Jedi Extermination

Jedi Extermination

Avg. Rating 5.0
1 Rating


Side Dark
Rarity Uncommon
Version A
Type Battle
Points 2

Expansion

Abbreviation
TDT

Card Number
150 / 340

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

Independent Development Committee

Card Text

Pay 3 Force    Choose one of your Sith Lords or Sith Masters in the Character arena. The chose Sith gets +X power and Fury X until end of turn, where X is the number of Jedi your opponent has in the Character arena.

Enhance: Pay 1 more Force    The chosen Sith also gets Overkill until end of turn.



Keywords

Enhance
Enhance: [Effect]: A selective, static effect that means, "You may play the following effect by paying the additional cost." The effect states whether you play it "instead" or "also". You must declare it to get its effect.
Fury
Fury X: A cumulative ability triggered by the initial dice roll that means, "When you roll at least one natural four with this unit's attack dice before re-roll, roll X additional attack dice." Only the first natural "4" counts. A four rolled after re-roll doesn't matter. If your unit gets the Fury ability after you roll attack dice, it's too late to roll additional attack dice. Fury applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate. Accuracy can't increase the die roll to a natural "4."
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.