Reference

Dice

 
 
C
M
L
C
M
 
 
C
 
 
M
L
 
 
 
C
M
 
 
C
M
L
 
 
 
 
L
 
 
C
M

Defense Tokens

Brace
After the damage is totaled, the defender reduces the total to half, rounded up.
Contain
A ship can spend this defense token to prevent the attacker from resolving the standard critical effect. The attacker can still resolve a non-standard critical effect, such as one granted by an upgrade card.
Counterstrike
After the attack against the defender is resolved, the defender may immediately fire upon the attacker as though it was the defender's activation.
Decoy
The defender rolls a blue die. If the result is the defender cancels all attack dice.
Deflect
The defender rolls a number of red dice equal to their current shields on the defending hull zone. For each die that has a icon, reduce the damage total by one to a minimum of one.
Evade
If the attack occurs at long range, the defender chooses and cancels one attack die. At medium range, he chooses one attack die to be rerolled. At close range and distance 1, the token has no effect.
Point Defense
When defending against a squadron you may immediately attack that squadron with your anti-squadron armament. If a squadron is destroyed in this way all its attack dice are canceled. When defending against a ship, roll your anti-squadron armament, for each result remove one black die from the attack pool.
Redirect
The defender chooses one of his hull zones adjacent to the defending hull zone. When the defender suffers damage, it may suffer any amount of damage on the chosen zone's remaining shields before it must suffer the remaining damage on the defending hull zone.
Scatter
The defender cancels all attack dice.

Defense Colors

Green / Red
Green tokens are flipped to red when used. Red tokens are discarded when used. Red tokens are flipped to Green during the refresh step.
Blue / Yellow
Blue tokens are flipped to Yellow when used. Yellow tokens are discarded when used. Yellow tokens do NOT refresh during the refresh step.
Orange
Orange tokens are discarded when used.

Keywords

Board
When attacking a ship, you may spend a die with a result to flip a random face down damage card face up and resolve the effect immediately. In addition, for each die result of spent, force the defender to discard a command token.
Bomber
While attacking a ship, each of your adds 1 damage to the damage total and you can resolve a critical effect.
Cannons
You may attack ships at distance 1-2 using all dice in your battery armament.
Cloak
At the end of the Squadron Phase, you may move up to distance 1, even if you are engaged.
Counter 1
After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 1 blue dice, even if you are destroyed.
Counter 2
After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 2 blue dice, even if you are destroyed.
Counter 3
After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 3 blue dice, even if you are destroyed.
Counter 4
After a squadron performs a non-counter attack against you, you may attack that squadron with an anti-squadron armament of 4 blue dice, even if you are destroyed.
Escort
Squadrons you are engaged with cannot attack squadrons without escort unless performing a counter attack.
Evasive
When attacked, you are only hit by icons.
Grit
You are not prevented from moving while you are engaged by only 1 squadron.
Grit 2
You are not prevented from moving while you are engaged by 2 or fewer squadrons.
Grit 3
You are not prevented from moving while you are engaged by 3 or fewer squadrons.
Heavy
You do not prevent engaged squadrons from attacking ships or moving.
Independant
You can move and attack during the Squadron Phase but you cannot be activated with a command.
Intel
While an enemy squadron is at distance 1 of you, it has heavy.
Jammer
When defending, you may choose one of the attacker's dice to reroll.
Limited 2
Your fleet cannot contain more than 2 of this unit.
Limited 3
Your fleet cannot contain more than 3 of this unit.
Limited 4
Your fleet cannot contain more than 4 of this unit.
Precise
When attacking, you may reroll 1 die.
Rare 5
You cannot spend more than 5% of your total point allowance on squadrons of this type, including upgrades.
Rare 10
You cannot spend more than 10% of your total point allowance on squadrons of this type, including upgrades.
Rare 15
You cannot spend more than 15% of your total point allowance on squadrons of this type, including upgrades.
Rare 20
You cannot spend more than 20% of your total point allowance on squadrons of this type, including upgrades.
Relay 1
When a friendly ship resolves a command, up to 1 of the squadrons it activates can be at distance 1-3 of you.
Relay 2
When a friendly ship resolves a command, up to 2 of the squadrons it activates can be at distance 1-3 of you.
Relay 3
When a friendly ship resolves a command, up to 3 of the squadrons it activates can be at distance 1-3 of you.
Relay 4
When a friendly ship resolves a command, up to 4 of the squadrons it activates can be at distance 1-3 of you.
Rogue
You can move and attack during the Squadron Phase.
Scout
During deployment, this unit may be deployed up to distance 5 of a friendly ship.
Shuttle
Instead of attacking, you may choose a friendly ship at distance 1 and transfer an officer or commander upgrade card to or from that ship. You cannot resolve any abilities on an upgrade card while it is not equipped to a ship.
Snipe 1
You can attack squadrons at distance 2 with an anti-squadron armament of 1 blue dice. This attack ignores the Counter keyword.
Snipe 2
You can attack squadrons at distance 2 with an anti-squadron armament of 2 blue dice. This attack ignores the Counter keyword.
Snipe 3
You can attack squadrons at distance 2 with an anti-squadron armament of 3 blue dice. This attack ignores the Counter keyword.
Snipe 4
You can attack squadrons at distance 2 with an anti-squadron armament of 4 blue dice. This attack ignores the Counter keyword.
Snipe 5
You can attack squadrons at distance 2 with an anti-squadron armament of 5 blue dice. This attack ignores the Counter keyword.
Strategic
When you end your movement at distance 1 of 1 or more objective tokens, you may move 1 of those tokens so that it is at distance 1 of you.
Strike
You may attack squadrons without Escort even if you are currently engaged with squadrons with Escort.
Swarm
While attacking a squadron engaged with another squadron, you may reroll 1 die.
Volley
When attacking a ship, you may re-roll the entire attack pool.

Upgrades

Cargo
From Armada Shipyards by DiabloAzul. FFG seems to have created their own implementation of this in the Fleet Support upgrade type.
Commander
Defensive Retrofit
Electronics Retrofit
Experimental Retrofit
Fleet Command
Fleet Support
Gravity Well
From Armada Shipyards by DiabloAzul. FFG seems to have created their own implementation of this in the Experimental Retrofit upgrade type.
Ion Cannon
Offensive Retrofit
Officer
Ordnance
Squadron
For use with Homebrew rules for Squadron upgrades. Each squadron may have up to one upgrade. Use ID tokens on each squadron's stands to identify what upgrade a given squadron has equipped.
Station Service
Support Team
Title
Turbolaser
Variant
A ship can take a variant upgrade despite it not being in their upgrade bar. A ship may only have one variant upgrade. This is intended to alter the printed values of a card.
Weapons Team