p
|
#
|
6
|
uDengar
|
53
|
|
f>Rl>Rr
|
ECPWYImt
|
|
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
|
44
|
|
f>Rl>Rr
|
ECPWYImt
|
|
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
|
45
|
|
f>Rl>Rr
|
ECPWYImt
|
|
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
|
41
|
|
f>Rl>Rr
|
CPWYImt
|
|
Built for long-distance reconnaissance and plotting new hyperspace routes, the lightly armed JumpMaster 5000 is often extensively retrofitted with custom upgrades. |
p
|
#
|
1
|
uNom Lumb
|
38
|
|
f>Rl>Rr
|
CPWYImt
|
|
After you become the defender, if the attacker is not in your p, you must rotate your p indicator to a standard arc the attacker is in.
|