Vader's TIE Fighter (C)

Vader's TIE Fighter (C)

Avg. Rating 5.0
1 Rating

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Side Dark
Rarity Rare
Version C
Type Space
Points 3


Expansion

Abbreviation
SAV

Card Number
29 / 90

Author/Publisher
Independent Development Committee
Publish Date
10/1/2006

Independent Development Committee

Card Text

Vader's TIE Fighter gets Accuracy and Overkill as long as it's attacking a Starfighter.

As long as Darth Vader is in any arena, if Vader's TIE Fighter would be discarded from the Space arena, retreat it and remove all damage counters from it instead. You lose 2 Force.

Pay 2 Force    Deflect 1


Usage Notes

The retreat effect works even when a discard effect is played.


Keywords

Accuracy
Accuracy X/-X: A cumulative, static ability that means, "Add X to each of this unit’s attack dice." and "Subtract X from each of this unit’s attack dice." respectively. Accuracy can’t alter "natural" rolls to affect Critical Hit, Fury, or Parry, but it can affect your chance against Armor. If a unit gets the Accuracy ability after you roll attack dice, it's too late to affect the hits.
Deflect
Deflect X: A layered ability activated during the damage prevention POP that means, "Prevent X damage to this unit, and this unit may do that much damage to a unit of your choice in the same arena." Deflect creates new damage that can be done to any unit in the arena (even itself). Deflect may be deflected any number of times. Damage is applied after all prevention and deflects resolve. The damage that the unit does equals the damage it prevented. You can play each Deflect effect only once for each source of damage. Deflect as much damage as you can up to the Deflect value.
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.

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