Yaret-Kor Plasma Cannon

Yaret-Kor Plasma Cannon

Avg. Rating 5.0
1 Rating

3


Side Yuuzhan Vong
Rarity Common
Version A
Type Equipment
Points 1

Subtypes

Expansion

Abbreviation
SBS

Card Number
118 / 130

Author/Publisher
Independent Development Committee
Publish Date
6/12/2017

Independent Development Committee

Card Text

Remove 2 counters from your Resource    Equip

Equipped Capital Ship or Flagship gets +2 power and Damage Control 1.

Equipped Fleet gets +3 power, Precision, and Overkill.



Keywords

Damage Control
Damage Control X: A cumulative, triggered ability that means, "When your build step starts, you may remove up to X damage counters from this unit."
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.
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.
Precision
Precision: An isolated, static ability that means, "This unit cannot be intercepted." An attacking unit with Precision cannot have the target of its attack changed by a unit with the Intercept ability. "Elude" is the former name of this keyword. Treat any unit with Elude as if it has Precision instead.