Jumptroopers

Jumptroopers

Avg. Rating 5.0
1 Rating

8
40
6
6


Side Dark
Rarity Rare
Version A
Type Ground/Character
Points 3


Expansion

Abbreviation
TDT

Card Number
52 / 340

Author/Publisher
Independent Development Committee
Publish Date
5/1/2016

Independent Development Committee

Card Text

Switch: Accuracy 1/Stealth

Armor

As long as you have Darth Vader in any arena, this unit gets "Pay 1 build point    This unit gets Double Strike until end of turn. "

Pay 4 Force    Take 1 40/5/3 Incinerator Trooper Subordinate with "Overkill" and put it into the Ground or Character arena. Play only when no unit is attacking.



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.
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.
Double Strike
Double Strike: An isolated, static ability played after the attack end POP that means, "You may choose a unit that this unit can attack. This unit attacks that unit. Play only if this unit just attacked and only if it tapped for that attack." The unit must tap for the first attack, not the second. If it untaps, it may double strike again. Double Strike doesn't allow you to attack your own units.
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.
Stealth
Stealth: An isolated, static ability that means, "This unit can't be attacked unless it's tapped or has damage counters on it." An untapped and undamaged unit with Stealth can still be affected by alternative types of damage. (Such as Overkill.) As long as the unit has any number of damage counters on it, it can't use Stealth.
Switch
Switch: [1st/2nd/3rd type effect]: A layered, static ability that means, "As long as this unit is in the first arena listed on its type line, it gets the effects listed to the left of the first slash. As long as this unit is in the second arena listed on its type line, it gets the effects listed to the right of the first slash. As long as this unit is in the third arena listed on its type line, if any, it gets the effects listed to the right of the second slash, if any." If it says "None" as one of the arena type's effect, it means that it gets no extra effects while in that arena. The unit's Switch effects will correspond to the types listed on the unit's type line. There won't be a slash for an arena not listed in the unit's type. Switch doesn't allow units to change arenas during the battle phase.