You may include up to 2 Deployment cards in your army.
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 .
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.
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.
Call the Shots: While another friendly figure within 3 spaces is attacking, you may apply +2 Accuracy, +1 , or +1 to the attack results. Limit once per round.
Smooth Landing: After deployment, you and each adjacent friendly figure gains 1 movement point.
Slow on the Draw: When you declare an attack, the target may interrupt to perform an attack targeting you.
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.
Unique figure only
Exhaust this card during your activation and choose a friendly figure with a lower figure cost than you with line of sight to you. That figure may discard a Harmful condition or recover 1 . Then, that figure gains 1 movement point.
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.
: 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 group's activation. You may immediately activate another group. The combined deployment cost these groups cannot exceed 12.
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 when you declare an attack targeting a hostile figure with the highest figure cost of all hostile figures on the map. You become Focused and apply +1 to the attack results.
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.
: You or an adjacent figure suffers 1 , then gains 2 movement point and becomes Focused.
Use during your activation while adjacent to a hostile figure to roll 1 green die. Your opponent loses VPs and you gain VPs equal to the Accuracy result.
: Move up to 5 spaces. Each time you enter a space containing a small figure, you may push that figure 1 space.