Mace Windu (E)

Mace Windu (E)

Avg. Rating 5.0
1 Rating

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Side Light
Rarity Rare
Version E
Type Ground
Points 3

Subtype

Expansion

Abbreviation
RAW

Card Number
22 / 120

Author/Publisher
Independent Development Committee
Publish Date
4/1/2008

Independent Development Committee

Card Text

Treat Mace as a Republic Officer.

Detach an Equipment from Mace    Mace gets +2 power and Critical Hit 2 until end of turn. Play only if Mace is attacking.

Pay 3 Force    Evade 2



Keywords

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.
Evade
Evade X: A layered ability activated during the damage prevention POP that means, "Prevent up to X damage to this unit." You can play Evade only once for each instance of damage. You don't have to use all of the Evade. You choose how much damage to Evade up to X, even if the full amount of damage or more is pending.

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