Well, here is something I've been working on. Because the Tactic Card deck assembly rules are pretty trashy, I decided to overhaul them for our upcoming campaign. The card game player inside me had to to do it. These are the first draft, and are yet to see table time.
ALTERNATIVE TACTIC CARD RULES
TACTIC CARD GENERAL RULES
By default, each scenario will outline when and how many Tactic Cards are drawn. However, with these alternative rules, this process has been standardised to keep the process more unified. Unless the scenario specifically calls out
Alternative Tactic Cards, ignore a scenarios Tactic Card rules and use these instead.
Deck Building
When initially recruiting your crew, you may assemble a Tactics Deck using the following guidelines:
- Must consist of exactly 20 Tactic Cards.
- Only one copy of each Tactic Card can be included.
- Tactic Cards from other factions cannot be included.
Modifying Tactics Deck
At the start of the game, before any setup begins, you may modify your Tactics Deck by replacing up to five cards. These new cards will then remain in your Tactics Deck until you gain the opportunity to modify again.
Simple Tactics
When recruiting your crew, you may opt to not use a Tactics Deck at all for the duration of the campaign. If you do so, your leader gains the following leadership skill automatically. This skill is not considered to be their starting skill.
No Nonsense
If this fighter is not Pinned, Critically Injured, or Out of Action, you may add or subtract 1 from your Priority Rolls.
TACTIC CARDS IN PLAY
Tactic Card Starting Hand
At the start of the game, before gangs are deployed, you must draw 3 Tactic Cards to form your starting hand. You may opt to mulligan your hand by shuffling all cards back into their deck, and then drawing again. You are permitted only a single mulligan.
Tactic Card Redraw
During the End Phase, after all Rally Tests have been made, you draw a single Tactics Card you’re your deck and add it to your hand.
Desperate Ploy
After making a roll, you may discard 3 Tactic Cards to re-roll one of their dice.
NEW SKILLS
Whilst using the
Alternative Tactic Card Rules, the following new Leadership skills become availble.
LEADERSHIP
Strategic
If this fighter is not Pinned, Critically Injured, or Out of Action, you may draw 2 cards during the End Phase instead of one. Choose one to keep, and then reshuffle the other back into your deck.
Forward Thinker
After drawing your starting hand, you may immediately discard a card to look through your Tactics Deck for a “play at the start of the battle” card and add it to your starting hand.
Clever Ploy
If this fighter is not Pinned, Critically Injured, or Out of Action, roll a D6 after playing a Tactics Card, and on a result of a 6+, the card placed is placed on the top of your Tactics Deck instead of being discarded.
Pulling the Strings
If this fighter is not Pinned, Critically Injured, or Out of Action, it may make a Pulling the String Basic Action; look at the top 3 cards of you Tactics Deck, and then place two of those card at the bottom of the deck in any order, and then place the remaining card on the top of the deck.
Versatile Strategy
When making a Desperate Ploy, treat “play at the start of the battle” cards as being worth two cards.