You may include up to 2 Deployment cards in your army.
Demolish: Once during your activation, you may choose a space within 3 spaces and line of sight. Each figure on or adjacent to that space suffers 1 . Then, place a rubble token in that space and you suffer 1 .
Shrapnel: Choose one: This attack gains Blast 2 , or after this attack resolves, if it did not miss, each figure and object within 2 spaces of the target space suffers 1 .
Mandalorian Whip: Choose a small, hostile figure within 3 spaces and line of sight. Push that figure up to 3 spaces to a space adjacent to you. Then, perform an attack targeting that figure.
Responsive: At the start of your activation, you may gain 1 movement point or recover 1 .
Tactical Maneuver: Choose another friendly figure in your line of sight. That figure gains 2 movement points.
On My Mark: Choose another figure within your line of sight. That figure becomes Focused.
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 .
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.
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
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.
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.
: Place this card on a hostile Deployment card. When the last figure in that group is defeated, gain an additional 4 VPs.
Use after you resolve a during your activation to perform 1 additional action. Then you become Stunned.
: Choose an adjacent friendly figure. Then, search your Command deck and draw 1 card with that figure's name as a trait, reveal it, and then shuffle your Command deck.
Use after a hostile figure suffers . You gain 3 movement points.
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 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 while attacking to apply +1 to the attack results. After the attack resolves, each hostile figure within 2 spaces of you suffers 1 .
: You or an adjacent figure suffers 1 , then gains 2 movement point and becomes Focused.
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 after you resolve an attack targeting a figure. If the defender was defeated, recover 3 .
Use after you resolve an attack. Choose a figure or object other than the defender within 2 spaces of the target space. That figure or object suffers 2 .