) Pack |
One Last Go | 1 | Goliath | 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. | Out-of-turn actions are always extremely powerful, and this is one of the better ones. Almost an auto-take, especially in a Zone Mortalis game. | Goliath (HoC) Pack |
They're Only Bullets! | 1 | Goliath | 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. | This one's almost an auto-include. House Goliath's excellent Cool means that suddenly, most of your gang is immune to pinning. Terrifying. | Goliath (HoC) Pack |
Apprentice | 2 | Goliath | 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). | This card could very well work, with the right Juve/Prospect loadout, but generally, Juves and Prospects aren't using Unwieldy ranged weapons, which is the best use of Overseer. Also, the condition where the Goliath Champ already has Overseer is a bit of a trap, because they'd only be able to get it by rolling a Leadership skill randomly, which is not likely to happen. | Goliath (HoC) Pack |
Boost Up | 2 | Goliath | 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 | In a dense Sector Mechanicus board, a poorly-armed fighter could well use this to position a more powerful friendly. This is best used as a group activation. | Goliath (HoC) Pack |
Fireborn | 2 | Goliath | 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. | Good against Cawdor. Not even Van Saar use rad-phage weapons, so don't bother against, them. Could be good if your local meta is crap tons of Blaze, but you really only want this one vs. Cawdor. | Goliath (HoC) Pack |
Hammer Blow | 2 | Goliath | 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. | Knockback is useful for keeping your fighters alive after they get in combat. This one's really only useful if you're up against another melee gang. | Goliath (HoC) Pack |
The Hand That Feeds You | 2 | Goliath | 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. | This card is *this close* to being Tier 1, because House Agents are seriously powerful, but there are some missions where the potential credits will outweigh the benefits. The cutoff for Tier 1 is "i want this in every game", and unfortunately, this card falls a tiny bit short. Consider this one a very high Tier 2 card. | Goliath (HoC) Pack |
Vat Twin | 2 | Goliath | 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. | This is a good card, but because you can't guarantee that it will happen during a game, it can't ascend into Tier 1. Best use: make sure your Forge Borm with a Storm Welder is one of the twins. | Goliath (HoC) Pack |
Walking Fortress | 2 | Goliath | Play this gang tactic when activating any friendly fighter. | Place a Furnace Barricade within 1" of the fighter. The fighter’s activation then ends. | Truly, a solid card. | Goliath (HoC) Pack |
Crunch Time | 3 | Goliath | 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. | This could be useful against enemy Goliaths in a slapfight scrum, but Goliaths are already generally wounding on 3's against most enemies. Pulverize is fine, but this card should stay where it belongs: sealed in a pack. | Goliath (HoC) Pack |
Stimm Reserve | 3 | Goliath | 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. | Not worth it. | Goliath (HoC) Pack |
Subconscious Mnemonics | 3 | Goliath | 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. | Fighters rarely have 2 skills, and when they do, they're usually hyper-specialized to use them both in tandem. Avoid. | Goliath (HoC) Pack |
Tempered in Battle | 3 | Goliath | 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. | 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 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). | Crap. | Goliath (HoC) Pack |
Unleash the Fear | 3 | Goliath | 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 | As cool as it is, you just won't see a lot of Flexin' out there on the battlefield. | Goliath (HoC) Pack |
Adrenaline Surge | 1 | Anyone | Play when activating a fighter. | The fighter can make one additional action this turn. | Excellent tactic. Unexpected charges, double move and shoots, etc., are always clutch. Useful in almost any situation | Goliath Pack |
Desperate Effort | 1 | Anyone | 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. | This card grants a second turn to one of your fighters. It could potentially swing the whole game. | Goliath Pack |
Ironhide | 1 | Goliath | 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. | Great card. Use to save a leader or champion from certain death. The removal of pinning is just icing on the cake. | Goliath Pack |
Knockout Blow | 1 | Goliath | 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. | Want to kill a high-toughness model? Here's the card for you. | Goliath Pack |
Not Done Yet | 1 | Goliath | 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. | One of your fighters gets to nope himself back into the game for one final round. Best used for a guy going down near the end of a turn so you can stop him from getting hurt before he acts twice and then exits. | Goliath Pack |
Ricochet | 1 | Anyone | 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. | It's like a "fire twice" card but it works without line of sight! Amazing! | Goliath Pack |
Deadlock | 2 | Anyone | 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. | Great for permanently blocking line of sight and causing your opponent to go where you want them to. | Goliath Pack |
Distraction | 2 | Anyone | 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. | Moderately useful defensive tactic. Better if it didn't include a willpower test. Best used on that fighter who doesn't currently have line of sight to one of your models but will after a move. | Goliath Pack |
Lucky Lho-Stick Case | 2 | Anyone | 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). | Very useful if you've spec'd into having characters with high armor saves. Not that useful if all of your guys still have flak armor and no undersuits. | Goliath Pack |
Second Wind | 2 | Goliath | Play instead of activating a fighter. | Remove a flesh wound from any fighter’s card. | A good card, but there are far better just within the Goliath deck. | Goliath Pack |
Steel Constitution | 2 | Goliath | 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). | A useful card in a game against Escher or Delaque. | Goliath Pack |
Thundering Charge | 2 | Anyone | Play when a fighter makes a Charge action, before they move. | Double the fighter’s Move instead of adding D3”. | Extremely useful for a combat gang. Combine with a stim-slug stash for maximum bullshit. | Goliath Pack |
A Good Day | 3 | Anyone | 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. | Ultra-situational. Not a terrible choice for a ZM game with a low-model-count starting gang, but useless outside of that. Would maybe move up a tier if it was a 6" range, but alas. | Goliath Pack |
Anything's a Weapon | 3 | Goliath | 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. | Too bad this card isn't a weapon worth taking. | Goliath Pack |
Blade Breaker | 3 | Goliath | 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. | This card's focus is far too narrow for usefulness. | Goliath Pack |
Ceramite Skin | 3 | Goliath | 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. | Good vs. Cawdor or if your local meta has a ton of blaze. Otherwise, avoid. | Goliath Pack |
Emergency Seal | 3 | Anyone | 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. | Players rarely use ductways, and when they do, it's still a double action to crawl through one. There are ways to change that, but they are rarely, rarely used. | Goliath Pack |
Fearsome Reputation | 3 | Anyone | 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. | This card is extremely limited. It depends on too many variables and doesn't return the way other cards can. | Goliath Pack |
Healthy Paranoia | 3 | Anyone | Play when activating a fighter. | For the rest of the battle, the fighter has a 360° vision arc. | No. This is useless. | Goliath Pack |
Just Add Nails | 3 | Anyone | Play when making an attack with a frag grenade, before rolling to hit. | The grenade’s Blast (3”) trait becomes Blast (5”). | This card might be a nice surprise to spring in a game, but it's effects aren't good enough to warrant taking. Avoid. | Goliath Pack |
Light ‘em Up! | 1 | Anyone | Play after deployment before the first Priority roll. | D3 friendly fighters are equipped with flares. | Grenades are fun! Plus these Reveal anyone they hit, letting your friends shoot at them. | Hive Secundus Pack |
