Saber Strike: Perform a attack using 1 red and 1 yellow die. This attack gains Pierce 3.
Inspiring: While another friendly figure within 3 spaces is attacking, it may reroll 1 die.
Hair Trigger: At the start of a hostile figure’s activation, you may interrupt to perform an attack that targets that figure. Limit once per round.
Nimble: After an attack targeting you is resolved, gain 2 movement points for each of your results.
Cunning: While defending, apply +1 to the defense results for each result.
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.
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.
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.
You may include an additional 3 points worth of Command cards in 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.
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.
Ram: Move up to 2 spaces, then choose an adjacent figure. If that figure is hostile, roll 1 green die. It suffers equal to the results. Then, if that figure is small, push it up to 1 space.
System Shock: Use while on or adjacent to a terminal. Choose a figure on or adjacent to any terminal. That figure suffers 2 and 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.
: Choose up to 2 friendly figures adjacent to you. Those figures become Focused.
: Draw 2 Command cards. Then, if you are not a Leader, discard 1 of those cards.
Use after you resolve a group's activation. You may immediately activate another group. The combined deployment cost these groups cannot exceed 12.
Use when you declare an attack. If it is not your activation, remove all dice from the target's defense pool.
After a figure resolves an activation, ready your Deployment card.
: Choose an adjacent friendly figure. That figure performs an attack. Apply +2 to the attack results.
: Choose an adjacent friendly figure. Then, search your Command deck and draw 1 card with that figure's name as a trait, reveal it, and then shuffle your Command deck.
: 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 after your opponent plays a Command card with a cost of 0. Discard that card and cancel its effects.
Use while defending to reroll 1 defense die.
: Choose a Command card in your opponent's discard pile. Once during this round, you may play that card as though it was in your hand.
Use at the start of your activation. You gain 2 movement points.
Use while defending, before the attacker applies modifiers, to interrupt to perform a move.
Use during your activation. You and an adjacent friendly figure each gain 1 movement point.