Rebel Navy (A)

Rebel Navy (A)

Avg. Rating 5.0
1 Rating

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Side Light
Rarity Uncommon
Version A
Type Space

Subtype

Expansion

Abbreviation
RO

Card Number
104 / 195

Author/Publisher
Independent Development Committee
Publish Date
6/25/2018

Independent Development Committee

Card Text

Shields 1

Resilience 2 (As long as Rebel Navy has at least 2 damage counters on it, it gets +2 power.)

When the battle phase starts, take 2 50/3/2 Rebel Mixed Fighter Group Subordinates with "When the battle phase ends, return this unit to your supply." and put them into the Space arena.

Overkill



Keywords

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.
Resilience
Resilience X: A cumulative, static ability that means, "As long as this unit has at least X damage counters on it, it gets +X power."
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.

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