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->Jump 1 (Perform a move during which you ignore terrain that is height X or lower. This is treated as a move action.)
Charge (After you perform a move action, you may perform a free melee attack action.)
Deflect (While defending, if you spend a dodge token, you gain “Surge: Block”: if it’s a ranged attack, the attacker suffers 1 wound for each Surge rolled.)
Immune: Pierce (Pierce cannot be used against you.)
Nimble(After defending, if you spent 1 or more dodge tokens, gain 1 dodge token.)
Armor (While defending, cancel all hit results.)
Arsenal 2 (While attacking, each model on this unit can use up to 2 of its weapons.)
Weak Point 1: Rear: (While defending, if the attacker’s unit leader is inside your Rear arc, the attack pool gains Impact 1.)
Climbing Vehicle (You are treated as a trooper for the purposes of vertical movement.)
Expert Climber (While clambering, do not roll defense dice or suffer wounds.)
Master of the Force 1 (During the End Phase, you may ready 1 of your Force upgrade cards.)
Relentless (After you perform a move action, you may perform a free attack action.)
Precise 1 (When you spend an aim token, reroll up to 1 additional die.)
Weapon: (Range 1) 2 Black d8's
Blast (Ignore cover.)
Fixed: Front (The defender must be inside your front arc.)
Spray (Add this weapon's dice to the attack pool one time for each mini in the defending unit to which line of sight is not blocked.)
Weapon: (Range 2-4) 1 Red d8; 2 Black d8's
Impact 3 (While attacking a unit that has ARMOR, change up to 3 hit results to critical hit results.)
Weapon: (Range 1-3) 5 Black d8's
When you issue orders, one of those orders can be issued to any friendly unit on the battlefield.
Weapon: (Range 4-Infinite) 3 White d8's
Suppressive (After you perform an attack, the defender that this weapon was used against gains 1 suppression token.
->Until the end of your activation, you gain Arsenal 2 (While attacking, each of your minis can use up to 2 of its weapons.)
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