xhud.sirjorj.com/xwing.cgi/ships2/JumpMaster 5000built: 2019.02.14 21:12:56

pJumpMaster 5000
4 8 2
3 7 8 9 1
2 4 7 8 9 6
1 4 7 8 9 6

# 6
uDengar
58
p2 2 6 3 1`
f>Rl>Rr EWPImt After you defend, if the attcker is in your {, you may spend 1 g to perform a bonus attack against the attacker.
# 4
uTel Trevura
50
p2 2 6 3 1
f>Rl>Rr EWPImt If you would be destroyed, you may spend 1 g. If you do, discard all of your damage cards, suffer 5 d damage, and place yourself in reserves instead. At the start of the next Planning Phase, place yourself within range 1 of your player edge.
# 3
uManaroo
47
p2 2 6 3
f>Rl>Rr EWPImt At the start of the Engagement Phase, you may choose a friendly ship at range 0-1. If you do, transfer all green tokens assigned to you to that ship.
# 2
Contracted Scout
46
p2 2 6 3
f>Rl>Rr WPImt Built for long-distance reconnaissance and plotting new hyperspace routes, the lightly armed JumpMaster 5000 is often extensively retrofitted with custom upgrades.