Contempt: While attacking, if the target does not have a Harmful condition, apply +1 to the attack results.
Punishment: After the attack resolves, if the target suffered 1 or more , choose 1 Harmful condition. The target gains that condition. This ability can be triggered multiple times in the same attack.
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.
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.
Tusken Cycler: Perform a attack using 1 blue and 1 red die. You cannot use abilities during this attack.
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.
When a hostile figure suffers , for each resulting he wishes to prevent, the player controlling that figure must discard 2 Command cards from the top of his deck instead of 1.
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.
:Choose an adjacent hostile figure. That figure's player may discard 2 cards from the top of his Command deck. If he does not, your player gains 3 VPs.
: Choose 1 adjacent friendly figure. Ready that figure's Deployment card.
: 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 attack targeting you resolves to interrupt to perform an attack targeting the attacker. Apply +2 to the attack results.
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 at the end of a round and choose a "Tusken Raider" or "Bantha Rider" figure. The chosen figure gains 2 movement points and may interrupt to perform an attack or .
Use after a hostile figure suffers . You gain 3 movement points.
Use when you declare "Indiscriminate Fire." Add 1 yellow die to the dice pool.
Use while attacking to apply +1 to the attack 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.