


You may choose the order of multiple Upkeep abilities to keep an Upkeep from being paid, though a different order might pay it.This is the cover of Dark Empire, Dark Horse's simultaneously awesome and ridiculous Star Wars sequel comicĪfter the success of " The Force Awakens" and " Rogue One," it's hard to imagine " Star Wars: The Last Jedi" would become one of the most divisive films in the franchise. 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. If you can't pay any of the listed costs in full, then ignore Upkeep. The Upkeep must be paid if you can pay it. 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. Upkeep Upkeep: : 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. See the "Pilots" section of the rules PDF for more info. 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. Ignore all other text on this card except its name, sub-type and health. " 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. Pilot Pilot: A layered, static ability written as " Pilot. A unit with Accuracy 1 attacking a unit with Armor hits with 4's, 5's, and 6's. It doesn’t modify the die roll like Accuracy. It redefines what die roll is required to hit a unit. 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.
