Necromunday: Tactics Cards – Which Ones Are Good and How To Use Them

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Good morning and welcome back, fellow Underhive denizens! The Goonhammer overlords have once again lashed the poor Necromunday crew to our arcane lexicography devices and demanded content! This week we’re going to focus on Tactics Cards. We’ve already done some Tactics Card content, but we’re going to update it here for the new cards released alongside the Palanite Enforcers box.

So, in this article we’re going to explain how tactics cards are used, how we think they should be used, break down the newest cards available, give some suggestions on what cards to choose for each gang, and then finally list and rank every single card available for use.

This’ll be a long one, so grab a couple extra servings of corpse starch and strap in!

How To Use Tactics Cards

Using Necromunda Tactics Cards sounds pretty simple: you have a deck of cards that you have purchased and you either choose X amount as specified in the mission, or randomly draw X number of cards again specified by the mission. This is, however, deceptively complex. There are 175 different existing tactics cards, and they are probably the most unbalanced part of the entire game. To have copies of all the cards you will have either had to:

  1. Bought the Necromunda box set and then bought every tactics card release and download and print the digital cards from Warhammer Community. The only tactics card packs that are still available for sale as of September 6th, 2019 are the new one, Enforcers, and, surprisingly, the Goliath pack. However the Goliath pack is webstore-only and has an ominous red hourglass on it, so who knows how long that will last. That means that the following packs are out-of-print (OOP): Cawdor, Delaque, Escher, Orlock, and Van Saar. So ok, you play Goliaths, you’ll be fine, right? No.
    Each of those gang packs also contains cards that can be used by anyone, and they are not balanced against one another at all. For instance, the Orlock card pack is trash, while the Delaque card pack is hilariously good.
    One of our own illustrious “experts” here at Necromunday, Dan “The Sex Cannon” Boyd, didn’t even know this was a thing at his first Necromunda event. He just brought the Orlock card pack to use as his deck and suffered some serious envy when confronted with actually good tactics.

    Merton knew, but somehow also regrets his decision.

  2. Maybe because you’re the Monopoly Guy or you work at a print shop, you’ve taken the time to design and print all of the tactics cards yourself. This is, frankly, a lot more believable than the previous bullet point, because getting all of the GW-printed cards today means using some sort of time machine.

The point is that not everyone has every card, unless they’re psychopaths like us. Even if you do have all of the cards, the only guideline for using them is to use whatever cards the player has. And while that can be fine for games where the players can choose their cards, in random draw missions, a bad draw can potentially crater a gang’s chances at winning. Imagine drawing Frag Trap or Sump Slump. Terrifying.

What’s even more terrifying is the massive spread in usefulness among the cards. Some are good enough to warrant Auto-Include status, and some don’t actually, factually, do anything. This is, obviously, a big problem when considering missions where cards are randomly selected. There are 175 cards, and about 25 of them are useful all the time. That means roughly 14% of the cards are desirable in random draw missions. This is horrible. A 14% hit rate is garbage. It’s table games at a casino levels of bad. Come on.

In summation, the current rules for tactics cards in Necromunda are broken. It’s a disappointment, because tactics cards can be a really fun and flavorful way to spice up games of Necromunda. And while the current rules are no good, we’ve come up with what we think is a very good way to balance the cards enough that they could work for any gang in any campaign.

Tactics Cards: The Goonhammer Way

The solution, we think, is simple: Have your players build a deck of 12 cards of their choice, and have them roll a D12 to generate them before each game, re-rolling duplicates. For games with random card selection, just roll up X number of cards and have at it. For games where the players choose their cards, have them generate X+1 cards and discard 1.

This way, each player can inject some of their desired play-style into every game, while at the same time keeping the games fun and fresh because they can’t adhere to just one strategy. Players won’t get hosed by drawing bad cards, and everyone will feel like their agency is intact for each and every game. Give this method a try, and feel free to tell us about it in the comments or at contact@goonhammer.com!

