Active defense
For each maneuver you spend to defend yourself or take advantage of cover, you gain +1 defense until your next turn.
Supression and autofire:
With autofire you always aim at an engagement and you can't hit each target more than once. If you get more hits than enemy targets you must hit any ally targets in the engagement. For every 2 successes you have on the check, you add one black die to the next action for everyone in the engagement (including allies). For each triumph you upgrade the difficulty of their next action once.
Cover
Cover adds 1-3 black dice to enemy attacks. Light, medium and heavy cover.
Starship Action (silouette 1-4, pilot only): Evasive break
The pilot makes a sudden change in course to throw off any attackers. The pilot decides how hard a break he wants to make. For each difficulty die he adds to his pilot check the ship gains +1 defense until the pilots next turn. The difficulty of the next attack made from the ship is upgraded once and aiming is impossible until the pilots next turn.
Starship Action (silouette 1-4, speed 4+, pilot only): Exploit advantage
This action requires the pilot to have gained the advantage on his last action. Performing this action upgrades any attacks against the target you have an advantage over once. The ckeck is an opposed pilot check.