Possible Spoilers!
If you wish to be surprised when it comes time to unlock an advanced Action Card, then don’t look at this page!
- Gray is details about the rules of the card.
- Blue means primarily a positive effect.
- Red means a primarily negative effect.

Responsive Close Combat: If you have no shields when you play this card, this is only a (1) cooldown track card so you will get the card back to your hand at the end of your turn (and your die roll might even give you a shield in the end)! The advantage of this card is that you can deal damage before, during or after moving! And both your movement and the amount of Unblockable damage can be added to by rolling 1 die.

EMP Turret Drone: This is an effect card that is ongoing as long as it remains in your cool down track and is extra effective against Droids, Drones and Reavers! When you play the card, it must go in the (4) cooldown slot (which is good though so that it lasts four turns) and when it leaves the cooldown track (in any way!) it deals 1 Unblockable damage to all Droids, Drones and Reavers within range 2. You do roll three die when you play the card, so you may get to add to your shields or get some movement (+2 does nothing). Then right before you take your free rest action (after your two actions) deal 1 damage to all enemies within range 2. Make that deal 2 damage if the enemy is a Droid, Drone or Reaver.

Targeting Calibrator: This is an effect card that is ongoing as long as it remains in your cool down track. When it leaves the cooldown track (for any reason) you instantly gain 2 shields OR a movement of 2. While it is on your cooldown track, all allies (including you) can change the result on 1 of the dice rolled to any side of the die you wish if using a weapon or gear!

Enhanced Decrypter: Interact (hack) with an adjacent object for 2 (even more if your one die rolls a +1 or +2). The interesting side benefit is that if you fail to acquire 3 interact tokens of the same color, you may keep all of them until the next try. That is good for a couple reasons. First, the “wrong” color(s) don’t go back in the bag plus you could even change to the other color if you pick two of them the next try (which can be another persons turn or can be your next turn since the card goes into the (1) cooldown slot and goes back into your hand at the end of your turn).
