General Grievous (G) (Promo)

General Grievous (G) (Promo)

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Side Dark
Rarity Rare
Version G
Type Ground/Character



Abbreviation

Card Number
/ 100

Author/Publisher
Independent Development Committee
Publish Date
9/1/2015

Independent Development Committee

Card Text

Treat Grievous as a Dark Jedi Droid.

Switch: Critical Hit 2/Fury 3, Overkill

Armor

Pay 1 Force    Evade 1



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.
Critical Hit
Critical Hit X: A cumulative ability triggered during the pending damage POP that means, "If you rolled at least one natural six with this unit's attack dice, this unit does X more damage for this attack." Only one natural "6" counts in the attack roll after re-rolls. If a unit gets the Critical Hit ability after you roll attack dice, it's too late to affect the damage. Accuracy can't increase the die roll to a natural "6". However, you or your opponent may use an effect to re-roll dice to affect the number of natural sixes. (You only count the six, if any, from the roll used for the attack.) Critical Hit applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.
Evade
Evade X: A layered ability activated during the damage prevention POP that means, "Prevent up to X damage to this unit." You can play Evade only once for each instance of damage. You don't have to use all of the Evade. You choose how much damage to Evade up to X, even if the full amount of damage or more is pending.
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.
Switch
Switch: [1st/2nd/3rd type effect]: A layered, static ability that means, "As long as this unit is in the first arena listed on its type line, it gets the effects listed to the left of the first slash. As long as this unit is in the second arena listed on its type line, it gets the effects listed to the right of the first slash. As long as this unit is in the third arena listed on its type line, if any, it gets the effects listed to the right of the second slash, if any." If it says "None" as one of the arena type's effect, it means that it gets no extra effects while in that arena. The unit's Switch effects will correspond to the types listed on the unit's type line. There won't be a slash for an arena not listed in the unit's type. Switch doesn't allow units to change arenas during the battle phase.

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