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.
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.
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.
Priority Target: Figures do not block line of sight for your attacks.
Critical hit: This attack gains Pierce 2. If this attack defeats a hostile figure, your opponent must discard 1 random Command card from his hand.
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.
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
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.
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.
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.
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.
: 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 when you declare an attack. If it is not your activation, remove all dice from the target's defense pool.
Use after your opponent plays a Command card with a cost of 0. Discard that card and cancel its effects.
Use after your opponent rerolls a die. Remove that die's result from the results.
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.
Use at the start of a Status Phase. Players cannot draw Command cards during this round.
Hunter or Smuggler
Use when you declare an attack to add 1 attack die of your choice to the attack pool.
Use while attacking to apply +1 to the attack results.
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.