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.
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 .
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.
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 .
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.
While attacking a figure with a figure cost lower than yours, apply Pierce 1 and +1 Accuracy to the attack 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.
Prowl: You become Hidden.
Raider: While attacking, you may choose 1 die. The player that rolled that die must reroll that die.
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.
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.
: Gain a number of movement points equal to your Speed + 2.
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 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.
Use while attacking to apply +1 to the attack results. After the attack resolves, each hostile figure within 2 spaces of you suffers 1 .