Necromunday Contributor Dan “The Sex Cannon” Boyd plays Orlocks, the generalist gang, and he generally chooses these 12 Tactics Cards to put in his deck for every campaign:

  1. Lucky Find – Dan uses a lot of plasma and bolters in his gangs, and when they run out of ammo, it can be devastating.
  2. Bond of Brotherhood – Extra shooting or fighting on a turn is always a good thing. This one’s use condition means it can be very versatile, too. It’s also just about the only Orlock card worth taking!
  3. …Click! – Plasma weapons beware!
  4. Adrenaline Surge – Extra actions are never bad.
  5. Bait and Switch – Get a crucial double turn for a leader or champ at the expense of a ganger or juve. Cannot be underestimated.
  6. Desperate Effort – Another double turn card.
  7. Duck and Cover – A ridiculously useful card. Consider using it on a guy with a template weapon to maximize friendship destruction.
  8. Hard Stop – Orlocks kinda suck in combat, so stopping a charging Goliath before they can even get in is hugely useful.
  9. Lucky Shot – Re-roll that failed to-hit roll. Obviously useful.
  10. Reaction Fire – Out-of-turn shooting is incredibly powerful.
  11. Violent Minded – See #4.
  12. Wrong Again – Another great card for destroying friendships. Take the shot on a juve instead of your valuable fighters and laugh your way home, alone, because everyone hates you.

Notice the proliferation of extra actions and out-of-turn shooting or fighting. Those are some of the strongest possible uses of tactics cards in the game, and every card has a guaranteed use condition: no tests to see if it happens. You’ll also notice that all, save one, are in our Tier 1 list of cards. It’s important to mention the tiered ranking system, because we’re about to rank some cards!

The Goonhammer Tiered Ranking System

There are four tiers in our system:

  1. Tier 1 cards are always good. Using them in a game is a guaranteed bonus.
  2. Tier 2 cards are usually good, but may depend on special equipment or conditions to be truly useful. Don’t count these out, though. With the right preparation, there are some seriously powerful cards in Tier 2.
  3. Tier 3 cards are hyper-situational or downright bad. Try not to use them if you don’t have to.
  4. Tier 4 cards are hyper-situational but potentially game-breakingly fun. Use ’em when you can because it’s guaranteed to be a good time!

The Enforcer Tactics Card Pack, Ranked

Let’s get into it! Here are our Tier 1 cards:

Hard StopAnyonePlay 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.
Preemptive MeasuresAnyonePlay 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.
Swift JusticeAnyonePlay 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.
InformantEnforcersPlay this during the pre-battle sequence, during step 8: DeploymentNominate 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.

 

Now, let’s take a look at the Tier 2 cards:

Dedicated to DutyAnyonePlay 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.
Breach and ClearAnyonePlay 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, on any ZM board.
Stop ResistingAnyonePlay 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 luster, but it is in no way a bad one.
Long ArmAnyonePlay 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.
Loose CannonAnyonePlay 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.
Roger That!AnyonePlay 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.
Shield WallAnyonePlay 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.
Big Red KeyEnforcersPlay 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.

 

And on to the sad and lonely Tier 3:

Tactical RedeploymentAnyonePlay 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 comparitively rarely to the custom ones. Avoid.
Cut Their SupplyAnyonePlay 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”.
Got Your BackAnyonePlay 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.
Look the Other WayAnyonePlay 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.
Close to RetirementAnyonePlay 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.
Loud and ClearAnyonePlay 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.If Stun Grenades had a blast template attatched, this might be alright. As it stands, lobbing concussion rounds just doesn’t stack up to your other options.
CrackdownEnforcersPlay 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. Also, Enforcers are best when they’re shooting, not fighting. Avoid.
Jaded VeteranEnforcersPlay 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.

We didn’t feel any of the Enforcer pack cards were either horrible enough or hilarious enough to warrant Tier 4 status, so we’ll stop here.

We’re not saying Breach & Clear would have prevented these Delaque gangers from being set on fire, but it might have helped!

 

Gangs and Tactics Cards: Which To Choose?

Let’s run through a quick break-down of which tactics cards each gang should be thinking about. Generally, any card that allows for out-of-sequence attacks, extra actions, or bonus activations are good across the board. Some gangs can get a lot more specialized than that, but any cards that fulfill those three roles will be good in any gang.