Legendary Hunter | 1 | Anyone | Play after deployment before the first Priority roll. | A friendly fighter gains Fearsome. | Pass a Willpower test or you can’t charge someone? Sounds perfect for your heavy weapons guy. | Hive Secundus Pack |
Emergency Defense | 1 | Anyone | Play after deployment before the first Priority roll. | Place a Trazior pattern sentry gun within 3” of a friendly model. | This is insane. Sentry guns are fantastic, and this gives you a free one! | Hive Secundus Pack |
Advanced Reconnaissance | 1 | Anyone | Play after deployment before the first Priority roll. | D3 friendly fighters may immediately perform a Move (Simple) action. | Movement is good, especially free movement after the deployment. | Hive Secundus Pack |
Irradiated Ammunition | 1 | Anyone | Play after deployment before the first Priority roll. | One weapon on a friendly fighter gains the Rad-phage trait. | Rad-phage is one of those abilities which sucks because the weapons it’s attached to suck. Give it to a melee god or a Rapid Fire weapon and watch it do wonders. | Hive Secundus Pack |
Lost Survivor | 1 | Anyone | Play before deployment. | You get a free Ammo-jack or Rogue Doc that will stay until the end of the post-battle sequence. | Ammo-jacks let you re-roll Ammo checks of a natural 1 and come armed to the teeth. A Rogue Doc is far less useful on the battlefield but can save a model with a bad Lasting Injury. | Hive Secundus Pack |
‘Til the Bitter End | 1 | Anyone | Play after deployment before the first Priority roll. | Three friendly models gain D3 extra XP if they are still on the battlefield at the end of the battle. | Free XP? Hell yeah! | Hive Secundus Pack |
Fresh Blood | 1 | Anyone | Play after deployment before the first Priority roll. | Get a free Juve with 50 credits worth of equipment for free for that battle, and you can buy them afterwards. | Depends on whether or not you have a unit with the Juve trait. | Hive Secundus Pack |
Pre-emptive Strike | 1 | Anyone | Play when a friendly fighter is charged, before the charging model performs any attacks. | Defending model performs Reaction attacks before the charging model attacks. | Out of sequence attacks are VERY good, and this can easily create a Feelsbad situation for your opponent. | Hive Secundus Pack |
Improvised Trap | 2 | Anyone | After activating a friendly fighter, before actions. | Set a frag trap within 1” of the activating fighter. They can’t set off the trap. | Traps only work 50% of the time, but the psychological benefit is pretty sweet. | Hive Secundus Pack |
Underhells Quake | 2 | Anyone | Play in the End phase before Bottle checks. | A 5” blast template is placed anywhere in the battlefield, scatters 2D6”, and every model underneath suffers a S5, D1, AP -1 hit. | The blast template is automatically moved away from Impassable terrain by the shortest possible distance. There’s an 8% chance you can hit a model you put it over. | Hive Secundus Pack |
Lost the Scent | 2 | Anyone | Play after a friendly model has finished their activation before choosing a Roaming Horror to activate. | Select a Roaming Horror and remove their Ready marker. | Activation shenanigans are fun, and this could be useful if you suddenly find yourself staring in the face of a Malstrain Genestealer Prime | Hive Secundus Pack |
Draw ‘em Out | 2 | Anyone | Play when activating a friendly fighter before actions. | Lets the fighter perform a Lure (Basic) action which creates a tasty treat which Roaming Horrors must move towards during that round. | Forcing every Roaming Horror to move in one direction is really helpful, but it requires you to use this model early in the round to be effective. | Hive Secundus Pack |
Desperate Throw | 2 | Anyone | Play when activating a fighter before performing actions. | Add 6” to the range of any grenades the fighter is equipped with. | This will make a typical mode throw something 15”, which can be very effective. | Hive Secundus Pack |
Crumbling Masonry | 3 | Anyone | After activation, before performing actions. | Every wall has a ductway through it. | Moving through a ductway is a Double action, but this can offer some flexibility. | Hive Secundus Pack |
Corrupted Ammunition | 3 | Anyone | Play after a friendly fighter is targeted by a ranged attack. | The model currently activated has the Damage characteristic of each ranged weapon reduced by 1, to a minimum of 1. | Situational but it activates before the attack is resolved, so it could miss, fail to wound, or be saved. | Hive Secundus Pack |
Lumen Flare | 3 | Anyone | Play at the start of any round before rolling for Priority. | The Visibility (X”) rule is increased by 6”. | This is a bit of a double-edged play since you’re just as exposed as your target. | Hive Secundus Pack |
Blood Brothers | 1 | Orlock | 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 ahve the models available to represent these Hive Scum, you may discard this gang tactic and select another. | Free Hive Scum is never a bad thing. Better for gangs with established cash flow, but still good all around. | Orlock (HoI) Pack |
Down But Not Out | 1 | Orlock | 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. | This is an extremely powerful automatic Recovery roll that will definitely take your opponent by surprise. All you need is a friendly fighter nearby and you're golden. | Orlock (HoI) Pack |
Grandstanding | 1 | Orlock | 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 aprt of your crew already, you may discard this gang tactic and select another. | This is a fine tactic to use to even up those Random Crew Selection games. It's nice that is comes with a re-draw condition, too. | Orlock (HoI) Pack |
Initiation | 1 | Orlock | 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 armor. 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. | Free juves! It's always helpful to have free cannon fodder in a battle. | Orlock (HoI) Pack |
Showboating | 1 | Orlock | 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. | This one's really good! A double charge or charge and double fight is extremely strong, and if you have any melee characters in your gang, take this card! | Orlock (HoI) Pack |
Tough As Nails | 1 | Orlock | 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 seperately 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 (e.g., due to a weapon with the Gas trait), this gang tacic is immediately discarded. | True to it's name, Tough As Nails will do very well to keep your chosen fighter alive! It is an excellent card, and could almost be considered an auto-include. | Orlock (HoI) Pack |
Bond of Iron | 2 | Orlock | 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, e.g., a fighterwith Group Activation (2) can activate three fighters instead. | This card is fine, but there are a lot better and more impactful cards out there. Group activations can be devastating, for sure, but they generally are leveraged later in games, and the regular amount of activated fighters is usually sufficient. | Orlock (HoI) Pack |
Boom Boom Surprise | 2 | Orlock | 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 centered on the Promethium Barrel. After this gang tactic is resolved, remove the Promethium Barrel from the battlefield. | This tactic card is the only official way to destroy a Promethium Barrel in the game! Unfortunately, Promethium Barrels are worth far more left alone than blown up, so while this card might have some utility, it doesn't have much. | Orlock (HoI) Pack |
Protection Duty | 2 | Orlock | 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 Reutation (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. | A free Rebel Lord sounds really good, and is, but the more-than-likely Reputation hit incurred for letting them eat it could sink a gang's prospects in a campaign. There are better cards. | Orlock (HoI) Pack |
Quick Trick | 2 | Orlock | 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. | This one's not bad, but the fact remains that Sawn-off shotguns don't really have a hope of getting through armor or taking down multi-wound or high-toughness characters. | Orlock (HoI) Pack |
Strength of Arms | 2 | Orlock | 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 additionaly fighter that is also Engaged with the target, to a maximum of +3. | Multi-combats are rare, and this card doesn't do enough to make itself worthwhile. | Orlock (HoI) Pack |
