…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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ambition 2 Orlock Play this card when it is your turn t