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.
Prowl: You become Hidden.
Raider: While attacking, you may choose 1 die. The player that rolled that die must reroll that die.
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.
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 .
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.
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.
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.
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.
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 while attacking to apply +2 accuracy to the attack results.
Use during your activation to gain 1 movement point.
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.
: Gain a number of movement points equal to your Speed + 2.
Any Small Figure
: Place your figure in an empty space within 5 spaces.
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 when an attack targeting you is declared. You become Hidden.
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 to apply +3 to the attack results.
Use during your activation to perform an attack without using an action.
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).