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.
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.
Indiscriminate Fire: Choose a space within 3 spaces and in your line of sight. Then, roll 1 green die. Each figure on or ajacent to that space suffers equal to the results and equal to the results.
Regenerate: At the end of each round, recover 2 and discard all Harmful conditions.
Prowl: You become Hidden.
Raider: While attacking, you may choose 1 die. The player that rolled that die must reroll that die.
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.
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.
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 .
Keep the Peace: When a hostile figure declares an attack targeting a space adjacent to you, if that space does not contain a friendly Guardian, you may suffer 1 . If you do, the attacker suffers 1 . Limit 1 'Keep the Peace' ability used per attack.
: 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 you resolve a during your activation to perform 1 additional action. Then you become Stunned.
: Use while adjacent to a terminal. Until the start of the next round, you gain control of all terminals, regardless of which figures are adjacent to them.
Use after your opponent plays a Command card with a cost of 0. Discard that card and cancel its effects.
Use at the end of a round. If your opponent has at least 8 or more VPs than you, choose up to 3 of your figures. Those figures become Focused.
Use when you declare an attack. Add 1 red die to the attack pool and 1 white die to the defense pool.
Use after a hostile figure with a Beneficial condition suffers . Discard 1 Beneficial condition from that figure. Then that figure suffers 2
Use when you declare "Indiscriminate Fire." Add 1 yellow die to the dice pool.
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.
Jabba the Hutt
: Place this card on a hostile Deployment card. When an attack targeting a figure in that group is declared, apply +1 to the attack results.
Use during your activation to perform an attack without using an action.