xhud.sirjorj.com/xwing.cgi/ships2/JumpMaster 5000built: 2019.08.13 15:06:02

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

p # 99 uNom Lumb ???
p2 2 6 3
f>Rl>Rr ???
p # 6 uDengar 56
p2 2 6 3 1`
f>Rl>Rr EPWYImt After you defend, if the attacker is in your {, you may spend 1 g to perform a bonus attack against the attacker.
p # 4 uTel Trevura 48
p2 2 6 3 1
f>Rl>Rr EPWYImt 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.
p # 3 uManaroo 47
p2 2 6 3
f>Rl>Rr EPWYImt 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.
p # 2 Contracted Scout 44
p2 2 6 3
f>Rl>Rr PWYImt Built for long-distance reconnaissance and plotting new hyperspace routes, the lightly armed JumpMaster 5000 is often extensively retrofitted with custom upgrades.