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.
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.
Guerrilla: After you resolve an attack, if the defender was defeated, become Hidden.
Sniper: While attacking, if the target space is 5 or more spaces away, you may reroll 1 attack die.
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.
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.
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.
Use after a unique hostile figure is defeated to gain 4 VPs.
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.
: Choose an adjacent figure. That figure recovers 2 . If you are a Guardian or Leader, that figure recovers an additional 1 .
: Choose an adjacent hostile figure. The next attack targeting that figure gains Pierce 3.
: If you have the attack type, perform 2 attacks.
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.
: Gain a number of movement points equal to your Speed + 2.
: Until the end of the round, add 1 white die to your defense pool.
After a figure resolves an activation, ready your Deployment card.
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.
Use after another friendly figure within 3 spaces rolls any number of dice to reroll 1 of those dice.
Use while defending to add 1 black die to your defense pool.