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.
Stealthy: At the start of each mission, become Hidden.
Cut and Run: When you exit a space containing a hostile figure, that figure suffers 1 . Limit once per figure per round.
Fell Swoop: After this attack resolves, become Hidden, move up to 2 spaces, then perform another attack. Limit once per round.
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.
Scomp Link: If you are adjacent to a terminal, your player draws 1 Command card.
Service: You or an adjacent friendly Droid or Vehicle recovers 1 .
Lucky: While defending, if you roll a blank result, add +1 to the defense results.
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.
Include this card in your army only if all Deployment cards in your army are unique.
When one of your unique figures is defeated, you may draw 1 Command card, then place 1 Command card from your hand on the bottom of your deck.
Exaust this card at the end of your activation, if you did not perform an attack, to choose 1 of the following:
You gain 2 movement points.
Until the end of the round, apply +1 to your defense results.
You gain 1 VP.
You may include an additional 3 points worth of Command cards in your deck.
: Choose an adjacent figure. That figure recovers 2 . If you are a Guardian or Leader, that figure recovers an additional 1 .
Use at the start of your activation to discard all of your Harmful conditions.
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.
: During your next activation you may perform 1 additional action.
After a figure resolves an activation, ready your Deployment card.
: Use while adjacent to a terminal. Until the start of the next round, you gain control of all terminals, regardless of which figures are adjacent to them.
Use while defending to reroll 1 defense die.
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 .
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 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 when an attack targeting you is declared. The attacker suffers 1 (3 if you spent a (Defense Token) during this attack).
Use During your activation. Choose another small figure within 3 spaces. Push that figure up to 2 spaces.
: Move up to 5 spaces. during this movement, you gain 'Mobile.' You cannot end your movement in a space that contains blocking or impassable terrain.