Invasion Army

Invasion Army

Avg. Rating 5.0
1 Rating

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10


Side Dark
Rarity Rare
Version A
Type Ground
Points 3


Expansion

Abbreviation
ION

Card Number
25 / 181

Author/Publisher
Independent Development Committee
Publish Date
5/1/2009

Independent Development Committee

Card Text

Hidden Cost 8

When you use Hidden Cost to deploy this unit to the Ground arena, choose one of your opponent's Locations. You gain control of that Location until end of game. If your opponent has no Locations in play, you may search your deck for a Ground Location card, show it to your opponent, and put it into the build zone with 1 build counter on it. Shuffle your deck.

Overkill



Keywords

Hidden Cost
Hidden Cost X: A selective, static effect that means, "As long as you have a number of build counters on this card equal to X or the unit's current build cost (whichever is less), you may complete it anytime by paying Force for the remaining build cost, if any." Effects and stacking rules may reduce the build cost. You do not need to pay Force if the build cost is within the Hidden Cost integer. You can deploy it to the build zone. Hidden cost can only be played if the card is partially built and has the required number of build counters on it. You may use Hidden cost anytime, even during any Play-or-Pass chances not reserved for re-roll, damage prevention, or disrupt POP chances. If there are a number of build counters on the unit equal to or greater than the Hidden Cost integer, you do not need to pay any Force. You may not use Hidden Cost to deploy a Pilot to a unit.
Overkill
Overkill: An isolated ability triggered during the pending damage POP that means, "When this unit attacks, you may divide hits in excess of the defending unit's remaining health between that unit and another unit in the same arena." The player who controls the attacking unit decides how many hits (if any) in excess of the defending unit's remaining health to reassign as damage to the second unit. (That player can't change their mind afterward.) A number of hits equal to the defending unit's health must be assigned to the defending unit, and the remainder may be assigned to the defending unit or another unit in the same arena. Overkill damage is caused by the ability, not the die roll. Shields, Parry, and Armor have no effect against it, but damage prevention not specifying dice works normally. Both units resolve damage in tandem.