Shoot Second, basic ability - Deal physical damage to the target. If it is Mando's turn, deal 50% more damage for every positive effect he has lost since the end of his last turn



Flame Jet, special ability with a three turn cooldown - Deal physical damage to the target. Inflict ability block, burning and daze for two turns. Mando gains 25% turn meter for each effect that is not inflicted



Disintegrate, special ability with a one turn cooldown - Instantly defeat the target, which can't be evaded. They can't be revived. This ability starts on cooldown. If Mando took damage from an attack or gained bonus turn meter from another ally since the end of his last turn, the cooldown of this ability is set to max



Hunter and Prey, unique ability - At the start of the encounter and whenever Mando ends his turn, he gains two stacks of Mandalorian Armor for one turn. This effect can't be dispelled or prevented. Whenever Mando is damaged by an enemy, he loses one stack. Mandalorian Armor: This unit can't take damage from attacks equal to more than 25% of their max health



Mando's Payout - Whenever Mando receives a Reward from a Contract, he also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.) Payout: Mando gains three stacks of Beskar Armor instead of Mandalorian Armor and a new special ability, Whistling Birds: Deal physical damage to six random enemy targets, this attack ignores defense (cooldown 3). Beskar Armor: This unit can't take more than 1 damage from attacks

Shoot on Sight, basic ability - Deal physical damage to the target and the weakest enemy



Made to Kill, special ability with a two turn cooldown - Deal physical damage to all enemies twice. IG-11 gains 10% turn meter for every enemy present



Default Procedure, special ability with a one turn cooldown - IG-11 is instantly defeated and can't be revived. Deal physical damage to all enemies and remove all turn meter, which can't be resisted. Deal 30% more damage for every enemy present. The cooldown of this ability is set to max if another combatant ally isn't present or if all allies are at full health



Kuiil's Programming, unique ability - Whenever another Scoundrel ally takes damage, IG-11 gains 15% turn meter. Whenever IG-11 damages an enemy with an attack, he deals bonus damage equal to 20% of their max health. IG-11's attacks can't be countered



IG-11's Payout - Whenever IG-11 receives a Reward from a Contract, he also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.) Payout: IG-11 recovers full health and protection, and gains offense up and defense penetration up for two turns. If IG-11 is not present, he is revived with full health and protection

Machine Gun Fire, basic ability - Deal physical damage to all enemies and dispel the last two positive effects they have gained, deal 30% more damage to enemies without a positive effect



I Got Your Back, special ability with a three turn cooldown - Cara and target other ally gain critical hit immunity, retribution and offense up for two turns. When these effects expire, they regain them for one turn



Time to Improvise, special ability with a three turn cooldown - Deal physical damage to target enemy four times. Grant target other ally 60% turn meter, this attack gains effects based on their role (Attacker: Ignore the target enemy's protection, Support/Healer: Remove all turn meter, which can't be resisted, Tank: All allies recover protection equal to the damage dealt)



Shock Trooper Training, unique ability - While Cara has a positive effect, she ignores defense and assists other Scoundrel allies whenever they use an ability during their turn, once per turn

Over Here!, basic ability - Deal physical damage to the target. Guild Mercenary gains taunt for two turns and recovers 20% protection if he already has taunt



Lay Low, special ability with a three turn cooldown - Target other ally recovers 40% protection and gains damage immunity and stealth until no allies have retribution. Then, all Scoundrel allies without stealth gain retribution until they counter twice



Hired Help, unique ability - Whenever another Scoundrel ally attacks during an enemy's turn, Guild Mercenary assists. Guild Mercenary deals triple damage whenever he assists Greef Karga





Risky Business, special ability with a two turn cooldown - Call all other Scoundrel allies with critical damage up to assist. All allies gain defense up and speed up for two turns. If an ally loses this speed up effect during an enemy's turn, they gain critical chance up and critical damage up for two turns



No Questions Asked, leader ability - Scoundrel allies gain 25% accuracy and offense. Summon "The Child" in the ally slot.



When Greef Karga is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Whenever "The Child" ends its turn, prevent it from being inflicted with a negative effect until the start of its next turn. Reward: Scoundrel allies gain an additional 25% offense and Bounty Hunter allies have their Payouts activated until the end of the encounter.



Guild Agent, unique ability - While Greef Karga is present, Scoundrel allies gain 150% tenacity while they have a positive effect. Whenever a Scoundrel ally resists a negative effect while Greef Karga is present, they lose the last positive effect they have gained at the end of that turn



"The Child", unique ability - Light Side, Support

Juvenile Healing Abilities, basic ability - Target other ally recovers 35% health, dispel their negative effects



A Power of Legend, special ability with a three turn cooldown - All other allies have their negative effects dispelled and gain foresight for two turns. Whenever these foresight effects expire during an enemy's turn, that enemy takes damage equal to 20% of their max health



Chance Happening, unique ability - "The Child" is immune to damage and can't assist, gain bonus turn meter or be defeated. The first time an ally would be defeated each encounter, they are immune to damage until the end of the turn, then "The Child" takes a bonus turn and its speed set to 0 until the end of the encounter Dual Pistol Blast, basic ability - Deal physical damage to the target and inflict potency down for two turns. If all allies have a positive effect, deal damage a second time and inflict speed down for two turnsRisky Business, special ability with a two turn cooldown - Call all other Scoundrel allies with critical damage up to assist. All allies gain defense up and speed up for two turns. If an ally loses this speed up effect during an enemy's turn, they gain critical chance up and critical damage up for two turnsNo Questions Asked, leader ability - Scoundrel allies gain 25% accuracy and offense. Summon "The Child" in the ally slot.When Greef Karga is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Whenever "The Child" ends its turn, prevent it from being inflicted with a negative effect until the start of its next turn. Reward: Scoundrel allies gain an additional 25% offense and Bounty Hunter allies have their Payouts activated until the end of the encounter.Guild Agent, unique ability - While Greef Karga is present, Scoundrel allies gain 150% tenacity while they have a positive effect. Whenever a Scoundrel ally resists a negative effect while Greef Karga is present, they lose the last positive effect they have gained at the end of that turn"The Child", unique ability - Light Side, Support

"The Mandalorian" Din Djarin, Bounty Hunter attacker that values both his duty and moralsIG-11, Bounty Hunter attacker that attacks any recognized target with deadly forceCarasynthia "Cara" Dune, Tough Scoundrel attacker that fends off enemies and finds a way to succeedGuild Mercenary, Scoundrel tank that can provide any protection necessaryGreef Karga, Scoundrel support that gives bounties and gets support before engaging enemies