Chancellor Palpatine (I)

Chancellor Palpatine (I)

Avg. Rating 5.0
1 Rating

5
20
3
3


Side Light
Rarity Uncommon
Version I
Type Character
Points 2


Expansion

Abbreviation
RAW

Card Number
50 / 120

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

Independent Development Committee

Card Text

Each of your Republic units costs 1 less build counter to deploy unless that unit is a Clone.

Reserves:      Each of your Republic units gets +2 power and Critical Hit 1 until end of turn. When the battle phase ends, put 1 corruption counter on each of your republic units.



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.
Reserves
Reserves: [Ability]: A layered, static ability that means, "The following ability works while, and only while, it's in the build zone." The granted ability remains to be the ability of its type. (For example, activated abilities granted by Reserves may be disrupted.)

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