INSURGENT TACTICS
Crowd Control (0xp) – Exhaust this card during an Imperial activation. For the remainder of this activation treat all squares as difficult terrain.
Citizen Militia (1xp, attachment) – Trooper Only. Non-unique only. Reduce the cost of this group by 2. Reduce their Health by 1.
Desperation (1xp) – Exhaust when a friendly figure attacks to add plus 1 Surge.
Improvised Explosive Device (2xp) – 1 Threat: Exhaust this card when an Imperial figure interacts with a crate, door, or objective. Roll 1 red dice: the figure takes damage equal to the result. Each object may only trigger this upgrade once.
Sabotage (2xp) – Exhaust when an Imperial player declares an attack. Their target gains plus 1 Evade and plus 1 Block.
Rebel Propaganda (3xp) – Exhaust this card when an Imperial figure declares an attack. They suffer 2 Strain.
Inspiring (3xp, attachment) – Leader Only. When another friendly figure within 3 spaces is attacking, it may reroll 1 dice.
Hit and Run (4xp) – All of your groups gain plus 1 Speed and plus 1 Accuracy. If they move with their first action during an activation they gain plus 1 Surge on any subsequent attacks during that activation.
Ambush (4xp) – Deplete at the start of the round. Perform an optional deployment to any point on the map. The group deployed becomes Focused and must be activated first this round, before any Imperial activations.
SPECIAL FORCES
Elite Operatives (0xp, attachment) – This group gains the “Spy” keyword. Exhaust when attacking for +1 Surge.
Rough Terrain Experts (1xp, attachment) – Spy Only. You gain “Mobile”.
Breaching Charges (1xp, attachment) – Spy Only, Action: Remove an adjacent door and roll one red dice: any figure adjacent to the door on the opposite side suffers damage equal to the result.
Rapid Insertion (2xp) – Exhaust this card when a group is deployed. All figures in that group may immediately move a number of squares equal to their movement value.
Covert (2xp, attachment) – Spy Only. Hostile figures more than 4 squares away do not have line of sight to this group. You do not block line of sight for those figures.
Sniper Support (3xp) – Exhaust this card to make a blue-blue attack targeting any Imperial figure on the board. This attack gains “surge: pierce 2” and “surge: +1 damage”.
Advanced Ammunition (3xp, attachment) – Spy or Trooper only. This group gains “surge: stun”, “surge: bleed”, and “surge: weakened”.
Go, Go, Go! (4xp) – Deplete at the start of a round. All deployed groups may immediately move a number of squares equal to their movement value, then become Focused.
Best of the Best (4xp, attachment) – Spy or Trooper only. This group gains +1 Speed and +2 Health. When attacking, apply +1 surge to the attack results.
HIGH COMMAND
Radio Uplink (0xp, attachment) – Leader Only, Action, Action: Increase threat by the threat level.
Cut Supply Lines (1xp) – 1 Threat, Exhaust: Exhaust one enemy item or attachment that can be exhausted.
Strategic Planning (1xp) – When new side missions are drawn you may draw one additional card and choose one to return to the deck.
To The Limit (2xp) – 2 Threat, Exhaust: One figure may take one additional action, then that figure becomes Stunned.
Economic Warfare (2xp) – At the end of each mission the Imperial players must either pay 50 credits per hero, or you gain 1 Influence.
At All Costs (3xp) – 3 Threat: Exhaust when making an attack to remove one defence dice from the target.
Pyrrhic Victory (3xp) – Deplete when a friendly group is defeated to raise threat by twice their cost. Then carry out an optional deployment.
Diplomatic Protection (4xp, attachment) – Leader Only. This figure cannot be targeted by attacks whilst there is another valid target. Deplete this card if this figure performs an attack.
Master Plan (4xp) – You may spend threat equal to the cost of a group to activate that group twice in a round. During their second activation the group gains plus 1 Surge on any attacks that they make. Use this card only once per round.
