Wild Karrde (A)

Wild Karrde (A)

Avg. Rating 5.0
1 Rating

6
30
4
4


Side Neutral
Rarity Rare
Version A
Type Space
Points 3


Expansion

Abbreviation

Card Number
24 / 80

Author/Publisher
Independent Development Committee
Publish Date
2/1/2013

Independent Development Committee

Card Text

Critical Hit 1

Armor

Pay 1 build point    Roll a die. If you roll 3 or less, you may draw a card. If you roll a 4 or more, whenever Wild Karrde would be damaged by an attacking unit this turn, prevent up to 2 of that damage. Play only during your build step.



Keywords

Armor
Armor: An isolated, static ability that means, "This unit can only be hit on a roll of 5 or more." Armor works against dice of damage and attack dice. It redefines what die roll is required to hit a unit. It doesn’t modify the die roll like Accuracy. A unit with Accuracy 1 attacking a unit with Armor hits with 4's, 5's, and 6's.
Critical Hit
Critical Hit X: A cumulative ability triggered during the pending damage POP that means, "If you rolled at least one natural six with this unit's attack dice, this unit does X more damage for this attack." Only one natural "6" counts in the attack roll after re-rolls. If a unit gets the Critical Hit ability after you roll attack dice, it's too late to affect the damage. Accuracy can't increase the die roll to a natural "6". However, you or your opponent may use an effect to re-roll dice to affect the number of natural sixes. (You only count the six, if any, from the roll used for the attack.) Critical Hit applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.

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