Bully: A figure of your choice within 3 spaces suffers 3
Incentivize: A figure of your choice becomes Focused.
Scheme: Draw 1 Command card.
Order Hit: Spend 2 VPs. A figure of your choice may interrupt to perform an attack. Then, it gains 2 movement points.
Nefarious Gains: When a hostile figure is defeated, gain 1 VP.
Rush: Move up to 4 spaces, then you may push an adjacent, small figure up to 1 space. If you do, you and that figure suffer 1
Get Down: While a small figure within 2 spaces is defending, you may apply +1 or +1 to the defense results. Limit once per round.
Immune: You cannot gain Harmful conditions.
Rapid Fire: Perform 2 attacks.
Boltslinger: After you resolve an attack during your activation, you may choose a hostile figure other than the defender in your line of sight and within 3 spaces of you. That figure suffers 1 .
Slow on the Draw: When you declare an attack, the target may interrupt to perform an attack targeting you.
Parting Shot: When you have suffered equal to your Health, before you are defeated, you may interrupt to perform an attack. Then, you are defeated.
You may include up to 2 Deployment cards in your army.
Tactical Maneuver: Choose another friendly figure in your line of sight. That figure gains 2 movement points.
On My Mark: Choose another figure within your line of sight. That figure becomes Focused.
Resourceful: While attacking or derending, you may reroll 1 of your attack or defense dice
Gambit: Before you reroll a die, you may replace it with another die of the same type. After rolling, the new die is considered rerolled.
Bargain: Spend 1 VP to roll 1 green die. For each result, gain 1 VP.
Take Cover: While defending, you may apply +1 and -1 to the defense results.
Scavenged Stock: If your army's affiliation is , you may include up to 3 Droid groups from any other affiliations in your army.
Multi-Fire: Perform 2 attacks. Each attack must have a different target. Apply -1 to each attack's results.
Charged Shot: Perform an attack. Apply +2 Accuracy to the attack results.
Targeting Computer: While attacking, you may reroll 1 attack die.
Use when you declare an attack. If the target figure did not have line of sight to you at the start of your activation, remove 1 die from its defense pool.
Use after your opponent plays a Command card with a cost of 0. Discard that card and cancel its effects.
Use when you use "Gambit," after rolling the new die. You may change that die's result to another result of your choice on that die.
Use after your opponent rerolls a die. Remove that die's result from the results.
Use when an attack targeting you is declared. Apply +2 and +1 to the defense results.
Use while defending, before the attacker applies modifiers, to interrupt to perform a move.
Hunter or Smuggler
Use when you declare an attack to add 1 attack die of your choice to the attack pool.
Use while attacking to apply +1 to the attack results.
Use while attacking a figure. Choose 1 defense die and remove its results from the defense results.
Use after you resolve an attack targeting a figure. If the defender was defeated your opponent discards the top 3 cards of his Command deck.
Use while attacking a figure to apply +3 to the attack results.
Use during your activation to perform an attack without using an action.
Use when another friendly figure within 2 spaces suffers 3 or more . Move up to 2 spaces, then perform an attack.
Hunter or Smuggler
Use during your activation. A hostile figure within 3 spaces and in your line of sight suffers 1 and becomes Weakened.
Trooper or Guardian
: Distribute 3 (Damage Token) among figures in your group.