The Last Jedi

The Last Jedi

Avg. Rating 5.0
1 Rating

2


Side Light
Rarity Rare
Version A
Type Mission
Points 3

Subtype

Expansion

Abbreviation
TLJ

Card Number
62 / 225

Author/Publisher
Independent Development Committee
Publish Date
12/31/2018

Independent Development Committee

Card Text

When each turn starts, if you have only 1 Jedi in any arena or your build zone, that Jedi gets Focus 1, "Foresight: Gain 1 Force", "Forewarning: Prevent 1 damage to this unit.", Fortitude (This unit can prevent unpreventable damage to itself.), and "When this unit is discarded, gain 2 Force." until end of turn.



Keywords

Focus
Focus X: A cumulative ability triggered by the initial dice roll that means, "When you roll at least one natural five with this unit's attack dice before re-roll, this unit gets +X power for its next attack." Only the first natural "5" counts. A five rolled after re-roll doesn't matter. Focus 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 "5."
Foresight
Foresight: [Effect]: A static, layered effect that means, "Whenever this unit attacks, you may predict the number of hits that will be rolled for that attack. If you're correct, gain the [effect]." For example, a unit with "Foresight: Gain 2 Force" will give you 2 force if you guess the number of hits rolled correctly.
Forewarning
Forewarning: [Effect]: A static, layered effect that means, "Whenever this unit is attacked, you may predict the number of hits that will be rolled for that attack. If you're correct, gain the [effect]. For example, a unit with "Forewarning: Gain 2 Force" will give you 2 Force if you guess the number of hits rolled correctly.
Fortitude
Fortitude: An isolated, static ability that means, "This unit can prevent unpreventable damage to itself." Units with Fortitude can prevent damage from units with Ferocity and "damage... that can't be prevented" by using Deflect, Evade, Parry, and other damage prevention abilities. Fortitude only allows a unit to prevent unpreventable damage to itself, not to other units. Putting damage counters directly on a unit is not the same thing as doing damage, and also can't be stopped by Fortitude.