| Animal Mimicry | 2 | Quad Mechs/Protomech Pilots | When moving through woods, spend 1 Edge to ignore the additional woods MP cost for this movement. Terrain must otherwise be legal for the unit. |
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| Antagonizer | 3 | Any | When an enemy declares weapon targets, spend 1 Edge to require it to direct one eligible weapon attack at you. You must be a legal target for that weapon with a final target number of 12 or less. Other weapons are unaffected. |
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| Assassin | 1 | Any | Before attacking a target from its rear arc, spend 1 Edge. Adjust the hit-location roll by +1 or -1 if the resulting location is rear torso armor. |
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| Blood Stalker | 2 | Any | During your movement, spend 1 Edge to mark one enemy. That enemy receives -1 to its attack target numbers against you and +2 against other units. This ends when you are more than 12 hexes apart, either unit is destroyed, or you mark a different target. Only one mark from this ability can affect an enemy at a time. |
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| Bulwark | 1 | Any | When receiving physical-attack damage, including your own Charge or DFA damage, spend 1 Edge to reduce received damage by 5. |
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| Cautious | 1 | Any | At the start of the Combat Phase, spend 1 Edge to face any direction. The book supplies no separate Total Warfare phase wording; agree the phase timing with the GM. |
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| Cluster Hitter | 2 | Any | Before rolling on the Cluster Hits Table for one weapon that hit, spend 1 Edge for +1 to that roll. Cap the modified result at 12; damage cannot exceed the weapon's maximum cluster result. |
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| Combat Intuition | 3 | Any | At the start of the turn, spend 1 Edge and take 1 pilot hit to move and resolve your weapon attacks before normal movement; their damage applies immediately. Make any consciousness check required by the pilot hit before acting. Those actions replace your normal movement and weapon attacks this turn. A vehicle crew instead suffers a Crew Stunned result after its early attacks. |
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| Coolant Flush | 1 | Mechs | In the End Phase, spend up to 2 Edge. Remove 4 heat for each Edge spent. |
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| Cross-Country | 2 | Combat Vehicles Pilots that use Ground Movement Types | When beginning movement through water, spend 1 Edge to ignore additional water MP costs and depth-based movement limits for this move. This does not permit a prohibited movement mode to enter water or ignore breaching, submerged weapon limits, or drowning. Apply normal water conditions wherever the unit ends movement. |
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| Demoralizer | 3 | Any | After making a weapon attack at medium range or closer, spend 1 Edge to force its target to make one applicable campaign morale check at the end of the phase, at +1 target number. If the scenario has no morale system, the target instead rolls 2D6 against its Piloting/Driving skill +1; failure imposes +1 on its attacks next turn. |
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| Dodge | 2 | Mechs, Protomech Pilots | When targeted by one physical attack, before its attack roll, spend 1 or 2 Edge to increase that attack's target number by the amount spent. |
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| Dust-Off | 2 | VTOL, Fighter, Small Craft, Dropship Pilots | When landing an airborne unit, spend 1 Edge to treat light woods in its landing footprint as clear solely for landing legality and landing Control Roll modifiers. Heavy woods, obstructions, and normal endpoint terrain effects remain. |
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| Eager | 1 | Any | Befor the first Movement Phase of the sortie (only): Spend 2 Edge to make a Ground movement up to your MV or 5 whichever is less. This does not count as your movement for the first turn. |
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| Eagle's Eyes | 2 | Any | In the End Phase, spend 1 Edge to reveal hidden minefields within the sensor-detection range allowed by the scenario. If no sensor-detection range is defined, use 2 hexes. This reveals minefields, not hidden units. |
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