Arsenal: Your attack pool consists of any combination of 2 attack dice.
Relentless: When you declare an attack targeting a figure within 3 spaces, that figure suffers 1 .
Assault: You can perform multiple attacks each activation.
IG-88 (assasin droid) only
At the start of your activation, gain 2 movement points. Before you declare an attack, you become Focused.
You lose ': Recover 3 .' You gain ': Pierce 1.'
Inform: Choose an adjacent friendly figure. That figure becomes Focused.
Cower: While defending, while adjacent to a friendly figure, you may reroll 1 defense die.
Distracting: While a friendly figure is defending, and you are adjacent to the targeted space, apply +1 to the defense results.
Non-Combatant: You cannot attack.
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 .
Shape: When you are deployed, you may gain 1 Form card of your choice from the supply.
Shift: At the start of each round, you may switch your From card with 1 other Form card of your choice.
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.
At the end of each round, a friendly Smuggler may suffer 1 . If it does, reveal the top Command card of your deck. Then, you may either:
・Spend VPs equal to the card's cost to draw it, or
・Discard that card and gain VPSs equal to its cost, or
・Return that card to the top of the deck.
You may include up to 2 Deployment cards in your army.
Prowl: You become Hidden.
Raider: While attacking, you may choose 1 die. The player that rolled that die must reroll that die.
Use after a unique hostile figure is defeated to gain 4 VPs.
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 while attacking. You may trigger the same ability up to twice.
Use at the start of a round to claim the initiative token. Then exhaust 1 of your Deployment cards.
Use after an activation resolves to ready your Deployment card. At the end of this round, you suffer 3 .
Any Small Figure
Use while defending to add 1 white die to your defense pool.
Use after your opponent plays a Command card with a cost of 0. Discard that card and cancel its effects.
Use after a hostile figure with a Beneficial condition suffers . Discard 1 Beneficial condition from that figure. Then that figure suffers 2
Smuggler or Hunter
Use at the start of a round. Until the end of the round, hostile figures 4 or more spaces away from you do not have line of sight to you. You do not block line of sight for those figures.
Hunter or Smuggler
Use when you declare an attack to add 1 attack die of your choice to the attack pool.
Use while attacking a figure. Choose 1 defense die and remove its results from the defense results.
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.