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 .
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 .
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.
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.
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.
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.
After setup, choose your Deployment zone. Your opponent starts the game with initiative and must deploy his figures first.
If your opponent also has “Devious Scheme,” this card has no effect.
Use after a unique hostile figure is defeated to gain 4 VPs.
Smuggler or Hunter
Use when a hostile figure enters an adjacent space. That figure must choose to either suffer 3 or become Stunned.
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 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.
Use after you resolve a during your activation to perform 1 additional action. Then you become Stunned.
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 while defending, before the attacker applies modifiers, to interrupt to perform a move.
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 when another friendly figure within 2 spaces suffers 3 or more . Move up to 2 spaces, then perform an attack.
Use while attacking to apply +1 to the attack results. After the attack resolves, each hostile figure within 2 spaces of you suffers 1 .