Dass Jennir's Lightsaber (A)

Dass Jennir's Lightsaber (A)

Avg. Rating 5.0
1 Rating

2


Side Light
Rarity Common
Version A
Type Equipment
Points 1


Expansion

Abbreviation
TDT

Card Number
219 / 340

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

Independent Development Committee

Card Text

Pay 2 Force    Equip

Equipped Jedi gets +1 health

Equipped Dass Jennir also gets "Bounty: Gain 1 Force" and "As long as you have another Jedi in the Character arena, Dass gets Parry 2"



Keywords

Bounty
Bounty: [bonus]: A layered ability triggered during a unit discard that means, "When another unit is discarded by damage from this unit, you gain the following when your next build step starts." Bounty triggers even if the attacking unit leaves play. Bounty works in the build zone. You will gain the bounty even if the attacking unit is sent to the discard pile. The unit can't collect a bounty on itself.
Equip
Equip: A selective effect on Equipment activated during the build step that means, "Attach this Equipment to a unit. Play only during your build step." You can pay the Equip cost only once per turn.
Parry
Parry X: A cumulative ability triggered during the damage prevention POP that means, "If the attacking unit rolled at least one natural '1' against this unit, prevent X damage to this unit." Only one natural "1" is counted from the attack roll after re-rolls. Parry doesn't prevent damage from a parrying unit unless it attacks itself. Parry can't affect unpreventable damage. If a unit gets the Parry ability after you roll attack dice, it's too late to affect the damage. Accuracy can't decrease the die roll to a natural "1". However, you or your opponent may use an effect to re-roll dice to affect the number of natural ones. (You only count the 1, if any, from the roll used for the attack.) Parry applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.