Cawdor – The trash bois excel in close-range firefights and outnumbering their opponents. Call the FaithfulEffigy of the Damned, and Let it Burn! are so good, they should make it into every Cawdor deck. Let it Burn! can be extremely deadly if you have the giant exploding crossbow bolt of doom combined with a whole bunch of blunderbusses. Think about tactics cards that will get you closer to the enemy or allow you to employ more templates per turn. Cawdor also have a solid 4 Tier 1 gang-specific cards, so they’re somewhat spoiled for choice.

Chaos Helots – A medium-range shooting and combat gang, Chaos cultists will benefit greatly from general Tier 1 cards. They can be a bit choppier than others, but their strength relies on numbers and close-range work. Their singular gang-specific card, Dark Blessings, can replace their leader with a Chaos Spawn, which is a ton of fun, but a successful Willpower check is required for it to go off. If either of us had a Chaos gang, we’d take it, but there are certainly better cards.

Delaque – Delaque have the equipment to access to some of the coolest Tier 2 cards in the game. They also have a slate of really good gang-specific cards. Full Blackout is always tempting, but you really can’t go wrong with their 5 Tier 1 cards and a smattering of general Tier 1’s. Over Here in particular will never lead you astray (though its target may feel differently!)

Enforcers – Informant is really good because it will get the enemy out of position before the game even starts. Other than that, Enforcers only have a total of 4 gang-specific cards, and 2 of them are Tier 3. They’re a close-range shooting gang at heart, so grab cards that will assist you in making critical shooting attacks.

Escher – Unfortunately, the Escher cards are almost universally terrible. Stealthy Advance is worth it for re-positioning, but other than that stick to general cards that help them be a better long-range shooting gang, as that is their strength.

Genestealer Cult – The cult’s strengths lie in cheapo gangers to screen and protect their nasty close combat fighters to allow them to get in and do work. Their gang-specific card is garbo, so just focus on extra actions and activations.

Goliath – The muscle bunch has an astonishing 8 of their gang-specific cards in Tier 1 and they’re all completely bonkers. Extra actions per turn and Thundering Charge (in Tier 2) round out the rest of their selections, which makes this a great pack. Goliaths are slow, so anything that gets them closer to the enemy or increases their charge range is excellent. The Tier 1 Goliath cards really are ridiculous, though. Read them and stare in goggle-eyed wonder if you’re not familiar.

Orlock – The generalist gang does well with generally good cards, if you can believe it. Most of their gang-specific cards are trash, so just focus on shooting, shooting, and then more shooting.

Van Saar – We think it’s pretty straightforward as to what the shooting gang should focus on, but if you still need help, it’s shoehorning (shoot-horning?) more shooting in to every game. Their Tier 1 cards are spectacular, so grab some of the other good Tier 1’s and you’ll be good to go.

Venators – The superfriends are a hard bunch to pin down as they’re so customizable, but their gang-specific card sucks, so avoid that, at the very least. Otherwise, just focus on the good stuff, and you’ll be fine!

 

An Arbitrator’s Plea: Consider a Ban List

Whether you’re in a moderated campaign or just running some casual skirmishes with a buddy, keep in mind that (currently) two of these tactics cards are just downright nasty. We’re not talking about nasty-powerful, like Click or its eternal bestie Lucky Find, but nasty-nasty, the kind of cards with little to no counter-play with an out-sized and often game-warping effect. Familiarize yourself with these offenders, and perhaps consider whether or not you want to be That Guy.

  1. History of Violence: An enemy of your choosing, probably a leader or champion, cannot be fielded against your crew this game.
  2. Dangerous Footing: If a targeted enemy fails an initiative check, they are immediately removed from the game as Out of Action.

In campaigns that either of us run, we generally ban these two cards because we think they’re unfun. Especially History of Violence. Having your players draw cards instead of just using them will cut down on tactics card abuses, but no one enjoys being the target of either of these two cards.

