Squad Training: While attacking, while adjacent to another friendly Trooper, you may reroll 1 attack die.
Last Stand: When you are defeated, choose another figure in your group. That figure becomes Focused.
Sentinel: While a friendly non-Guardian figure is defending, and you are adjacent to the targeted space, apply +1 to the defense results. Limit 1 “Sentinel” or “Protector” ability used per attack.
Vengeance: When an adjacent, friendly, non-Guardian figure is defeated, you become Focused.
Emperor: Once during your activation, you may choose another figure within 4 spaces. That figure interrupts to perform an attack
Tempt: At the start of your activation, a figure of your choice suffers 1 and gains 1 (token).
Force Lightning: Choose a figure within 4 spaces and line of sight. That figure suffers 3 and becomes Weakened. Each figure adjacent to that figure suffers 1 .
Executive Order: Choose another friendly figure within 2 spaces. That figure may interrupt to perform a move or attack.
Cower: While defending, while adjacent to a friendly figure, you may reroll 1 defense die.
Multi-Fire: Perform 2 attacks. Each attack must have a different target. Apply -1 to each attack's results.
Charged Shot: Perform an attack. Apply +2 Accuracy to the attack results.
Targeting Computer: While attacking, you may reroll 1 attack die.
Use after a unique hostile figure is defeated to gain 4 VPs.
Use at the start of a round. Each of your Brawlers may move up to 1 space.
Use at the start of the round. During this round, each of your Troopers gains:
: Stun. If the target was already Stunned, apply +2 to the attack results.
: Choose an adjacent hostile figure. The next attack targeting that figure gains Pierce 3.
Use while an adjacent friendly figure is defending. Reroll 1 or more attack or defense dice.
Use while attacking. You may trigger the same ability up to twice.
: Draw 2 Command cards. Then, if you are not a Leader, discard 1 of those cards.
: Discard all Harmful conditions from adjacent friendly figures.
Use at the start of a round. You do not activate any groups this round until you have more ready Deployment cards than your opponent.
: During this round, while defending, apply +1 and -2 Accuracy to the results.
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 you resolve a during your activation to perform 1 additional action. Then you become Stunned.
: Choose a hostile figure in your line of sight within 2 spaces. That figure and each figure adjacent to it suffers 2 and becomes Stunned.
: Choose a small hostile figure within 3 spaces. Perform 1 attack with that figure.