Wall of Iron | 2 | Orlock | 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). | Ok? Seems like a rough trade for grouping all of your fighters up in an easily blast-able knot. Someone can probably make this work, but it seems pretty niche. | Orlock (HoI) Pack |
What's in a Name? | 2 | Orlock | 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. | Pretty good! Legendary Names aren't the most impactful thing out there, but there's no downside! | Orlock (HoI) Pack |
Ammo Pack | 3 | Orlock | 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 (if, for example, if their weapon has the Scarce trait). Seriously Injured fighters, however, are not affected by this gang tactic. | Not great. The use case on this is razor thin. | Orlock (HoI) Pack |
Seismic Surprise | 3 | Orlock | 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. | This might be the worst tactic card in the game. Frag grenades are terrible for Orlocks, and seismic really only helps against enemies with Nerves of Steel. Why would anyone take this voluntarily? | Orlock (HoI) Pack |
Stepping Up | 3 | Orlock | 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. | Narrow use case, with a condition that means you're probably done-zo to begin with. Not useful. | Orlock (HoI) Pack |
Trigger Discipline | 3 | Orlock | 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. | If you're actually worried about ammo, just bring Lucky Find. This one's no good. | Orlock (HoI) Pack |
Up Close and Personal | 3 | Orlock | 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. Untilk the end of the abttle, any sawn-off shotguns carried by those fighters gain the Sidearm trait. | Sawn-offs are generally terrible, and this card makes 3 (or more, if you've given a fighter multiple sawn-offs for some reason) slightly better. Avoid. | Orlock (HoI) Pack |
Bond of Brotherhood | 1 | Orlock | 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. | A free shoot or fight near a downed fighter. Super useful in any situation except a game where you don't have any downed fighters, which is a really good thing or a really bad thing. | Orlock Pack |
Violent-Minded | 1 | Anyone | 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. | Great card for that unexpected shot, charge or move. Useful in almost any situation. | Orlock Pack |
Ambition | 2 | Orlock | 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. | Could be useful in some situations. | Orlock Pack |
Double Fisted | 2 | Anyone | 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. | Most fighters rarely have 2 good ranged weapons; usually a good one and a back-up pistol. If that's not the case, however, this is a fine tactic to use to give a shooting action some oomf. | Orlock Pack |
Secret Cache | 2 | Anyone | Play this card instead of activating a fighter. | Set up an ammo cache anywhere on the battlefield. | Useful if your gang has a lot of ammo problems. | Orlock Pack |
Solidarity | 2 | Orlock | 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. | I can see this card being useful for avoid running away after bottling. But the use case is still pretty narrow. | Orlock Pack |
Steel Fury | 2 | Anyone | 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. | Good for punchy gangs. Note that it doesn't buff chargers. | Orlock Pack |
What's a few Teeth? | 2 | Anyone | Play this when a friendly fighter suffers a Flesh Wound. | The Flesh Wound is ignored. Any other effects of the injury still apply. | Ignoring flesh wounds is useful. Might be best used to keep a character from going out of action. | Orlock Pack |
Beat Down | 3 | Orlock | 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. | I am trying to think of a time when you want this. Maybe when 1 or 2 Goliaths has 2-3 Flesh Wounds and you really need to take a guy out of action? Ultra narrow use case. | Orlock Pack |
Die Trying | 3 | Orlock | 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. | How many times in a game are there seriously injured fighters in combat? Almost never, because they can be taken out with a coup de grace. This card is a coup de sucks. | Orlock Pack |
Fire Discipline | 3 | Anyone | 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. | Ammo checks are required 1/6th of the time. This card doesn't do enough to mitigate going out of ammo to be worth taking. | Orlock Pack |
For Close Encounters | 3 | Orlock | 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. | Sawn-off shotguns are terrible. I mean, maybe on a guy with a plasma gun or a bolter. Maybe. You're better off using a card to get an ammo cache, which is fucking saying something. | Orlock Pack |
Intimidation | 3 | Orlock | 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. | Here's an idea, let's make a card that actively HELPS the other gang survive the short-range shooting gang's turn of shooting. A stupid card. | Orlock Pack |
Lead by Example | 3 | Orlock | 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. | If you're using this card, it probably means you're getting your ass kicked. Time to bottle, fucko. | Orlock Pack |
Master Switch | 3 | Anyone | 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. | Extremely situational. Best use to disrupt lines of sight, I guess. I'd avoid it, seeing as how you can't guarantee that half the doors won't have terminals. | Orlock Pack |
Point-Blank Shot | 3 | Anyone | 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. | A fighter with a good enough gun to warrant using this should not be in combat. If they are, they're probably screwed. No. | Orlock Pack |
Sterner Stuff | 3 | Anyone | 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. | Fighters don't fail nerve tests enough to make this worthwhile. | Orlock Pack |
Tech Override | 3 | Anyone | 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. | Failing multiple intelligence tests to open a door is a common occurrence in Necromunda. However, bypassing that check is not a strong enough reason to take this card. Its benefit is too narrow. | Orlock Pack |
They're Everywhere! | 3 | Anyone | 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. | If there was no Cool check to mitigate this card, it would be useful. But since it can fail outright, it is trash. | Orlock Pack |
You're Coming With Me! | 3 | Anyone | 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. | A fine idea, but just not strong enough. | Orlock Pack |
Avenging Ogryn | 1 | Slave Ogryns | 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 enmy fighter's turn, and performs their activation as normal. The fighter then loses their Ready marker. | Not only is it an out-of-sequence activation, it's on that explicitly interrupts the other player's turn! So good! | Slave Ogryn Pack |
Freedom in Death | 1 | Slave Ogryns | 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 centered over this fighter and the attack automatically hits. | Revenge! An excellent tactic, especially if the Ogryn in question is taken down in melee. | Slave Ogryn Pack |
Gene-bred | 1 | Slave Ogryns | 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. | There are a couple of good defensive upgrades here that could make one of your Ogryns into a nightmare to get rid of. | Slave Ogryn Pack |
Hidden Loyalties | 1 | Slave Ogryns | Play this gang tacic 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. | Infiltrating fighters are often able to pull off first turn charges, especially in Zone Mortalis games. An excellent card. | Slave Ogryn Pack |
Limb from Limb | 1 | Slave Ogryns | 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. | Sever causes any Injury rolls made to count as automatic Out of Action results. Extremely useful, especially in a multi-combat. | Slave Ogryn Pack |
No, I'm Smarticus! | 1 | Slave Ogryns | 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 os a Shoot (Basic) action. On a 3+, you may transfer any successful hites 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. | Your leader is always your best fighter, and protecting them is key. An excellent tactics card. | Slave Ogryn Pack |
Not Today! | 1 | Slave Ogryns | 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. | Hachi machi. This one's great. Out-of-sequence actions are always useful, especially ones that entail a Slave Ogryn charging! | Slave Ogryn Pack |
Quicker Than They Look | 1 | Slave Ogryns | 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. | When a melee gang can increase their charge range by 171%, that's top tier. | Slave Ogryn Pack |