 

Tactics Cards, Ranked

For the last part of this article, we’re going to rank every single tactics card into tiers. We’ll be updating this list as more and more content comes out, but for right now, this is a comprehensive rundown of each and every card. Let us begin!

Tier 1 Tactics Cards

Click here to expand the list
…ClickAnyonePlay 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.
Adrenaline SurgeAnyonePlay 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
Bait And SwitchAnyonePlay 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.
Blazing FuryAnyonePlay 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.
Breach and ClearAnyonePlay 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.
CrossfireAnyonePlay 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.
Dangerous FootingAnyonePlay 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.”
Desperate EffortAnyonePlay 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.
Duck and CoverAnyonePlay 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.
Hard StopAnyonePlay 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.
History of ViolenceAnyonePlay 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.
Last GaspAnyonePlay 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.
Lucky ShotAnyonePlay this card after making either a hit roll, a wound roll or an injury roll.Your gang has Priority this round. If multiple gangs play this card then they must roll off to see who has Priority as normal.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.
Preemptive MeasuresAnyonePlay 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.
Reaction FireAnyonePlay 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.
RicochetAnyonePlay 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!
Seize the InitiativeAnyonePlay 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.
Spiked DrinksAnyonePlay 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!
Stand FirmAnyonePlay 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).
Swift JusticeAnyonePlay 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.
Violent-MindedAnyonePlay 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.
Wrong AgainAnyonePlay 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.
Call the FaithfulCawdorPlay 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.
Deadmen WalkingCawdorPlay 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.
Effigy of the DamnedCawdorPlay 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.
Let It Burn!CawdorPlay 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.
Dancing ShadowsDelaquePlay 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?!
Friend or Foe?DelaquePlay 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.
Over Here…DelaquePlay 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.
VanishDelaquePlay 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.
InformantEnforcersPlay this during the pre-battle sequence, during step 8: DeploymentNominate 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.
Stealthy AdvanceEscherPlay 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.
Brutal ChargeGoliathPlay 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.
Inhuman ResilienceGoliathPlay 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.
IronhideGoliathPlay 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.
Knockout BlowGoliathPlay 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.
Not Done YetGoliathPlay 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.
Stimm OverloadGoliathPlay 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!
Stimm SurgeGoliathPlay 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.
Unstoppable BehemothGoliathPlay 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.
Bond of BrotherhoodOrlockPlay this card at the end of a friendly fighter’s turn, when they are within 3’’ of a friendly fighter who is Seriously Injured.The fighter can immediately make a Fight (basic) or Shoot (basic) action. This is in addition to the two other actions they can make during their turn.A free shoot or fight near a downed fighter. Super useful in any situation except a game where you don’t have any downed fighters, which is a really good thing or a really bad thing.
Auto-HealerVan SaarPlay this card at the start of any End phase.Choose one Seriously Injured fighter. Rather than rolling the Injury dice, you can choose to have the fighter suffer a Flesh Wound and become Pinned.Choosing to get a fighter back is always a good thing. Especially if that fighter is a Van Saar Leader or Champion with a big gun.
Rapid FireVan SaarPlay this card when activating a fighter.This fighter can perform a free Shoot (Basic) action during its activation. This free action is in addition to its two normal actions.The rich are really getting richer with this card. Pretty much an auto-take. Enjoy shooting the crap out of all other gangs!

 

