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.
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.
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.
Ram: Move up to 2 spaces, then choose an adjacent figure. If that figure is hostile, roll 1 green die. It suffers equal to the results. Then, if that figure is small, push it up to 1 space.
System Shock: Use while on or adjacent to a terminal. Choose a figure on or adjacent to any terminal. That figure suffers 2 and 1
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.
Leaping Slash: Move up to 2 spaces, then perform an attack.
Droid Master: At the start of the mission put J4X-7 into play in an adjacent space. J4X-7 activates at the start or end of your activation. J4X-7 is not counted for the purposes of control.
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.
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.
: Draw 2 Command cards. Then, if you are not a Leader, discard 1 of those cards.
Use at the start of a round to claim the initiative token. Then exhaust 1 of your Deployment cards.
Use at the start of your activation. You may use the same special action up to twice during this activation.
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 during your activation to look at your opponent's hand. You may choose and discard a Command card from it. Then, you suffer equal to that card's cost.
When a Command card of cost X is played, where X is equal to or less than the number of friendly Spy groups on the map. Discard that card and cancel its effects.
Use while attacking a figure. Choose 1 defense die and remove its results from the defense results.
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 then another friendly Trooper declares an attack targeting a target in your line of sight. If you have the attack type, add 1 red die to the attack pool. You become Stunned.
Use when you declare a attack to apply +1 to the attack results. If the defender has the attack type, apply an additional +1 to the attack results.
Use while attacking to reroll 1 attack die. Then, if you are a Leader, draw 1 Command card.
Use when an attack targeting you is declared. The attacker suffers 1 (3 if you spent a (Defense Token) during this attack).