Reboot | 1 | Slave Ogryns | 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 by 1, to a minimum of 6+ and 1 respectively. | Lobo-slaves are already super good and included in probably every Slave Ogryn gang. Making them combat effective again is a huge boon. | Slave Ogryn Pack |
Resurgent Threat | 1 | Slave Ogryns | 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's small gang size is one of their primary limiting factors, and this card can completely mitigate that. | Slave Ogryn Pack |
Slave Becomes Master | 1 | Slave Ogryns | 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 donot have models available to represent these fighters, you may discard this gang tactic and select another. | Another free, disposable, fighters tactics card. These are always excellent, and this one is no exception. In fact, it might even be better because of the subtext. | Slave Ogryn Pack |
Strong and Steady | 1 | Slave Ogryns | 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. | Ignoring pinning is huge on a melee-focused gang, and the ability to ignore it twice is extremely strong. | Slave Ogryn Pack |
Tools of the Trade | 1 | Slave Ogryns | 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. | Taking a mediocre fighter, like a Lobo-slave or Slave Ogryn ganger, and making them into a combat monster instantaneously is pretty dang good. | Slave Ogryn Pack |
Die on Your Feet | 2 | Slave Ogryns | 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. | Strong, but Slave Ogryns really aren't going to be the victims of many Coup De Grace actions. | Slave Ogryn Pack |
Looted Gear | 2 | Slave Ogryns | 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. | Fantastic if you're rocking a Las-Cutter and want to ensure that it doesn't go Out of Ammo immediately after the first swing. Not as relevant for mitigating the other traits, since the weapons afflicted with them aren't really as common. | Slave Ogryn Pack |
Out Of My Way! | 2 | Slave Ogryns | Play this tactic when activating a friendly Slave Ogryn fighter. | UIntil 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. | Hurl is great in Sector Mechanicus games, but might not do much in Zone Mortalis games. | Slave Ogryn Pack |
Chain Breaker | 3 | Slave Ogryns | Play this gang tactic at the start of the battle, after both sideshave 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. | Probably very good against Delaque, but mostly useless against everyone else. | Slave Ogryn Pack |
Unleash the Storm | 3 | Slave Ogryns | 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. | The issue with the Storm-welder isn't the reckless trait, it's the Unstable trait. This card isn't worth probably losing the shooter over. | Slave Ogryn Pack |
Grenade Bouquet | 1 | Anyone | 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. | This is exactly the kind of Tactics Card we're looking for. Situationally Awesome, generally unpredictable, and guaranteed to cause laffs. Imagine this card paired with a mindflect shard. The possibilities are endlessly hilarious. | Underdog Pack |
Last Round | 1 | Anyone | 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 Dive - the weapon remains Out of Ammo. Weapons with the Rapid Fire (X) trait make only one shot. | Usually, we like to put cards in Tier 1 that players are guaranteed to use in a battle. There's no guarantee that anyone will run out of ammo in a game of Necromunda. But the upside to this card is so insanely good that it makes into Tier 1. This card is especially delicious when combined with a scarce weapon or as an answer to "...Click". Imagine their face when you use this after they play a "...Click". Delightful. | Underdog Pack |
Bullet Magnet | 2 | Anyone | 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. | Super useful if you bring a lot of Rapid Fire weapons. | Underdog Pack |
Counter-Assault | 2 | Anyone | 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. | Excellent if you have a melee-focused gang or a good counter-charging fighter in your gang. | Underdog Pack |
Machine Curse | 2 | Anyone | 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. | This card is good, make no mistake, but it's only really good if your opponent uses a lot of unreliable guns. Also, it is used INSTEAD of an activation, and that's not ideal. | Underdog Pack |
Makeshift Cover | 2 | Anyone | 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. | Suddenly, your fighters have cover! Not too shabby! | Underdog Pack |
Rejuve Stimm | 2 | Anyone | 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. | Healing! What's not to like? Use it at the end of your turn to mitigate its usage condition! | Underdog Pack |
Sacrifice | 2 | Anyone | 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. | A pretty good card, but the wording makes us think that the initial target would get pinned, too, because the card procs on WHEN a fighter is hit. Yet another reason to screen your leader with juves. | Underdog Pack |
Spreading Conflagration | 2 | Anyone | 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. | A quick note, this card is an easy Tier 1 selection for Cawdor and GSC. For everyone else, it is extremely useful if you've tech'd into flamers, but let's face it, you probably haven't. | Underdog Pack |
Unstable Energy | 2 | Anyone | 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. | Escher and Van Saar gangs beware! This card will cause a las-heavy gang to wet their collective pants. Not tier 1, though, because Orlocks, Goliath, Grinders, Cawdor, Enforcers, Chaos, and Delaque exist. | Underdog Pack |
Beast Repellent | 3 | Anyone | 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. | Useful when there's a Beast's Lair, useless when there's not. | Underdog Pack |
Reload! | 3 | Anyone | Play this card in the End phase of any round. | Immediately make a Reload (Simple) action for any or all of your fighters. | This card is just not going to be that useful. | Underdog Pack |
…Click | 1 | Anyone | 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. | Pro-tier. Stops their best gun from shooting. Excellent if used on a Scarce weapon. | Underhive Box |
Brutal Charge | 1 | Goliath | 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 gangs' big weakness is their slow movement. This trait will help to guarantee a charge, guarantee a kill, and if the target isn't, then the goliath is safe from a riposte. Fantastic card. | Underhive Box |
Inhuman Resilience | 1 | Goliath | 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. | Not only does it stand your whole gang up, it lets your seriously injured guys get in a no-risk recovery roll, too. Great card. | Underhive Box |
Last Gasp | 1 | Anyone | 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. | Out-of-turn shooting or fighting is very strong, especially for a character who will have no more impact on the battle. Save it for the right character or weapon, though. | Underhive Box |
Rigged Door | 1 | Anyone | 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. | Fine to use to close a line of sight, and finer to use on characters with bad initiative! The ZM only tag makes it even better as you can switch it for another card in a SM game! | Underhive Box |
Stealthy Advance | 1 | Escher | 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. | There is rarely a situation where repositioning half of your gang is not a very good thing. | Underhive Box |
Stimm Surge | 1 | Goliath | 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. | This one seems like a no-brainer. It has the potential to stay in effect all game with 3 (!) beneficial effects at low risk. Great card. | Underhive Box |
Unstoppable Behemoth | 1 | Goliath | 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. | It's like Inhuman Resilience, only better. A truly good card. Try not to cackle when you use it. | Underhive Box |
Blood Debt | 2 | Anyone | 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. | This card is just ok. You'd probably get the most mileage out of this one if you opponent has a killer leader or champion who's big time melee-focused. | Underhive Box |
Counter-Charge | 2 | Escher | 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. | An effective defensive tactic, but there are better ways to stop or mitigate enemy charges. | Underhive Box |
Gas Trap | 2 | Escher | 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. | Better than the frag trap, not as good as the melta trap. A firmly mediocre card. | Underhive Box |
