Assault: You can perform multiple attacks each activation.
Trooper Assault: After a friendly Trooper within 3 spaces resolves an attack, it may gain “Assault.” Limit once per round.
Medical Loadout: You or an adjacent friendly figure recovers 3 .
Improper Procedule: Choose an adjacent hostile figure. That figure suffers 1 and becomes Weakend.
At the end of each game round, draw 1 additional Command card.
Trooper, Leader, or Guardian Only
While you are defending, reduce the Pierce value of the attack results by 1, to a minimum of 0.
Hunter or Trooper only
You ignore additional movement point costs for difficult terrain and hostile figures.
At the end of each round, if you are in an exterior space, you recover 1 .
You may include an additional 3 points worth of Command cards in your deck.
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.
Aim: If you have not exited your space during this activation, apply +1 and +2 Accuracy to your attack results.
Get Into Position: Gain 4 movement points and become Focused.
Use after a unique hostile figure is defeated to gain 4 VPs.
Use at the start of the round. During this round, each of your Troopers gains:
: Stun. If the target was already Stunned, apply +2 to the attack results.
Use while attacking to apply +2 accuracy to the attack results.
: Choose an adjacent figure. That figure recovers 2 . If you are a Guardian or Leader, that figure recovers an additional 1 .
: Choose a space within 3 spaces and roll 1 red die. Each figure on or adjacent to the chosen space suffers equal to the results.
: Draw 2 Command cards. Then, if you are not a Leader, discard 1 of those cards.
: Recover 2 .
: Perform an attack. If the target suffers 1 or more , each figure adjacent to the target space is Stunned.
Use at the start of your activation. You and each friendly Trooper adjacent to you gain 1 movement point.
Use when a friendly figure within 3 spaces of you has suffered equal to its Health. Instead of being defeated, it recovers 3 .
Use at the end of a round. If your opponent has at least 8 or more VPs than you, choose up to 3 of your figures. Those figures become Focused.
Use at the start of your activation to discard 1 Harmful condition, recover 2 , and gain 2 movement points.
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.
Trooper or Guardian
: Distribute 3 (Damage Token) among figures in your group.
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.