Force Leap: Place your figure in an empty space within 6 spaces.
Vigor: At the start of your activation you may gain 2 movement points or 1 (token).
Twin Sabers: While attackign, you may reroll all attack dice or force the defender to reroll all defense dice.
Alter Mind: Hostile figures with a figure cost of 6 or less within 3 spaces of you cannot interact and are not counted for the purposes of control.
Into the Force: When you are defeated, choose another friendly figure. That figure becomes Focused.
Guerrilla: After you resolve an attack, if the defender was defeated, become Hidden.
Elite Sniper: While attacking, if the target space is 5 or more spaces away, you may reroll up to 2 attack dice.
Call the Shots: While another friendly figure within 3 spaces is attacking, you may apply +2 Accuracy, +1 , or +1 to the attack results. Limit once per round.
Smooth Landing: After deployment, you and each adjacent friendly figure gains 1 movement point.
Arms Distribution: At the start of your activation, you may choose another friendly figure within 3 spaces. That figure gains 1 (token) or 1 (token).
Dead Precise: When another friendly figure within 3 spaces spends a power token while attacking, apply -1 to the defense results.
Professional: While attacking, you may reroll 1 attack die.
Inform: Choose an adjacent friendly figure. That figure becomes Focused.
Cower: While defending, while adjacent to a friendly figure, you may reroll 1 defense die.
Distracting: While a friendly figure is defending, and you are adjacent to the targeted space, apply +1 to the defense results.
Non-Combatant: You cannot attack.
Use while attacking to apply +2 accuracy to the attack results.
Use when an attack targeting you is declared. Apply -2 Accuracy to the attack results.
After the attack is resolved, if you did not suffer any , the attacker suffers 2 .
Use when you declare an attack. If the target figure did not have line of sight to you at the start of your activation, remove 1 die from its defense pool.
Use at the start of a round to claim the initiative token. Then exhaust 1 of your Deployment cards.
Use after your opponent plays a Command card with a cost of 0. Discard that card and cancel its effects.
Use when a hostile figure enters a space adjacent to you. That figure suffers 1 .
Leader or Spy
Use at the start of a round. Your opponent places 1 random Command card from his hand on top of his command deck.
Use at the end of your activation to move up to 1 space. Then, choose an adjacent hostile figure. That figure suffers 2 and 1 .
Hunter or Smuggler
Use when you declare an attack to add 1 attack die of your choice to the attack pool.
Use at the start of a round. A friendly Trooper with a figure cost of 4 or greater may interrupt to perform a move and an attack.
Use while attacking a figure to apply +3 to the attack results.
Use at the start of a round. Up to 2 other figures within 3 spaces of you gain 1(Damage Token) or 1(Surge Token). During this round, a friendly figure who spends a (Damage Token) or (Surge Token)may reroll 1 attack die during that attack.
Use while attacking to reroll 1 attack die. Then, if you are a Leader, draw 1 Command card.
Use during your activation to gain 1(Attack token)and 1 (Defense Token). Then, if you are a Leader, an Adjacent friendly figure gains 1(Attack Token) and 1(Defense Token).
Use During your activation. Choose another small figure within 3 spaces. Push that figure up to 2 spaces.