Mandalorian Whip: Choose a small, hostile figure within 3 spaces and line of sight. Push that figure up to 3 spaces to a space adjacent to you. Then, perform an attack targeting that figure.
Responsive: At the start of your activation, you may gain 1 movement point or recover 1 .
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 .
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.
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.
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.
Indiscriminate Fire: Choose a space within 3 spaces and in your line of sight. Then, roll 1 green die. Each figure on or ajacent to that space suffers equal to the results and equal to the results.
Regenerate: At the end of each round, recover 2 and discard all Harmful conditions.
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.
: Place this card on a hostile Deployment card. When the last figure in that group is defeated, gain an additional 4 VPs.
Use when you declare an attack. Add 1 red die to the attack pool and 1 white die to the defense pool.
Use after a hostile figure with a Beneficial condition suffers . Discard 1 Beneficial condition from that figure. Then that figure suffers 2
Use during your activation. An adjacent hostile figure suffers 2 . Then, you suffer 2 .
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 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.
: You or an adjacent figure suffers 1 , then gains 2 movement point and becomes Focused.
Hunter or Smuggler
Use during your activation. A hostile figure within 3 spaces and in your line of sight suffers 1 and becomes Weakened.
Use after you resolve an attack targeting a figure. If the defender was defeated, recover 3 .
Use during your activation to gain 1 (token). Then, either move up to 1 space or push an adjacent small figure up to 1 space.
: Move up to 2 spaces, then perform an attack targeting an adjacent figure or object.