Add a Pip
After Rolling for an attack: spend 1 Edge to add 1 to a single attack roll. If this increases an 11 to a 12, it does not inflict a critical hit for being a 12. You can only do this once per Combat Phase.
After Rolling for an attack: spend 1 Edge to add 1 to a single attack roll. If this increases an 11 to a 12, it does not inflict a critical hit for being a 12. You can only do this once per Combat Phase.
After a roll on the Motive Systems Table is made against your vehicle: spend 1 Edge to reroll. You must accept the new result. You may only spend one Edge token per motive system damage check.
After a roll on the Determining Critical Hits Table is made against your unit: spend 1 Edge to reroll. You must accept the new result. You may only spend one Edge token per critical hit.
Before rolling to attack a target in its rear arc: Spend 1 Edge to increase your damage rating by 1, in addition to the bonus 1 damage for attacking the target in the rear.
When you take damage from a Physical Attack, including self-inflicted damage from DFA or Charge: Spend 1 Edge to reduce the damage you receive by 1.
At the start of the Combat Phase: Spend 1 Edge to change your facing direction.
During the End Phase: Spend up to 2 Edge to reduce your heat by the same amount.
When spotting: Spend 1 Edge to also attack this Combat Phase without incurring the +1 penalty to the Target Number for you or any ally benefitting from your spotting.
When attacking a target at short range, if you used jumping movement this turn: Spend 1 Edge to reduce your Target Number penalty for jumping to +1 instead of +2.
After rolling for an attack: Spend 1 Edge to cause one attack roll of 11 that hits to also inflict a critical.
After rolling for a Physical or MEL attack: Spend 1 Edge to reroll.
When using ground or sprint movement: Spend 1 Edge to gain +1 TMM, and you may move through enemy units this Movement Phase. If your printed TMM is 3 or more, this ability costs 2 Edge.
After rolling for an attack, if you used standstill movement this turn: Spend 1 Edge to reroll all of your dice.
When a friendly unit within 2" takes damage, if it is smaller size than you: Spend 1 Edge to prevent 1 damage to that unit.
When using ground or sprint movement: Spend 1 Edge to gain +2" or +4" movement this turn.