Group Tactics | 2 | Anyone | 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). | This is a perfectly usable card that will give you an extra group activation, if you need it, that is not constrained by proximity. | Underhive Box |
Lucky Find | 2 | Anyone | 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. | An extremely important tactic to have if you rely on weapons with poor amoo checks, like bolters. Has tons of useability, though, as sometimes you need to guarantee that you'll get a shot off in an important situation. Tier 2 because you can't guarantee you'll use it in a game. | Underhive Box |
Makeshift Armour | 2 | Anyone | 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), discard this card after resolving the attack(s). | Marginally useful. Good if you've spec'd into lots of armor. | Underhive Box |
Melta Trap | 2 | Anyone | 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 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. | Traps aren't great, but a melta trap is good enough that it does a lot to make up for trap crap. The two drawbacks to this is that half the time it is a suicide run, and 1/6th of the time it doesn't work. There are better cards, but this one if fun. | Underhive Box |
Frag Trap | 3 | Anyone | 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. | This card is hot garbage. Greta Garbo. Straight butt. Why not pay 15 credits or whatever for a frag grenade? This card is ridiculous. | Underhive Box |
Hidden Passage | 3 | Anyone | 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. | Extremely marginal use case. Maybe if you have an opponent known for Deadlocking doors and trying to trap your gang in a ZM map. Maybe. | Underhive Box |
Scrag | 3 | Escher | 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’’. | This card is bad. If it were tests ALL GAME went off at 9" it would be great. If it were tests for ONE ROUND, it would be good. But this card effects one test, so fuck it. Also, Escher should be shooting, not fighting. | Underhive Box |
A Few Friends | 1 | Underhive Outcasts | 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. | Extra fighters are always good! They're great at soaking up bullets and standing in front of your valuable champs and Leader. Can't go wrong here! | Underhive Outcasts Pack |
All or Nothing | 1 | Underhive Outcasts | 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. | Obvious utility in having a Seriously Injured fighter stand up for free, shoot, and then charge! Excellent card, especially when you can trade one fighter for two. | Underhive Outcasts Pack |
Dirty Tactics | 1 | Underhive Outcasts | Play this gang tactic at the end of a friendly fighter's activation. | Immediately activate another Ready friendly fighter anywhere on the battlefield. | A surprise Group Activation with unlimited range? Yes please! This one's fantastic to use on that key turn upon where the whole battle could hinge. | Underhive Outcasts Pack |
It's Personal | 1 | Underhive Outcasts | 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. | This one's great. Pick your opponent's most expensive fighter and have fun blasting them off the table. | Underhive Outcasts Pack |
More Where They Came From | 1 | Underhive Outcasts | 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. | Whoa! You get to bring back "dead" fighters! Pretty nifty, especially if you can get the drop on some enemy fighters in your back field. | Underhive Outcasts Pack |
Old Faithful | 1 | Underhive Outcasts | 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. | This is a very good way to get a plasma gun or a power hammer into your gang without actually having to pay for it. Nice. | Underhive Outcasts Pack |
Rise from the Ashes | 1 | Underhive Outcasts | 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. | For when you need to stick around to win the scenario, and then some. Very useful in a knock-down, drag-out fight. | Underhive Outcasts Pack |
Wyrd Occurrance | 1 | Underhive Outcasts | 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) | Freeze Time can hamstring an entire gang if used correctly, Misfortune is fine, and Molten Bolt is a one-shot melta gun. This card's got a ton of potential. | Underhive Outcasts Pack |
Back to the Badzones | 2 | Underhive Outcasts | 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. Friend;y fighters who are Seriously Injured autmatically recover and there is no chance for any fighters to be Captured. | As far as "panic button" tactics cards go, this one's probably the best. | Underhive Outcasts Pack |
Fight Another Day | 2 | Underhive Outcasts | 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. | This one's fine. If your Leader or a champ gets iced, then you can guarantee that there's no lasting consequences. Not too bad, but since it doesn't effect the game itself, it might not be worth a tactics card. | Underhive Outcasts Pack |
Hard Rounds | 2 | Underhive Outcasts | 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. | Seems like the kind of thing that you'd only use to artificially end a battle earlier when you're already winning. There's probably a wider use case, here, but it isn't top tier. | Underhive Outcasts Pack |
No Masters | 2 | Underhive Outcasts | 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. | If you've decided that a wyrd gang is what you want to run, this card could be very useful. | Underhive Outcasts Pack |
Undercover Agent | 2 | Underhive Outcasts | Play this gang tactic when activating a friendly fighter. | This fighter can shoose 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. | This card would rule if you have an Ambot in your gang. Other than that, it's an ok way to get some more utility out of a Juve, but at the cost of said Juve. | Underhive Outcasts Pack |
Honourless Victory | 3 | Underhive Outcasts | Play this gang tactic at the end of the scenario. | Regardless of the scenario rewards, your gang does not suffer any loss of Reputation. | It is better to use tactics cards to help you win games to avoid the loss of Reputation than to use tactics cards that will not not help you win games but save you from losing Reputation. Skip this one. | Underhive Outcasts Pack |
Lucky Score | 3 | Underhive Outcasts | 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 won. | Not all scenarios include credit rewards, and this is not worth a tactics card. | Underhive Outcasts Pack |
Temporary Alliance | 3 | Underhive Outcasts | 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 (e.g. 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. | Most Alliances don't have a lot of benefits in-game, apart from their delegations fighting for your gang. Because of that, this card is unfortunately mostly useless, since this card is used after determining crews, which is when an Alliance's delegation is added to your roster. | Underhive Outcasts Pack |
We Never Liked Him Anyway | 3 | Underhive Outcasts | 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 stash. | I suppose if a previously-injured fighter bites it you can recoup some cash. Talk about a razor-thin use case. Avoid. | Underhive Outcasts Pack |
Worthless | 3 | Underhive Outcasts | 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. | Denying a couple of XPs or a few credits is not worth a tactics card. Much like it's title, this card is worthless. | Underhive Outcasts Pack |
Hive Tremors | 4 | Anyone | 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. | One of the most ridiculous cards in the game. Best used on a Sector Mechanicus table with a lot of walkways or a Zone Mortalis table with a lot of pitfalls. Can completely change the game in a totally wild way. It won't work always, but when it does, it is guaranteed to be a hilarious game. | Underhive Pre-Order |
Ablative Mesh | 1 | Van Saar | Play this gang tactic when a friendly Van Saar fighter suffers a hit from any weapon with a Strength characterisitc 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. | Extremely good! Use it in combat to get pushed out of the fight and suffer no damage. | Van Saar (HoA) Pack |
Bodyguard | 1 | Van Saar | 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. | A fantastic way to get an extra fighter in the game. The exotic beasts rules really odn't make much of a difference here, because the pet activates when the owner does, giving you what amounts to an extra group activation. | Van Saar (HoA) Pack |
