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.
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.
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.
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.
At the end of each game round, draw 1 additional Command card.
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.
: If you have the attack type, perform 2 attacks.
After a figure resolves an activation, ready your Deployment card.
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 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.
: You cannot suffer or recieve conditions until your next activation. At the start of your next activation, gain 4 movement points.
Use at the start of your activation. You gain 2 movement points.
Use during your Activation. J4X-7 becomes Focused, then may interrupt to perform and attack. If it is not in play, put J4X-7 into play in your space instead.
Use during your activation to gain 1 (token). Then, either move up to 1 space or push an adjacent small figure up to 1 space.
: Move up to 2 spaces, then perform an attack targeting an adjacent figure or object.
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).