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.
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.
Tactical Maneuver: Choose another friendly figure in your line of sight. That figure gains 2 movement points.
On My Mark: Choose another figure within your line of sight. That figure becomes Focused.
Deflect: After a attack targeting you or an adjacent friendly figure resolves, a hostile figure of your choice in your line of sight suffers 1 .
Heroic: Once during your activation, you may perform an attack without spending an action.
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.
Smuggler's Instincts: Perform an interact, then move up to 2 spaces.
Slippery: While defending, apply -2 Accuracy to the attack results. After an attack targeting you resolves, gain 2 movement points.
Trooper, Leader, or Guardian Only
While you are defending, reduce the Pierce value of the attack results by 1, to a minimum of 0.
Use during your activation to gain 1 movement point.
Use at the start of a round to claim the initiative token. Then exhaust 1 of your Deployment cards.
: Gain a number of movement points equal to your Speed + 2.
After a figure resolves an activation, ready your Deployment card.
: Choose an adjacent friendly figure. Then, search your Command deck and draw 1 card with that figure's name as a trait, reveal it, and then shuffle your Command deck.
Use while defending to reroll 1 defense die.
Use after your opponent plays a Command card with a cost of 0. Discard that card and cancel its effects.
Use at the start of your activation to discard 1 Harmful condition, recover 2 , and gain 2 movement points.
Use after your opponent rerolls a die. Remove that die's result from the results.
Use at the start of your activation. You gain 2 movement points.
Use when you declare an attack targeting a hostile figure with the highest figure cost of all hostile figures on the map. You become Focused and apply +1 to the attack results.
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 while attacking to reroll 1 attack die. Then, if you are a Leader, draw 1 Command card.