After another friendly ship at range 0-3 defends, if it is destroyed, the attacker gains 2 stress tokens.
While a friendly ship at range 0-3 performs an attack against a stressed ship, it may reroll 1 attack die.
Before rolling defense dice, you may spend 1 calculate token to guess aloud a number 1 or higher. If you do and you roll exactly that many evade results, add 1 evade result.
After you perform the calculate action, gain 1 calculate token.
During the System Phase, you may choose 1 enemy ship at range 1-2 and guess aloud a bearing and a speed, then look at that ship’s dial. If the chosen ship’s bearing and speed match you guess, you may set your dial to another maneuver.
While you defend before the attack dice are rolled, you may spend a lock you have on the attacker to roll 1 attack die. If you do, the attacker gains 1 jam token. Then on a hit or crit result, gain 1 jam token.
While you perform a white coordinate action, you may treat it as red. If you do, you may coordinate up to 2 additional ships of the same ship type, and each ship you coordinate must perform the same action, treating that action as red.
Action: Roll 2 defense dice. For each focus result, gain 1 focus token. For each evade result, gain 1 evade token. If both results are blank, the oposing player chooses focus or evade. You gain 1 token of that type.
During the Activation or Engagement Phase, after an enemy ship in your front at range 0-1 gains a red or orange token, if you are not stressed, you may gain 1 stress token. If you do, that ship gains 1 additional token of the type that it gained.
Setup: Place 1 ion, 1 jam, 1 stress and 1 tractor token on this card.
After a ship suffers the effect of a friendly bomb, you may remove 1 ion, jam, stress, or tractor token from this card. If you do, that ship gains a matching token.