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.'
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 .
Prowl: You become Hidden.
Raider: While attacking, you may choose 1 die. The player that rolled that die must reroll that die.
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.
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.
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.
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.
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.
: Draw 2 Command cards. Then, if you are not a Leader, discard 1 of those cards.
Use after you resolve a group's activation. You may immediately activate another group. The combined deployment cost these groups cannot exceed 12.
Use at the start of a round to claim the initiative token. Then exhaust 1 of your Deployment cards.
Use after you resolve a during your activation to perform 1 additional action. Then you become Stunned.
Use after an activation resolves to ready your Deployment card. At the end of this round, you suffer 3 .
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 suffers . You gain 3 movement points.
Use after your opponent rerolls a die. Remove that die's result from the results.
Use while defending, before the attacker applies modifiers, to interrupt to perform a move.
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 while attacking a figure to apply +3 to the attack results.
Use after you resolve an attack targeting a figure. If the defender was defeated, recover 3 .
Use while defending to add 1 black die to your defense pool.