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.
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.'
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.
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 .
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.
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.
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.
: Draw 2 Command cards. Then, if you are not a Leader, discard 1 of those cards.
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 when an attack targeting you is declared. Apply +2 and +1 to the defense results.
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.
Use when you declare an attack targeting a hostile figure with the highest figure cost of all hostile figures on the map. You become Focused and apply +1 to the attack results.
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 after you resolve an attack targeting a figure. If the defender was defeated, recover 3 .