Darth Plagueis (B)

Darth Plagueis (B)

Avg. Rating 5.0
1 Rating

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Side Dark
Rarity Rare
Version B
Type Ground/Character
Points 3



Abbreviation
AAA

Card Number
4 / 175

Author/Publisher
Independent Development Committee
Publish Date
9/28/2021

Independent Development Committee

Card Text

Switch: Ferocity/Overkill

As long as your Force total is 4 or more, each of your opponent's units gets Backfire 2.

Pay 2 Force    Absorb 2

Pay 1 Force    Retaliate 2



Keywords

Backfire
Backfire X: A cumulative ability triggered by the initial dice roll that means, "When you roll at least one natural three with this unit's attack dice before re-roll, this unit does X dice of damage to itself when the attack ends." Backfire applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.
Ferocity
Ferocity: An isolated, static ability that means, "Damage from this unit can't be prevented." Damage that can't prevented includes all damage coming from the unit with Ferocity, including damage from attacks, Ambush, Deflect, Retaliate, and other abilities. Units with Fortitude override this ability, and can prevent damage to themselves from units with Ferocity.
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.
Retaliate
Retaliate X: A layered ability activated during the attack POP that means, "If a unit in the same arena as this unit is attacking this unit, this unit does X dice of damage to that unit when the attack ends." A Retaliate ability without an activation cost has a printed cost of "Pay 0 Force -->". Retaliate resolves when the attack ends, even if your unit gets discarded. Retaliate dice are just dice of damage, not attack dice, and can trigger Stun. Retaliate based on a unit’s power is based on its total power at the time the Retaliate is activated. Retaliate doesn't work with attacks from another arena (such as Bombard and Ion Cannon) or the build zone. A unit may retaliate against itself if it attacks itself. Each Retaliate may be used once per attack. Each defending unit can activate Retaliate during the attack POP, which resolve in their order when the attack ends, even if the retaliating unit is discarded.
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.
Absorb
Absorb X: An activated ability that means, "Prevent up to X damage to this unit, and it gains power for its next attack equal to the amount of damage prevented this way."

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