Brutality: Perform 2 attacks. Each attack must have a different target.
Force Choke: Choose a hostile figure in your line of sight. That figure suffers 2 and 1 .
Foresight: While defending, you may reroll 1 defense die.
Order: Choose another friendly figure within 2 spaces. During a campaign, that figure may interrupt to perform a move. During a skirmish, that figure gains 2 movement points.
Cower: While defending, while adjacent to a friendly figure, you may reroll 1 defense die.
Figures in this group gain:
: Perform an attack, then gain 2 movement points.
: Discard 1 Harmful condition and become Focused.
Deplete this card when a figure in this group has suffered equal to its Health. Before that figure is defeated, roll 1 red die. Each figure and object on or adjacent to that figure suffers equal to the results.
Harass: After the attack resolves, if it did not miss, the defender suffers 1 .
Take Cover: While defending, you may apply +1 and -1 to the defense results.
Spot Weld: Put the Junk Droid companion into play in an adjacent space.
Scrap Battalion: The Junk Droid readies at the start of your group's activation. It activates as though it was part of your group and may use your surge abilities.
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.
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.
Disposable: While defending, apply -1 to your defense results.
Pounce: Place your figure in an empty space within 3 spaces. Then, you may perform an attack.
Cunning: While defending, apply +1 to the defense results for each result.
Non-Sentient: You cannot interact.
Use at the start of a round. During this round, apply +5 Health to each of your Wookiees.
Use at the start of the round. During this round, each of your Troopers gains:
: Stun. If the target was already Stunned, apply +2 to the attack results.
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.
: During this round, while defending, apply +1 and -2 Accuracy to the results.
Use during your activation. For each hostile figure defeated during this activation, you may perform 1 additional action.
Use a the start of a round. Until the end of the round, each of your Vehicles gains +1 Speed and applies +1 to its defense results.
Use when another friendly figure within 2 spaces suffers 3 or more . Move up to 2 spaces, then perform an attack.
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 during your activation. Place this card on your Depoyment card.
: Move up to 5 spaces. Each time you enter a space containing a small figure, you may push that figure 1 space.
Use then another friendly Trooper declares an attack targeting a target in your line of sight. If you have the attack type, add 1 red die to the attack pool. You become Stunned.
Vehicle or Droid
Use during your activation. During this round, other friendly figures within 2 spaces of you gain +1 .
: Move up to 2 spaces, then perform an attack targeting an adjacent figure or object.
Use during you activation. Choose another small figure within 3 spaces. Push that figure up to 1 space, then it suffers 1.