Defensive Protocols | 1 | Van Saar | 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 tranfer 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. | Another great defensive tactic. Probably not best used against a gang with a lot of tempaltes and blasts (or Corpse Grinders), but still really good. | Van Saar (HoA) Pack |
Feigned Nobility | 1 | Van Saar | 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 friend;y 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. | Getting a free House Agent to add to your gang is worth any amount of Reputation. This one's good, y'all. | Van Saar (HoA) Pack |
Medical Intervention | 1 | Van Saar | 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. | Very good! Getting a key fighter up at the right time is absolutely key. | Van Saar (HoA) Pack |
Power Up | 1 | Van Saar | 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 characterisitic of the weapon used is doubled. | Hell yeah! A S6 lasgun sounds amazing. | Van Saar (HoA) Pack |
Tracer Fire | 1 | Van Saar | 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. | Very strong. Setting up important Group Activations is integral to winning, and this card makes them all that more impactful. | Van Saar (HoA) Pack |
Unexpected Allies | 1 | Van Saar | 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. | Free fighters are always great. | Van Saar (HoA) Pack |
Ammo Dump | 2 | Van Saar | 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. | Pretty good if you've invested heavily in plasma, otherwise not all that useful. | Van Saar (HoA) Pack |
Data Mining | 2 | Van Saar | 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 thir 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. | It's better to take tactics that give you complete control of how they're used. This one's not terrible, but it's not great, either. | Van Saar (HoA) Pack |
Longshot | 2 | Van Saar | Play this gang tactic when a friendly Van Saar fighter makes a Shoot (basic) action, before rolling any of the 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. | Not all that useful. Generally the guys you really need to shoot already have 2+ BS, and going out of ammo probably isn't worth it. | Van Saar (HoA) Pack |
Rad-clouds | 2 | Van Saar | 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 abttlefield, 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 center 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. | A good way to close off a doorway or hallway in a Zone Mortalis game. Probably not all that useful otherwise. | Van Saar (HoA) Pack |
Security Override | 2 | Van Saar | 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 immmediately unlockls and opens. Every door terminal on the battlefield immediately ceases to function (any may be removed). If there are fewer than three doors on the battlefield, you may discard this gang tactic and select another. | Again, not useless, but not top tier. | Van Saar (HoA) Pack |
Shut-in | 2 | Van Saar | 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 Dorce Door (basic) action against them. If there are fewer than three doors on the battlefield, you may discard this gang tactic and select another. | Not useless, but not immediately universally useful. There are better tactics, but there is certainly a battlefield out there where this tactic would truly shine. | Van Saar (HoA) Pack |
Weakened Physiology | 2 | Van Saar | 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. | Not bad, but you're still at the mercy of the dice. There are better tactics. | Van Saar (HoA) Pack |
Weapon Drill | 2 | Van Saar | 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-rll any rolls of a natural 1 made when making an Ammo check. | Eh, it's fine. | Van Saar (HoA) Pack |
Arachni-ropes | 3 | Van Saar | 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). | Marginal at best. Good name, though. | Van Saar (HoA) Pack |
Enhanced Cyberteknika | 3 | Van Saar | 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. | Cyberteknika kinda sucks, and so does this tactic. | Van Saar (HoA) Pack |
Auto-Healer | 1 | Van Saar | 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. | Choosing to get a fighter back is always a good thing. Especially if that fighter is a Van Saar Leader or Champion with a big gun. | Van Saar Pack |
Dangerous Footing | 1 | Anyone | 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. | There is never a situation where getting an opposing ganger to go out of action as a result of one roll ON THEIR TURN is a bad idea. Remember that even a passed initiative test will cause the opposing fighter to move, so think about using this one on a fighter with an unwieldy gun. Arbitrator note : this card should be labelled "Note: Zone Mortalis only." | Van Saar Pack |
Rapid Fire | 1 | Van Saar | 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. | The rich are really getting richer with this card. Pretty much an auto-take. Enjoy shooting the crap out of all other gangs! | Van Saar Pack |
Seize the Initiative | 1 | Anyone | Play this card at the beginning of any round, before rolling for Priority. | You immediately take Priority this turn without any dice being rolled. | There's always one critical turn in any game. This card lets you capitalize on it. | Van Saar Pack |
Blood Cleansers | 2 | Van Saar | 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. | Good vs. Escher, I guess. | Van Saar Pack |
Combat Drugs | 2 | Anyone | Play when a fighter makes a melee attack. | For the duration of this turn, the fighter gains 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. | Useful for a melee-focused gang, but probably not the best melee tactic. | Van Saar Pack |
Comm Burst | 2 | Van Saar | 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. | This is a pretty good card, but fighters breaking just doesn't happen that much, and you can't guarantee that you'd use it in a game. | Van Saar Pack |
Enhanced Auspexes | 2 | Van Saar | 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. | I can see this being useful with a template or blast weapon. It would be a very nasty surprise if used right. | Van Saar Pack |
Experimental Rig | 2 | Van Saar | 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. | Sure. Why not? A S4 lasgun seems nice. | Van Saar Pack |
Fall Back | 2 | Anyone | 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. | A great way to get a fighter at risk of getting clobbered the hell out of there. Remember, Retreating is a Basic Action, so the retreating fighter may shoot after doing so! | Van Saar Pack |
Hyper Auto-Loader | 2 | Van Saar | 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. | When you absolutely, positively have to kill every motherfucker in the room. Accept no substitutes. | Van Saar Pack |
Medical Protocols | 2 | Van Saar | 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. | This one's just ok. Useful in just about any game, but just not impactful enough. | Van Saar Pack |
Mesh Underlay | 2 | Van Saar | 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. | Potentially amazing if you have a character with a 2+ or 3+ save. Less useful otherwise. | Van Saar Pack |
Overcharge | 2 | Van Saar | 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. | Pretty good card. There are better, but this one ain't bad. | Van Saar Pack |
Warforge | 2 | Van Saar | 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. | This one's ok. Ammo checks don't happen enough to be truly useful, though. | Van Saar Pack |
Cortical Stimulants | 3 | Van Saar | Play at the start of the game, after deployment. | One fighter in your gang automatically passes Intelligence checks for the duration of the battle. | Intelligence checks rarely actually happen. There is no reason to waste a valuable card slot on this card. | Van Saar Pack |
Nerves of Steel | 3 | Anyone | 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. | This is definitely not worth it. Avoid. | Van Saar Pack |
Pneumatic Injectors | 3 | Van Saar | 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. | Please don't waste tactics cards on Van Saar melee. | Van Saar Pack |
Slippery | 3 | Anyone | 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). | There are better and more useful ways to get a fighter to crawl through a ductway and shoot. | Van Saar Pack |
Sump Slump | 3 | Anyone | Play at the start of any turn. | Immediately remove D3 Barricades of your choice from anywhere on the board. | This card sucks. Incredibly thin margin of usefulness. Avoid. | Van Saar Pack |
