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.
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.
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.
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
Priority Target: Figures do not block line of sight for your attacks.
Critical hit: This attack gains Pierce 2. If this attack defeats a hostile figure, your opponent must discard 1 random Command card from his hand.
Set Your Sights: Perform an attack. Figures do not block line of sight for this attack. Apply +2 Accuracy to the attack results.
Mon Cala Special Forces: When you defeat a figure while using “Set Your Sights,” you become Focused.
You may include an additional 3 points worth of Command cards in your deck.
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.
: Until the end of the round, you cannot be the target of an attack.
Use at the start of a round to claim the initiative token. Then exhaust 1 of your Deployment cards.
: Choose a hostile figure in your line of sight within 3 spaces. Roll 2 blue dice. That figure suffers equal to the results.
Use after your opponent plays a Command card with a cost of 0. Discard that card and cancel its effects.
Use after your opponent rerolls a die. Remove that die's result from the results.
: A player of your choice shuffles his hand of Command cards into his deck. Then, that player draws 2 cards.
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 at the start of your activation. You gain 2 movement points.
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 while attacking to apply +1 to the attack results.
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 During your activation. Choose another small figure within 3 spaces. Push that figure up to 2 spaces.