| A | B | C | D | E | F | G | |
|---|---|---|---|---|---|---|---|
1 | Name | Tier | Who | For Vehicles/Mount? | When to use | Description | Source |
2 | Duck and Cover | 1 | Anyone | No | 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”. | Cawdor Pack |
3 | Death Trap | 2 | Anyone | No | 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. | Cawdor Pack |
4 | Quick Time | 2 | Anyone | No | 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. | Cawdor Pack |
5 | Snap Fire | 2 | Anyone | No | 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. | Cawdor Pack |
6 | You! | 2 | Anyone | No | 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. | Cawdor Pack |
7 | Trapped Console | 3 | Anyone | No | 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. | Cawdor Pack |
8 | Trap Chute | 4 | Anyone | No | 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. | Cawdor Pack |
9 | Vacuum Chamber | 4 | Anyone | No | 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. | Cawdor Pack |
10 | Blood Surge | 1 | Anyone | No | 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. | Corpse Grinder Pack |
11 | Blood-Drenched Champion | 1 | Anyone | No | 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. | Corpse Grinder Pack |
12 | Tainted Meat | 1 | Anyone | No | 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. | Corpse Grinder Pack |
13 | Unnerving Whispers | 1 | Anyone | No | 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. | Corpse Grinder Pack |
14 | Veiled Threat | 1 | Anyone | No | 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. | Corpse Grinder Pack |
15 | Bloodlust | 2 | Anyone | No | 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. | Corpse Grinder Pack |
16 | Fear of Betrayal | 2 | Anyone | No | 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. | Corpse Grinder Pack |
17 | Marked for Death | 2 | Anyone | No | 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. | Corpse Grinder Pack |
18 | Authority Breakdown | 3 | Anyone | No | 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. | Corpse Grinder Pack |
19 | Blade for Every Occasion | 3 | Anyone | No | 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. | Corpse Grinder Pack |
20 | Blood Fury | 3 | Anyone | No | 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. | Corpse Grinder Pack |
21 | Born to Slaughter | 3 | Anyone | No | 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. | Corpse Grinder Pack |
22 | Eager for Battle | 3 | Anyone | No | 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. | Corpse Grinder Pack |
23 | Gripped By Fear | 3 | Anyone | No | 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. | Corpse Grinder Pack |
24 | Keen Edge | 3 | Anyone | No | 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. | Corpse Grinder Pack |
25 | No Mercy For the Weak | 3 | Anyone | No | 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. | Corpse Grinder Pack |
26 | History of Violence | 1 | Anyone | No | 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. | Delaque Pack |
27 | Service Tunnels | 1 | Anyone | No | 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. | Delaque Pack |
28 | Spiked Drinks | 1 | Anyone | No | 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. | Delaque Pack |
29 | Wrong Again | 1 | Anyone | No | 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. | Delaque Pack |
30 | Disorienting Shadows | 2 | Anyone | No | 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. | Delaque Pack |
31 | Forward Planning | 2 | Anyone | No | 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. | Delaque Pack |
32 | Hidden Blade | 2 | Anyone | No | Play when a fighter makes a Fight (Basic) action. | The fighter adds D3 to their Attacks characteristic for the duration of this action. | Delaque Pack |
33 | Opening Volley | 2 | Anyone | No | 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. | Delaque Pack |
34 | Hard Stop | 1 | Anyone | No | 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. | Enforcer Pack |
35 | Preemptive Measures | 1 | Anyone | No | 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. | Enforcer Pack |
36 | Swift Justice | 1 | Anyone | No | 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. | Enforcer Pack |
37 | Breach and Clear | 2 | Anyone | No | 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. | Enforcer Pack |
38 | Dedicated to Duty | 2 | Anyone | No | Play during the End phase, before you make a Bottle test. | Your gang automatically passes their Bottle test. | Enforcer Pack |
39 | Long Arm | 2 | Anyone | No | 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. | Enforcer Pack |
40 | Loose Cannon | 2 | Anyone | No | 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. | Enforcer Pack |
41 | Roger That! | 2 | Anyone | No | 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. | Enforcer Pack |
42 | Shield Wall | 2 | Anyone | No | 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. | Enforcer Pack |
43 | Stop Resisting | 2 | Anyone | No | 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. | Enforcer Pack |
44 | Close to Retirement | 3 | Anyone | No | 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. | Enforcer Pack |
45 | Cut Their Supply | 3 | Anyone | No | 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. | Enforcer Pack |
46 | Got Your Back | 3 | Anyone | No | 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. | Enforcer Pack |
47 | Look the Other Way | 3 | Anyone | No | 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. | Enforcer Pack |
48 | Loud and Clear | 3 | Anyone | No | 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. | Enforcer Pack |
49 | Tactical Redeployment | 3 | Anyone | No | 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. | Enforcer Pack |
50 | Blazing Fury | 1 | Anyone | No | 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. | Escher Pack |
