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.'
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.
Missile Salvo: Perform up to 3 attacks with different targets using 1 blue, 1 red, or 1 yellow die. Limit once per die. Apply +3 Accuracy to each of these attacks.
Assassin: Before you declare an attack, become Focused.
Ram: Move up to 2 spaces, then choose an adjacent figure. If that figure is hostile, roll 1 green die. It suffers equal to the results. Then, if that figure is small, push it up to 1 space.
System Shock: Use while on or adjacent to a terminal. Choose a figure on or adjacent to any terminal. That figure suffers 2 and 1
Scomp Link: If you are adjacent to a terminal, your player draws 1 Command card.
Service: You or an adjacent friendly Droid or Vehicle recovers 1 .
Lucky: While defending, if you roll a blank result, add +1 to the defense results.
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 .
After setup, choose your Deployment zone. Your opponent starts the game with initiative and must deploy his figures first.
If your opponent also has “Devious Scheme,” this card has no effect.
Exhaust this card while another friendly figure within 3 spaces is attacking. It may reroll 1 attack die.
Exhaust this card during your activation. An adjacent friendly figure recovers 1 or discards 1 Harmful condition.
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.
: Draw 2 Command cards. Then, if you are not a Leader, discard 1 of those cards.
Use after an activation resolves to ready your Deployment card. At the end of this round, you suffer 3 .
Use after a hostile figure suffers . You gain 3 movement points.
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 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.
: You or an adjacent figure suffers 1 , then gains 2 movement point and becomes Focused.
Use after you resolve an attack targeting a figure. If the defender was defeated, recover 3 .
Use while attacking to reroll 1 attack die. Then, if you are a Leader, draw 1 Command card.
Use during your activation to gain 1(Attack token)and 1 (Defense Token). Then, if you are a Leader, an Adjacent friendly figure gains 1(Attack Token) and 1(Defense Token).