Mandalorian Invasion Force

Mandalorian Invasion Force

Avg. Rating 5.0
1 Rating

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9


Side Neutral
Rarity Rare
Version A
Type Space/Ground
Points 3


Expansion

Abbreviation
DAN

Card Number
27 / 160

Author/Publisher
Independent Development Committee
Publish Date
12/31/2017

Independent Development Committee

Card Text

Alternative Cost: Discard the top 5 cards of your opponent's deck, discard the top 5 cards of your deck, discard any number of your Mandalorians with combined total build cost 15 or more from any arena.

Shields 1

Overkill

Pay 3 build points    Take 1 60/2/3 Davaab-Class Starfighter Subordinate with "Fury 3" and put it into the Space arena. Play only during your build step.



Keywords

Alternative Cost
Alternative Cost: [cost]: A selective, static effect that means, "Instead of paying the build cost of this card, you may complete this card by paying the [cost] listed." Alternative Cost must be paid in full, if it is not possible to pay the [cost] completely, you can't complete the card. You must pay the [cost] in the order listed. Any ability that reduces the normal cost to complete a card does not reduce the [cost] in that card's Alternative Cost, unless the ability specifically says so.
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.
Shields
Shields X: A cumulative, static ability that means, "The attacking unit gets –X power against this unit." Shields only matters when attack dice are rolled. If you give a unit Shields after your opponent has rolled for damage, it doesn't affect the roll.