Shock Lance: Choose a figure within 2 spaces and roll 1 yellow die. That figure suffers equal to the results. Then, if you rolled 1 or more , it becomes Weakened.
Mounted: At the start of your activation, gain 3 movement points.
Agile: While defending, you may convert 1 to 1 .
Fly-By: When you declare an attack, if the target space is within 2 spaces, add 1 blue die to your attack pool. After the attack resolves, gain 2 movement points.
Order: Choose another friendly figure within 2 spaces. During a campaign, that figure may interrupt to perform a move. During a skirmish, that figure gains 2 movement points.
Cower: While defending, while adjacent to a friendly figure, you may reroll 1 defense die.
Missile Salvo: Perform up to 3 attacks with different targets using 1 blue, 1 red, or 1 yellow die. Limit once per die. Apply +3 Accuracy to each of these attacks.
Assassin: Before you declare an attack, become Focused.
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.
Versatile Weaponry: While attacking, you may force the defender to reroll 1 defense die.
Targeting Computer: While attacking, you may reroll 1 attack die.
Priority Target: Figures do not block line of sight for your attacks.
You may include up to 2 Deployment cards in your army.
Exaust this card while a friendly figure is defending to reduce the Pierce value of the attack results by 2, to a minimum of 0.
While a friendly figure is defending, you may discard 1 Command card to apply +1 to the defense results. Limit once per attack.
Vehicle, Droid, or Heavy Weapon only
While attacking, figures in this group may reroll 1 attack die.
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 while attacking to apply +3 accuracy, -1 , or -1 to the results.
: Draw 2 Command cards. Then, if you are not a Leader, discard 1 of those cards.
: Choose an adjacent friendly Droid or Vehicle. That figure recovers 3 .
Use at the start of a round. You do not activate any groups this round until you have more ready Deployment cards than your opponent.
Use at the start of a round to claim the initiative token. Then exhaust 1 of your Deployment cards.
: 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.
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 at the start of a round. A friendly Trooper with a figure cost of 4 or greater may interrupt to perform a move and an attack.
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.
Use during your activation. Place this card on your Depoyment card.
Droid or Heavy Weapon
Use while attacking to reroll 1 attack die.