General Julius Antares

Crew — Mercenary · Ironclads
General Julius Antares2Ironclads steamIronclads steam
Crew — Mercenary · IroncladsC-IR-17

Unique

Mercenaries you control have Plating 1.

When General Julius Antares comes on board, draw 2.

Firepower 22Hull 33

Explained

Unique301.2
You can't have a second copy on board.
Mercenaries you control have Plating 1.301.3d, 802.6
While this card is on board, every Mercenary you control has Plating 1, this card too, in your berth or dispatched, including Mercenaries that come on board later; it adds to any Plating they already have. Damage goes to the plating before the hull, and the plating comes back in full at the end of every turn. Plating isn't hull: the Ironclad unlock condition and Suppressing Fire look at hull only. When this card leaves the board, the plating goes; damage to the hull stays. Your opponent's Mercenaries don't get it (802.6).
When General Julius Antares comes on board, draw 2.301.10
Not when you deploy it: it happens once it has resolved and is on board, after your opponent's chance to react. Put on board without being deployed, as by Resurface, it happens too. In the sortie phase it goes into the crossfire (301.10). Put the top card of your hold into your hand, 2 times.
Code
C-IR-17
ID
general-julius-antares
Type
Crew — Mercenary 305
Fleet
Ironclads
Cost
{2}{IR}{IR} · 4 steam
Keywords
Plating 802.6Unique 301.2Static ability 301.3Arrival ability 301.10Draw 801.1
Test decks
In no test deck
Art
Illustrated
From card_general-julius-antares_default_v02.png

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