Regrouped Rebel Fleet

Regrouped Rebel Fleet

Avg. Rating 5.0
1 Rating

8
20
7


Side Light
Rarity Uncommon
Version A
Type Space
Points 2

Subtype

Expansion

Abbreviation
TDT

Card Number
173 / 340

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

Independent Development Committee

Card Text

This unit's power is equal to the number of Subordinates you have in any arena.

Reserves: , Pay 4 Force    Choose one: Take 2 40/3/1 Infiltrator Team Subordinates with "Stealth" and put them into the Ground arena. Or: take 2 40/3/2 Elite Rebel Commando Subordinates with "Armor" and put them into the Character arena.



Keywords

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.
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.)
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.