Battlefield Leadership: Perform an attack, then choose another friendly figure within 3 spaces. That figure may interrupt to perform an attack with the same target.
Military Efficiency: Choose 1 Command card in your discard pile and shuffle it into your Command deck.
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.
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.
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.
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.
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.
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.
Exhaust this card while another friendly figure within 3 spaces is attacking. It may reroll 1 attack die.
Exhaust this card during your activation. An adjacent friendly figure recovers 1 or discards 1 Harmful condition.
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 .
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.
: Gain a number of movement points equal to your Speed + 2.
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.
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.
Hunter or Smuggler
Use when you declare an attack to add 1 attack die of your choice to the attack pool.
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 while attacking a figure to apply +3 to the attack results.
Hunter or Smuggler
Use during your activation. A hostile figure within 3 spaces and in your line of sight suffers 1 and becomes Weakened.
Trooper or Guardian
: Distribute 3 (Damage Token) among figures in your group.
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).