Mist Hunter (B)

Mist Hunter (B)

Avg. Rating 5.0
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Side Neutral
Rarity Rare
Version B
Type Space/Ground
Points 3


Expansion

Abbreviation
BH

Card Number
20 / 78

Author/Publisher
Independent Development Committee
Publish Date
12/1/2010

Independent Development Committee

Card Text

Switch: Accuracy 1/+10 speed and Critical Hit 2

Upkeep: Pay 1 build point or tap Mist Hunter.

The Mist Hunter can be piloted only by Droids and Bounty Hunters.

Shields 1



Keywords

Accuracy
Accuracy X/-X: A cumulative, static ability that means, "Add X to each of this unit’s attack dice." and "Subtract X from each of this unit’s attack dice." respectively. Accuracy can’t alter "natural" rolls to affect Critical Hit, Fury, or Parry, but it can affect your chance against Armor. If a unit gets the Accuracy ability after you roll attack dice, it's too late to affect the hits.
Bounty
Bounty: [bonus]: A layered ability triggered during a unit discard that means, "When another unit is discarded by damage from this unit, you gain the following when your next build step starts." Bounty triggers even if the attacking unit leaves play. Bounty works in the build zone. You will gain the bounty even if the attacking unit is sent to the discard pile. The unit can't collect a bounty on itself.
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.
Pilot
[sub-type] Pilot: A layered, static ability written as "[sub-type] Pilot. The [sub-type] gets:… ." that means, "You may move this card onto or off of a non-Droid Space or Ground unit of the correct sub-type once during the build step. Ignore all other text on this card except its name, sub-type and health. The piloted unit can't have more than one Pilot." Treat all of a unit's Pilot abilities for a sub-type as a single Pilot ability for that sub-type. It grants abilities to that unit alone. See the "Pilots" section of the rules PDF for more info.
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.
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.
Upkeep
Upkeep: [Cost]: A layered ability triggered when the build step starts that means, "When the build step starts each turn, you must pay the following cost." You must choose one of the costs that you can pay each turn, and ignore the others. You must still pay the Upkeep costs of a unit even if that unit is in the build zone, becomes the top card of a unique unit stack, or Pilots another unit. The Upkeep must be paid if you can pay it. If you can't pay any of the listed costs in full, then ignore Upkeep. If a unit has multiple Upkeep abilities, fulfilling just one of the Upkeep abilities (such as tapping the unit) does not satisfy all the Upkeep costs at once; it would only satisfy that instance of Upkeep. You may choose the order of multiple Upkeep abilities to keep an Upkeep from being paid, though a different order might pay it.

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