Bait And Switch | 1 | Anyone | 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. | This is a fantastic card. Use it to set-up a crucial double action by a leader or champ at the expense of a Juve's turn. Extremely useful at the end of a turn when your opponent has no opportunity to counter. | WHC Tactics PDF |
Call The Faithful | 1 | Cawdor | 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. | D3 extra fighters? Sign me up! The random generation of said fighters can be mitigated by careful roster management and good sense. Cawdor really shine when they have more bodies than the other gang, so this is a hugely useful card. | WHC Tactics PDF |
Lucky Shot | 1 | Anyone | 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. | An obviously good choice. That 2+ BS Plasma Gunner will miss at the precise moment you need him to hit, and this card, will (hopefully) mitigate that. | WHC Tactics PDF |
Mass Infiltration | 1 | Delaque | Play this card during deployment. Choose D3 fighters in your crew. | For the duration of this battle, these fighters gain the Infiltrate skill. | Other gangs can barely get one infiltrator. In a Delaque gang, you could have 6 for the first game with this card. So good. | WHC Tactics PDF |
Stand Firm | 1 | Anyone | Play this card instead of making a Bottle test. | This round, your gang automatically passes its Bottle test. | Just like the Cawdor card. Having your gang stick around for the rest of the battle is an integral part of Necromunda. Best used in games with a low number of starting models (5 or 6). | WHC Tactics PDF |
Stimm Overload | 1 | Goliath | Play this card instead of activating a fighter. | This fighter counts a Charge (Double) action as a Basic action this turn. | Extremely good card for basically guaranteeing an Out of Action result from a combat. Pro tip: use it to charge into a multiple-model combat and waste 2 enemies in one turn! | WHC Tactics PDF |
Dark Blessings | 2 | Chaos Helots | 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 their injuries, as if they were Seriously Injured when the battle ended. | This is a really fun card. It's would be Tier 1 if not for the required Willpower check. | WHC Tactics PDF |
Last Gasp | 2 | Orlock | 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. | This card is useful, but there is a general tactics card also called Last Gasp that is better than this one. It goes off when a character goes out of action, but with this card, you're sacrificing a fighter who might get back up to go out of action for this one turn. If you're going to use a last gasp, don't use this one. | WHC Tactics PDF |
Rapid Fire | 2 | Anyone | 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. | Useful, but there are better ways to fire twice. | WHC Tactics PDF |
Rapid Healing | 2 | Anyone | Play this card instead of activating a fighter. | Choose one of your fighters. This fighter either recovers one Wound or removes one Flesh Wound. | Pretty good! Use this card at the end of a turn to mitigate its usage condition! | WHC Tactics PDF |
Take The Initiative | 2 | Anyone | 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. | This is a good card, but there is already an initiative card that allows you to have priority without a dice roll and it's called "Seize the Initiative". And based on the language of this card, where it talks about dice rolls, the other card is way better as it is automatic, and specifically says no dice rolls are performed. Very curious. | WHC Tactics PDF |
Blood Money | 3 | Venators | 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. | Credits are good and all, but this tactic doesn't help you during the game. Why not take a tactic that will actually help you win a game and get a bunch of credits from that instead? Also, Venators need all the help during games that they can get. | WHC Tactics PDF |
Cult Ambush | 3 | Genestealer Cult | 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. | I do not think 3" extra inches of deployment is going to make that much of a difference. In ZM games the distances are already so short it probably won't matter, and in SM games the distances are so large that it probably won't matter. | WHC Tactics PDF |
Double Time | 3 | Anyone | 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. | This could be useful, but we really don't see it being used outside of a handful of situations. | WHC Tactics PDF |
Reckless Charge | 3 | Anyone | 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. | Why anyone would take this card over Thundering charge is beyond me. There's only one valid use case: for a fighter with a 2" movement. This is a bad, garbage card. | WHC Tactics PDF |
Speedy Recovery | 3 | Anyone | Play this card when making a Recovery test. | One of your fighters can re-roll a single Recovery dice. | This card is trash. There's no telling what that injury dice re-roll will be. Avoid. | WHC Tactics PDF |
Swift Redeployment | 3 | Escher | 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. | This is up there with Frag Trap as the worst Tactics card in the game. Never take it, please. | WHC Tactics PDF |
A Present for You! | 2 | Anyone | 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: 1-2 Concussion, 3-4 Flash, 5-6 Fear, Gas. Any fighters under the marker immediately suffer a hit with the Trait(s) listed. | It's a pretty good one, but the scatter and the Concussion make is suspect. There are worse choices, though! | White Dwarf Dec 2019 |
Ambush Alley | 1 | Anyone | 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). | Out of sequence shooting is one of the best things to do with Tactics cards. It never goes out of style! That'll teach your opponent to open doors! | Zone Mortalis Pack |
Cometh the Harvest Lord! | 1 | Corpse Grinders | 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. | A free fight through a closed door? What? Doors are one of the best ways to slow down a gang like Corpse Grinders, and this card smashes through that strategy like a chain glaive through a bulkhead! | Zone Mortalis Pack |
Hidden Vent | 1 | Anyone | 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. | Cool, so we're moving through walls now? Not bad! Best combined with a surprise template weapon attack for maximum friend loss. | Zone Mortalis Pack |
Hunter in the Dark | 1 | Venators | 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 (see the Necromunda Rulebook). Any fighter moving into this section of the battlefield also gains the hidden condition. The Hidden condition can be lost if the fighter moves outside this section of the battlefield. Any 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. | An extremely useful way to keep your fighters alive when dealing with a shooty gang. Can't go wrong, here. | Zone Mortalis Pack |
Klaxon | 1 | Enforcers | 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. | Group activations are a huge part of Necromunda, and stopping all of them for a critical turn is a HUGE boon to your squad. It could also be argued that a Gang Leader can't make a group activation because they can't draw a line of sight to themselves. We'll leave that up to your Arbitrator, though. Either way, this card is extremely good. | Zone Mortalis Pack |
Rat Warren | 1 | Anyone | 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. | Intelligence values are generally low in the Underhive, and moving a fighter out of position on their turn is absolutely huge. Best used vs. Slave Ogryns and Goliaths, obviously. | Zone Mortalis Pack |
Rise Up, Brothers & Sisters! | 1 | Helot Cults | Play this gang tactic at the start of any Action Phase. | Until the End phase of this round, all fighters in your cre gain the Spring Up skill. | Spring Up is probably the best pinning-mitigation skill in the game, and your whole cult can get it. Crazy good. | Zone Mortalis Pack |
Trip Wire | 1 | Anyone | 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. | If your games often or always contain ladders and/or stairs, windmill slam this card into your repetoire immediately. | Zone Mortalis Pack |
Underhive Gloom | 1 | Anyone | 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. | If you're playing a melee gang, this is THE tactics card for you. Absolutely excellent for keeping your hitters alive until they can reach combat. | Zone Mortalis Pack |