51 | Crossfire | 1 | Anyone | No | 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. | Escher Pack |
52 | Reaction Fire | 1 | Anyone | No | 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. | Escher Pack |
53 | Blackout | 2 | Anyone | No | 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. | Escher Pack |
54 | Chain Attacks | 2 | Anyone | No | 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. | Escher Pack |
55 | Proper Preparation | 2 | Anyone | No | 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. | Escher Pack |
56 | Suppressing Fire | 2 | Anyone | No | 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. | Escher Pack |
57 | Battle Madness | 3 | Anyone | No | 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. | Escher Pack |
58 | Burst of Courage | 3 | Anyone | No | 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. | Escher Pack |
59 | Having a Bad Day | 3 | Anyone | No | 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. | Escher Pack |
60 | Trusty Backup | 3 | Anyone | No | 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. | Escher Pack |
61 | Beast Lure | 4 | Anyone | No | 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. | Escher Pack |
62 | Adrenaline Surge | 1 | Anyone | No | Play when activating a fighter. | The fighter can make one additional action this turn. | Goliath Pack |
63 | Desperate Effort | 1 | Anyone | No | 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. | Goliath Pack |
64 | Ricochet | 1 | Anyone | No | 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. | Goliath Pack |
65 | Deadlock | 2 | Anyone | No | 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. | Goliath Pack |
66 | Distraction | 2 | Anyone | No | 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. | Goliath Pack |
67 | Lucky Lho-Stick Case | 2 | Anyone | No | 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). | Goliath Pack |
68 | Thundering Charge | 2 | Anyone | No | Play when a fighter makes a Charge action, before they move. | Double the fighter’s Move instead of adding D3”. | Goliath Pack |
69 | A Good Day | 3 | Anyone | No | 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. | Goliath Pack |
70 | Emergency Seal | 3 | Anyone | No | 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. | Goliath Pack |
71 | Fearsome Reputation | 3 | Anyone | No | 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. | Goliath Pack |
72 | Healthy Paranoia | 3 | Anyone | No | Play when activating a fighter. | For the rest of the battle, the fighter has a 360° vision arc. | Goliath Pack |
73 | Just Add Nails | 3 | Anyone | No | Play when making an attack with a frag grenade, before rolling to hit. | The grenade’s Blast (3”) trait becomes Blast (5”). | Goliath Pack |
74 | Violent-Minded | 1 | Anyone | No | 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. | Orlock Pack |
75 | Double Fisted | 2 | Anyone | No | 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. | Orlock Pack |
76 | Secret Cache | 2 | Anyone | No | Play this card instead of activating a fighter. | Set up an ammo cache anywhere on the battlefield. | Orlock Pack |
77 | Steel Fury | 2 | Anyone | No | 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. | Orlock Pack |
78 | What's a few Teeth? | 2 | Anyone | No | Play this when a friendly fighter suffers a Flesh Wound. | The Flesh Wound is ignored. Any other effects of the injury still apply. | Orlock Pack |
79 | Fire Discipline | 3 | Anyone | No | 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. | Orlock Pack |
80 | Master Switch | 3 | Anyone | No | 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. | Orlock Pack |
81 | Point-Blank Shot | 3 | Anyone | No | 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. | Orlock Pack |
82 | Sterner Stuff | 3 | Anyone | No | 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. | Orlock Pack |
83 | Tech Override | 3 | Anyone | No | 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. | Orlock Pack |
84 | They're Everywhere! | 3 | Anyone | No | 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. | Orlock Pack |
85 | You're Coming With Me! | 3 | Anyone | No | 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. | Orlock Pack |
86 | Grenade Bouquet | 1 | Anyone | No | 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. | Underdog Pack |
87 | Last Round | 1 | Anyone | No | 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. | Underdog Pack |
88 | Bullet Magnet | 2 | Anyone | No | 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. | Underdog Pack |
89 | Counter-Assault | 2 | Anyone | No | 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. | Underdog Pack |
90 | Machine Curse | 2 | Anyone | No | 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. | Underdog Pack |
91 | Makeshift Cover | 2 | Anyone | No | 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. | Underdog Pack |
92 | Rejuve Stimm | 2 | Anyone | No | 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. | Underdog Pack |
93 | Sacrifice | 2 | Anyone | No | 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. | Underdog Pack |
94 | Spreading Conflagration | 2 | Anyone | No | 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. | Underdog Pack |
95 | Unstable Energy | 2 | Anyone | No | 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. | Underdog Pack |
96 | Beast Repellent | 3 | Anyone | No | 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. | Underdog Pack |
97 | Reload! | 3 | Anyone | No | Play this card in the End phase of any round. | Immediately make a Reload (Simple) action for any or all of your fighters. | Underdog Pack |
98 | …Click | 1 | Anyone | No | 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. | Underhive Box |
99 | Last Gasp | 1 | Anyone | No | 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. | Underhive Box |
100 | Rigged Door | 1 | Anyone | No | 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. | Underhive Box |