Crowd Control (0xp) – Exhaust this card during an Imperial activation. For the remainder of this activation treat all squares as difficult terrain.
Citizen Militia (1xp, attachment) – Trooper Only. Non-unique only. Reduce the cost of this group by 2. Reduce their Health by 1.
Desperation (1xp) – Exhaust when a friendly figure attacks to add plus 1 Surge.
Improvised Explosive Device (2xp) – 1 Threat: Exhaust this card when an Imperial figure interacts with a crate, door, or objective. Roll 1 red dice: the figure takes damage equal to the result. Each object may only trigger this upgrade once.
Sabotage (2xp) – Exhaust when an Imperial player declares an attack. Their target gains plus 1 Evade and plus 1 Block.
Rebel Propaganda (3xp) – Exhaust this card when an Imperial figure declares an attack. They suffer 2 Strain.
Inspiring (3xp, attachment) – Leader Only. When another friendly figure within 3 spaces is attacking, it may reroll 1 dice.
Hit and Run (4xp) – All of your groups gain plus 1 Speed and plus 1 Accuracy. If they move with their first action during an activation they gain plus 1 Surge on any subsequent attacks during that activation.
Ambush (4xp) – Deplete at the start of the round. Perform an optional deployment to any point on the map. The group deployed becomes Focused and must be activated first this round, before any Imperial activations.
SPECIAL FORCES
Elite Operatives (0xp, attachment) – This group gains the “Spy” keyword. Exhaust when attacking for +1 Surge.
Rough Terrain Experts (1xp, attachment) – Spy Only. You gain “Mobile”.
Breaching Charges (1xp, attachment) – Spy Only, Action: Remove an adjacent door and roll one red dice: any figure adjacent to the door on the opposite side suffers damage equal to the result.
Rapid Insertion (2xp) – Exhaust this card when a group is deployed. All figures in that group may immediately move a number of squares equal to their movement value.
Covert (2xp, attachment) – Spy Only. Hostile figures more than 4 squares away do not have line of sight to this group. You do not block line of sight for those figures.
Sniper Support (3xp) – Exhaust this card to make a blue-blue attack targeting any Imperial figure on the board. This attack gains “surge: pierce 2” and “surge: +1 damage”.
Advanced Ammunition (3xp, attachment) – Spy or Trooper only. This group gains “surge: stun”, “surge: bleed”, and “surge: weakened”.
Go, Go, Go! (4xp) – Deplete at the start of a round. All deployed groups may immediately move a number of squares equal to their movement value, then become Focused.
Best of the Best (4xp, attachment) – Spy or Trooper only. This group gains +1 Speed and +2 Health. When attacking, apply +1 surge to the attack results.
HIGH COMMAND
Radio Uplink (0xp, attachment) – Leader Only, Action, Action: Increase threat by the threat level.
Cut Supply Lines (1xp) – 1 Threat, Exhaust: Exhaust one enemy item or attachment that can be exhausted.
Strategic Planning (1xp) – When new side missions are drawn you may draw one additional card and choose one to return to the deck.
To The Limit (2xp) – 2 Threat, Exhaust: One figure may take one additional action, then that figure becomes Stunned.
Economic Warfare (2xp) – At the end of each mission the Imperial players must either pay 50 credits per hero, or you gain 1 Influence.
At All Costs (3xp) – 3 Threat: Exhaust when making an attack to remove one defence dice from the target.
Pyrrhic Victory (3xp) – Deplete when a friendly group is defeated to raise threat by twice their cost. Then carry out an optional deployment.
Diplomatic Protection (4xp, attachment) – Leader Only. This figure cannot be targeted by attacks whilst there is another valid target. Deplete this card if this figure performs an attack.
Master Plan (4xp) – You may spend threat equal to the cost of a group to activate that group twice in a round. During their second activation the group gains plus 1 Surge on any attacks that they make. Use this card only once per round.