Tier 2 Tactics Cards

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BlackoutAnyonePlay 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 phto-goggles or infra-scopes. Otherwise good if your gang is focused on combat or short-range shooting for its defensive capabilities.
Blood DebtAnyonePlay 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.
Chain AttacksAnyonePlay 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.
Combat DrugsAnyonePlay 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.
Dedicated to DutyAnyonePlay 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.
DeadlockAnyonePlay 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.
Disorienting ShadowsAnyonePlay 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).
DistractionAnyonePlay 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.
Double FistedAnyonePlay 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.
Fall BackAnyonePlay 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!
Forward PlanningAnyonePlay 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.
Group TacticsAnyonePlay 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.
Hidden BladeAnyonePlay 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”.
Long ArmAnyonePlay 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.
Loose CannonAnyonePlay 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.
Lucky FindAnyonePlay 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.
Lucky Lho-Stick CaseAnyonePlay 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.
Makeshift ArmourAnyoneOne 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.
Melta TrapAnyonePlay 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 thefighter. 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.
Opening VolleyAnyonePlay 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.
Proper PreparationAnyonePlay 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.
Quick TimeAnyonePlay 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.
Rapid FireAnyonePlay 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.
Roger That!AnyonePlay 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.
Secret CacheAnyonePlay 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.
Service TunnelsAnyonePlay 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.Having an infiltrator is never bad. This would be a top-tier card if it allowed more than one fighter to infiltrate.
Shield WallAnyonePlay 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.
Snap FireAnyonePlay 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.
Steel FuryAnyonePlay 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.
Stop ResistingAnyonePlay 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.
Suppressing FireAnyonePlay 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.
Take The InitiativeAnyonePlay 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 perfomed. Very curious.
Thundering ChargeAnyonePlay 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.
What’s a few Teeth?AnyonePlay 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.
You!AnyonePlay 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 anrrative sense!
Faith Through FearCawdorPlay 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.
No Prisoners!CawdorPlay 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 defintely be useful if enough opponents are seriously injured on that turn.
Righteous DayCawdorPlay 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.
Dark BlessingsChaos HelotsPlay 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.
AssassinsDelaquePlay 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.
Darkness DescendsDelaquePlay 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.
Eyes in the DarkDelaquePlay 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.
FacelessDelaquePlay 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?)
GhostlyDelaquePlay 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.
Perfect DisguisesDelaquePlay 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.
Big Red KeyEnforcersPlay 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.
A New StrainEscherPlay 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.
Counter-ChargeEscherPlay 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.
Gas TrapEscherPlay 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.
Put Them Down!EscherPlay 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.
Siren HowlsEscherPlay 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.
Tunnel RunnersEscherPlay 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.
Second WindGoliathPlay 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.
Steel ConstitutionGoliathPlay 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.
AmbitionOrlockPlay this card when it is your turn to activate a fighter.Pick a Juve or a Ganger with a Ready marker. For this turn only that fighter is treated as a Leader for the purposes of activating groups – in other words, if they are activated, you can activate up to two other fighters within 4’’ of them.Could be useful in some situations.
Last GaspOrlockPlay this card when activating a Seriously Injured fighter.This fighter immediately becomes Standing and Active. At the end of this fighter’s activation, they go Out of Action and are removed from play.This card is useful, but there is a general tactics card also called Last Gasp that is better than this one. It goes off when a character goes out of action, but with this card, you’re sacrificing a fighter who might get back up to go out of action for this one turn. If you’re going to use a last gasp, don’t use this one.
SolidarityOrlockPlay at the start of any round.For the duration of the round, fighters from your gang automatically pass any Cool checks they make as long as they are within 6’’ of another fighter from your gang.I can see this card being useful for avoid ruinning away after bottling. But the use case is still pretty narrow.
Blood CleansersVan SaarPlay at the start of any turn.For the duration of the round, all friendly models count their Toughness as 1 higher when affected by weapons with the Toxin or Gas traits.Good vs. Escher, I guess.
Comm BurstVan SaarPlay at the start of any turn.For this round, your gang’s Leader can make Rally actions for Broken fighters anywhere on the board. In addition, the range of Leading by Example is increased to 18’’ for Leaders and 12’’ for Champions.This is a pretty good card, but fighters breaking just doesn’t happen that much, and you can’t guarantee that you’d use it in a game.
Enhanced AuspexesVan SaarPlay instead of activating a fighter.For the remainder of the round, friendly fighters may fire through line of sight blocking terrain such as doors and barricades, but NOT through any impassable terrain. These shots suffer a -2 penalty to hit and the target’s armour save is increased by 1.I can see this being useful with a template or blast weapon. It would be a very nasty surprise if used right.
Experimental RigVan SaarPlay at the start of the game, after both sides have deployed.Choose a weapon possessed by a friendly fighter. For the duration of the game, this weapon increases its Long range by 6’’ and its Strength by 1, but loses the Plentiful trait if it has it, and gains the Scarce trait if it doesn’t have it.Sure. Why not? A S4 lasgun seems nice.
Hyper Auto-LoaderVan SaarPlay when a fighter makes a ranged attack.If the fighter is using a weapon with the Rapid Fire trait, they may roll 2 extra Firepower dice. After working out the effects of the shot, their ranged weapon automatically counts as having failed an Ammo check, regardless of the results of the Firepower dice.When you absolutely, positively have to kill every motherfucker in the room. Accept no substitutes.
Medical ProtocolsVan SaarPlay at the start of any End phase.For the duration of this End phase, when any fighter assists a friendly fighter’s Recovery test, roll an extra Injury dice, then choose one to keep.This one’s just ok. Useful in just about any game, but just not impactful enough.
Mesh UnderlayVan SaarPlay when a fighter is hit by a ranged attack.For the remainder of the battle, the chosen fighter’s armour saves are not modified by AP when hit by a ranged attack.Potentially amazing if you have a character with a 2+ or 3+ save. Less useful otherwise.
OverchargeVan SaarPlay when a fighter makes a ranged attack.For the duration of the fighter’s activation, one of their Las or Plasma ranged weapons increases its Strength by 2.Pretty good card. There are better, but this one ain’t bad.
WarforgeVan SaarPlay at the start of the game, after both sides have deployed.For the duration of this battle, all friendly models add a +1 modifier to any Ammo checks they are required to take.This one’s ok. Ammo checks don’t happen enough to be truly useful, though.