Unwashed Horde | 1 | Cawdor | 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. | Only take this card in a game where Vents are present. You may have to make the case for what is a vent with your opponent. Other than this, this card rules! It's free juves! What's not to like? | Zone Mortalis Pack |
Wall Breach | 1 | Anyone | Play this gang tactic when a friendly fighter makes a ranged attack. | This 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. | Cool, so we're shooting through walls now? That's pretty good, gang! Even the hit penalty won't matter on a character with a high BS and/or an accurate gun. | Zone Mortalis Pack |
Call the Beast | 2 | Anyone | 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 Necromunda Rulebook. | If placed correctly, this card could screw up an entire gang. Use with caution, though, as a Beast's Lair does not discriminate with who it attacks. | Zone Mortalis Pack |
From Below | 2 | Anyone | 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 of Vent. | If you're playing a game with Reinforcements, this is a very good card to have. | Zone Mortalis Pack |
Hidden Swarm | 2 | Genestealer Cults | 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 al 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. | This card sidesteps the 3+ roll in Reinforcements and will help block for or assist your best fighters. It won't always be useful, but it can definitely help in a game that uses Reinforcements. | Zone Mortalis Pack |
Improvised Cover | 2 | Anyone | Play this gang tactic instead of activating a fighter. | You may immediately place a barricade anywhere within 2" of one of your fighters. | Could be very useful in the right circumstances, and will almost certainly be mostly useful in any others. Too bad ytou have to give up your turn or it. | Zone Mortalis Pack |
Lockdown | 2 | Anyone | 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, as detailed in the Necromunda rulebook. | Locked doors are notoriously difficult for Necromundans to deal with, and there are a lot of potentially devastating applications for this card. | Zone Mortalis Pack |
Long Shadows | 2 | Delaque | 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. | Could be devastating against shooty gang, especially in the early game when it's easier to control the battlefield. | Zone Mortalis Pack |
Lucky Ricochet | 2 | Anyone | 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. | This is a good card. The only thing that is keeping it out of tier 1is the 50% chance included in the Stray Shot roll. | Zone Mortalis Pack |
Sparky...Smash! | 2 | Slave Ogryns | Play this gang tactic when a friendly fighter activates within 1" of a closed Door. | Remove the Door from teh 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 Ogryns are always going to have trouble with locked doors, unless you take this card and simply smash your way through them. This one's a good 'un if you're dealing with a lot of doors. | Zone Mortalis Pack |
Wall Walking | 2 | Escher | 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. | There's nothing that restricts this card to ZM-use only, so feel free to grab it in any game with a lot of 3D terrain. Great for launching a suprise attack centered around a group activation. | Zone Mortalis Pack |
Emergency Replusors | 3 | Anyone | 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. | It's not bad, it just won't get you a whole lot of bang for your buck. | Zone Mortalis Pack |
Fighting Retreat | 3 | Orlock | 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. | Extremely marginal use-case. Can't imagine why you'd choose this one. | Zone Mortalis Pack |
Knock! Knock! | 3 | Goliath | Play this gang tactic instead of activating a fighter. | Choose a door within 2" of a friendly fighter. Remove that door from the battlefield. | The issue with this card is that it is used *instead* of activating a fighter. If it was in addition to a fighter's activation, then it would probably move up a tier, but as it is, it is firmly tier 3 for its extrmemly marginal use case. | Zone Mortalis Pack |
Stairs Trap | 3 | Van Saar | Play this gang tactic instead of activating a fighter. | Choose a set of Stairs anywhere on the battlefield. All fighters on teh chosen Stairs immediately fall (place them within 2" of the foot of the Stairs in an order chosen by the palyer whose gang tactic this is). The fighters are then Pinned and suffer damage from falling as normal. | The conditions that need to be met for this card to be useful seem highly unlikely. Not worth it. | Zone Mortalis Pack |
Ead as Thick as Their Rig | 3 | Goliath | 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. | Avoiding a roll on the injury table is great - losing a crew to recovery can keep a vehicle off the table. | Goliath Vehicles Pack |
Batter Up | 3 | Goliath | 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. | Only relevant if you are putting a Goliath on a dirtbike, and only adds knockback to a single model. | Goliath Vehicles Pack |
Bowlin' Action | 1 | Goliath | 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. | Being able to knock out two Ram actions in a single activation is fantastic. Lots of utility here. | Goliath Vehicles Pack |
Cheap Construction | 2 | Goliath | 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 Vehicles Pack | |
Drive It Off | 3 | Goliath | 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 Vehicles Pack | |
Hardened Chassis | 1 | Goliath | 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. | Mitigating a lasting damage roll is always great. | Goliath Vehicles Pack |
King of the Wastes | 3 | Goliath | 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. | Extremely situational, and the only reward is a single point of rep. | Goliath Vehicles Pack |
Last Gasp | Goliath | 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 Vehicles Pack | ||
Lotsa Ammo! | 1 | Goliath | 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. | Ammo traits are one of the big drawbacks of the beefy guns - migitating that is fantastic. | Goliath Vehicles Pack |
Not so Fast | 3 | Goliath | 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. | Even the hulking brutes of House Goliath may have difficulty getting use out of this one. | Goliath Vehicles Pack |
Power Through | 1 | Goliath | 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. | While this one is situational, if you have a Goliath fighter with the mounted condition - an extra method to negate pinning is excellent. | Goliath Vehicles Pack |
Reinforced Plates | 3 | Goliath | 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. | Beefing up the front arc is solid, but this is essentially using a tactics card to fulfill the role of a single vehicle upgrade. | Goliath Vehicles Pack |
Roaring to Life | 3 | Goliath | Play this gang tactic when activating a friendly vehicle that is Stalled, before performing any actions. | The vehicle immediately changes its Status to Mobile. | Removing the stalled status is reasonably doable without a tactics card. | Goliath Vehicles Pack |
Can Openers | 3 | Goliath | 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. | You could certainly build around this, but getting into melee with vehicles is dicey. | Goliath Vehicles Pack |
Superficial Damage | Goliath | 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 Vehicles Pack | ||
T-Bone | Goliath | 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 Vehicles Pack | ||
The Immovable Object | Goliath | 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 Vehicles Pack | ||
Wreck It! | Goliath | 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 Vehicles Pack |
Conclusion
We’re hard on Tactics Cards because we love them. Last time we tackled this subject, we wound up at over 15k words by the end, and we’re afraid to see what that’s ballooned into after this update! We think we’ve covered pretty much everything you’d need to know about Necromunda’s Tactics Cards, but if there’s something we missed, or ideas that you have about cards and strategies, we’d love to hear your feedback.
The entire system is a bit intimidating, but hopefully we’ve done our part to encourage you and your group to give the cards another shot if you’re not using ‘em yet, and a better grasp on what to include in your decks if you are!
If you have something you want to share with us, feel free to drop a comment for us below or email us at contact@goonhammer.com. In any case we’ll be back next week with more spicy Necromunda content, but until then, be safe out there, scummers!