Jedi Knight's Training

Jedi Knight's Training

Avg. Rating 5.0
1 Rating

1


Side Light
Rarity Rare
Version A
Type Equipment
Points 3


Expansion

Abbreviation
JK

Card Number
8 / 95

Author/Publisher
Independent Development Committee
Publish Date
10/23/2019

Independent Development Committee

Card Text

Pay 1 Force    Equip

Equipped Jedi gets Fortitude and "Foresight: Gain 2 Force."

Equipped Jedi Knight or Jedi Master also gets "Pay 3 Force    This unit gets Armor until end of turn. Play only when no unit is attacking."



Keywords

Armor
Armor: An isolated, static ability that means, "This unit can only be hit on a roll of 5 or more." Armor works against dice of damage and attack dice. It redefines what die roll is required to hit a unit. It doesn’t modify the die roll like Accuracy. A unit with Accuracy 1 attacking a unit with Armor hits with 4's, 5's, and 6's.
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.
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.
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.