Harbinger (A)

Harbinger (A)

Avg. Rating 5.0
1 Rating

7
40
5
6


Side Dark
Rarity Common
Version A
Type Space
Points 1


Expansion

Abbreviation
KAE

Card Number
141 / 195

Author/Publisher
Independent Development Committee
Publish Date
12/25/2020

Independent Development Committee

Card Text

Armor

Resilience 2

As long as Darth Sion is in any arena, Harbinger gets Damage Control 1 and Fortitude.

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.
Damage Control
Damage Control X: A cumulative, triggered ability that means, "When your build step starts, you may remove up to X damage counters from this unit."
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.
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.
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."