The "BattleCard" deck
Players draw one card at the end of their turn (drawing a card signals that you've completed your turn). The player that did not move first in the game may draw a card instead. Custom decks or cards can be used for specific scenarios or genres.
An individual unit with the "Card" advantage starts the game with a BattleCard that it may use (once) on itself or on a friendly unit in the same hex. This can be drawn randomly at the start of the game, or can be an established card (provided both players agree). This is intended to add “flavor” to the unit.
Good shot:  Give one unit +1 Offense on it's next attack Rapid fire: Allow one a unit to make an additional attack on it's next attack phase Blind luck: Make the next attack die rolled automatically a 6 Stuck: Choose a unit. This unit cannot move on it's next movement phase.
Nerves of steel: Re-roll any one attack die. Caught them napping!:  Give one unit +1 Offense on it's next attack Charge!: Give one unit +2 Move until end of turn. Heavy weapon: Give one unit +1 Offense on it's next attack
Heroic action: Make the next attack die rolled automatically a 1 Ambush: Give one unit +2 Offense on it's next attack if it attacks a unit within 1 hex. Stealth Mission: Move one of your unit's to any spot on the board. Trump: Counter a just played card
Re-enforcement: Randomly "Resurrect" one of your previously destroyed units and place it on your edge of the battlefield. Surrender: Automatically remove one of opponents lowest cost units. Miscommunication: Control the movement for  any one unit on it's next turn. Good planning: Give one unit +2 Defense on the next attack phase
Friendly-fire: Decide the target for any one unit for one of it's attacks Hidden: One (non-vehicle) stand cannot be attacked this turn. Misfire: Choose a unit. This unit cannot attack this turn. Exceptional Tactics: Give one unit +1 Defense (Can be declared after the dice are rolled against it.)
Salvage: 'Resurrect' and control any one vehicle unit that was just destroyed Lucky slob: Re-roll any one die Smoke: Choose a unit. This unit cannot fire this turn. Medic!: 'Resurrect' a just destroyed non-vehicle unit
Pathfinder: Choose a unit. This unit get's +1 move and may ignore obstacles on it's next movement phase Artillery barrage: All units in a hex of your choice suffer a strength 4 attack. Chemical Warfare: All units in hex of your choice, and in adjacent hex, suffer a strength 2 attack. Wrong turn: Choose a unit that has just moved. That unit instead moves in the opposite direction
Spies: Look at opponent's hand and remove one card Military Intelligence: Look at opponent's hand and randomly remove one card Gremlins: Randomly remove one card from opponent's hand Battle Fatigue: Choose a unit. That unit cannot move or fire for one turn
Heavy rains (weather): Maximum range for all units is now 3 hexes Nightfall: All movement and range values are now halved Icy weather: maximum movement for all units is now 2 hexes Foggy weather: All range values are halved
Snow (weather): All movement values are halved Clear skies: Cancels all weather cards Target 'Painting': Give a unit's attack a 1 hex affect for one turn Infiltration: at the end of your turn, move one of your units to any location.
Decoy: move a unit up to 1 hex in any direction (can be played after an attack has been declared on it). Civilians on the Battlefield: Choose one unit. That unit cannot be attacked this turn. Out of ammo: Choose a unit. This unit cannot attack on it's next attack phase. Out of Gas: Choose a unit. This unit cannot move on it's next movement phase.
Sandstorm (weather): Maximum range for all units is now 1 hex Bloody Maps!: During you opponent's next turn no unit gets a road movement bonus. Propaganda: Opponent selects one of his own units to remove. Defection: Opponent selects one of his own units for you to take control of.
Repair: 'Resurrect' a just destroyed vehicle unit