 

Tier 3 Tactics Cards

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A Good DayAnyonePlay 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.
Battle MadnessAnyonePlay 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.
Burst of CourageAnyonePlay 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.
Close to RetirementAnyonePlay 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.
Cut Their SupplyAnyonePlay 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”.
Death TrapAnyonePlay 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. Arbitrator note: GW have removed the rules for getting caught in doors from recent publications. This card currently has no effect.
Double TimeAnyonePlay 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 I really don’t see it being used outside of a handful of situations.
Emergency SealAnyonePlay 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.
Fearsome ReputationAnyonePlay 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.
Fire DisciplineAnyonePlay 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.
Frag TrapAnyonePlay 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.
Got Your BackAnyonePlay 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.
Having a Bad DayAnyonePlay 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.
Healthy ParanoiaAnyonePlay when activating a fighter.For the rest of the battle, the fighter has a 360° vision arc.No. This is useless.
Hidden PassageAnyonePlay 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.
Just Add NailsAnyonePlay 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.
Look the Other WayAnyonePlay 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.
Loud and ClearAnyonePlay 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.If Stun Grenades had a blast template attatched, this might be alright. As it stands, lobbing concussion rounds just doesn’t stack up to your other options.
Master SwitchAnyonePlay 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.
Nerves of SteelAnyonePlay 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.
Point-Blank ShotAnyonePlay 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.
Rapid HealingAnyonePlay this card instead of activating a fighter.Choose one of your fighters. This fighter either recovers one Wound or removes one Flesh Wound.Losing a turn to get rid of one flesh wound is not very good. Bad.
Reckless ChargeAnyonePlay 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.
Rigged DoorAnyonePlay 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, but rules for getting trapped in a door currently don’t exist in the rulebook for Necromunda so…
SlipperyAnyonePlay 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.
Speedy RecoveryAnyonePlay 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.
Sterner StuffAnyonePlay 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.
Sump SlumpAnyonePlay 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.
Tactical RedeploymentAnyonePlay 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 comparitively rarely to the custom ones. Avoid.
Tech OverrideAnyonePlay 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.
They’re Everywhere!AnyonePlay 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.
Trapped ConsoleAnyonePlay 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.
Trusty BackupAnyonePlay 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.
You’re Coming With Me!AnyonePlay 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.
Blessed VisionsCawdorPlay 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.
Divine MotivationCawdorPlay 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.
Faith Through FireCawdorPlay 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.
For the Lost!CawdorPlay 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.
RedemptionCawdorPlay 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.
Stirring OrationCawdorPlay 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.
Dirt on YouDelaquePlay 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.
LabyrinthDelaquePlay 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.
CrackdownEnforcersPlay 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.
Jaded VeteranEnforcersPlay 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.
Not So Easy…EscherPlay 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.
ScragEscherPlay 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.
Side By SideEscherPlay 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.
