
Non-adept only.
While a friendly non-adept squadron is attacking a squadron, 1 unactivated, friendly, non-adept squadron at distance 1 of the attacker may toggle its activation slider to the activated side. If it does, the attacking squadron may add 2 dice from the anti-squadron armament of the squadron that was toggled to its attack pool.

While a friendly, non-unique squadron with 3 or fewer hull remaining is defending, treat the attack as obstructed.
While performing a non-counter attack, friendly squadrons with Ai at distance 1 of a friendly squadron with relay are treated as if activated by a 8 command.

Swarm only
While a friendly, non-unique squadron with swarm is destroyed, you may exhaust this card and discard a token from it. If you do, set that squadron's hull points to '2' and place that squadron, unengaged, at distance 1-2 of you with its activation slider toggled to the activated side.

After 1 or more friendly squadrons are destroyed during an enemy squadron's activation, you may discard a 8 token from this card and choose a friendly, non-unique squadron at distance 1 of the enemy squadron. The chosen squadron may attack that enemy squadron (even if it has already activated).

Adept only.
After deploying fleets, you may choose another, friendly, non-unique squadron with adept. That squadron gains 1 1 defense token.
While that squadron is attacking a squadron at distance 1 of you during its activation, it may add 1 blue die set to an U icon to its attack pool.

Relay only.
During your fleet's first turn to activate squadrons, you and up to 2 other friendly, non-unique squadrons with Ai at distance 1 may activate as if activated by a 8 command. If you do, no other squadrons may activate this turn.
While performing a non-counter attack, friendly squadrons with Ai at distance 1 of a friendly squadron with relay are treated as if activated by a 8 command.

Bomber only.
When a friendly squadron with bomber activates, you may exhaust this card. If you do, that squadron may place 1 bomb token at distance 1. If it does, it cannot attack this turn (but it may still move).

At the start of the Squadron Phase, you may choose up to 3 friendly squadrons. Assign a 9 token to each of those squadrons. Until the end of the round, when one of those squadrons attacks during its activation, before gathering dice, increase its anti-squadron armament by 1 blue die until the end of the attack. Remove each 9 token at the end of the Squadron Phase.