Swift RedeploymentEscherPlay 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.
Three-Point LandingEscherPlay 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.
Ultra-ViolenceEscherPlay 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.
Cult AmbushGenestealer CultPlay 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.
Anything’s A WeaponGoliathOne 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.
Blade BreakerGoliathPlay 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 anrrow for usefulness.
Ceramite SkinGoliathPlay 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.
Beat DownOrlockPlay at the start of any round.For the duration of the round, all unarmed close combat attacks made by your fighters that hit, automatically inflict a Flesh Wounds unless a save roll is made. No wound roll or injury roll is made.I am trying to think of a time when you want this. Maybe when 1 or 2 Goliaths has 2-3 Flesh Wounds and you really need to take a guy out of action? Ultra narrow use case.
Die TryingOrlockPlay at the start of any round.For the duration of the turn, Seriously Injured fighters in your gang can provide assists and interference as if they were standing.How many times in a game are there seriously injured ffighters in combat? Almost never, because they can be taken out with a coup de grace. This card is a coup de sucks.
For Close EncountersOrlockPlay this card when activating a fighter.Put this card under the active fighter’s Fighter card. Until the end of a the battle, this fighter has a sawn-off shotgun in addition to their other equipment.Sawn-off shotguns are terrible. I mean, maybe on a guy with a plasma gun or a bolter. Maybe. You’re better off using a card to get an ammo cache, which is fucking saying something.
IntimidationOrlockPlay instead of activating a fighter.Choose an Active fighter from your gang. Each Active enemy fighter within 9’’ of that fighter must make a Nerve test. If a fighter fails the check, they run for cover as normal, but are not Broken.Here’s an idea, let’s make a card that actively HELPS the other gang survive the short-range shooting gang’s turn of shooting. A stupid card.
Lead by ExampleOrlockPlay this when a Leader or Champion from your gang takes an enemy model Out of Action in close combat.Any Broken fighter from your gang immediately rally. In addition, any Pinned fighters from your gang within 6’’ of the Leader or Champion can immediately return to standing.If you’re using this card, it probably means you’re getting your ass kicked. Time to bottle, fucko.
Cortical StimulantsVan SaarPlay at the start of the game, after deployment.One fighter in your gang automatically passes Intelligence checks for the duration of the battle.Intelligence checks rarely actually happen. There is no reason to waste a valuable card slot on this card.
Pneumatic InjectorsVan SaarPlay when a fighter makes a melee attack.For the duration of the fighter’s activation, one of their melee weapons increases its Strength by 2.Please don’t waste tactics cards on Van Saar melee.
Blood MoneyVenatorsPlay this card when an enemy Champion or Leader is taken Out of Action.Your gang immediately adds a number of credits equal to half the Champion’s or Leader’s cost (rounding up) to its stash.Credits are good and all, but this tactic doesn’t help you during the game. Why not take a tactic that will actually help you win a game and get a bunch of credits from that instead? Also, Venators need all the help during games that they can get.

 

Tier 4 Tactics Cards

Click here to expand the list
Beast LureAnyoneA 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.
Hive TremorsAnyonePlay 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.
Trap ChuteAnyonePlay 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.
Vacuum ChamberAnyonePlace 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!

Technically you can’t use Tunnel Runners on a Sector Mechanicus board, but this still looks damn cool. (Credit: SRM)

 

Conclusion

We hope you liked our little 15,000-word article here! We think we’ve covered pretty much everything you’d need to know about Necromunda’s Tactics cards, but if there’s something we missed, or ideas that you have about cards and strategies, we’d love to hear your feedback! If you have something you want to share with us, feel free to drop a comment for us below or email us at contact@goonhammer.com. In either case, we’ll be back next week with more Necromunda content, but until then, be safe out there, scummers!

 

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