Pirate Gunship

Pirate Gunship
UnitContraption AirshipCost: 6ATK: 7 HP: 6
Flying, haste, long-range, resist 2 (Opponents must pay ② each time they would ◎ this with a spell or ability.)
Obliterate 2 (Whenever this attacks, destroy the defender's two lowest tech units first.)
RedAnarchy Tech III



Flying Rulings
As a conceptual shorthand, think about flying and anti-air as follows: Ground forces without anti-air can only shoot straight. They can never hit fliers, ever. Flying forces can shoot both straight and down. Anti-air forces can shoot both straight and up. This is never a handicap because even though they CAN hit patrolling fliers, they aren't forced to. As a patroller, you only stop an attacker if it's on the *same* level as you. Anti-air ground forces on patrol will shoot at fliers as they fly over. — Sirlin
Fliers can ignore patrollers that don't have flying. In other words, they can attack something else instead if you want. — Sirlin
Fliers cannot ignore flying patrollers. The usual rules of the patrol zone apply, meaning if you want to attack with a flier at all, that flier CAN attack patrolling fliers so it must do that rather than attack other things such as non-patrollers or tech buildings. — Sirlin
When a flier attacks another flier or gets attacked by another flier, they both deal combat damage to each other as usual. When a flier attacks a ground unit or hero without anti-air, the flier deals its combat damage to the ground thing and the ground thing does NOT deal any combat damage to the flier. Ground forces without anti-air cannot even attack a flier at all. Ground forces with anti-air can attack fliers and deal combat damage to them as usual when they do. — Sirlin
Haste Rulings
Haste allows things that came under your control this turn use exhaust abilities, which means abilities that have exhaust as part of the cost (that is, the exhaust symbol BEFORE an arrow.) Haste also allows units and heroes to attack that came under your control this turn. — Sirlin
Things do NOT need haste to become exhausted as the result of an effect. For example, you can play a unit then immediately exhaust it with Boot Camp because the exhaust is an effect there, not a cost. — Sirlin
Long-range Rulings
Long-range does not prevent anti-air patrollers that the attacker flies over from dealing damage. — sharpo
Long-range does not prevent towers from dealing damage. — sharpo
Resist X Rulings
This has nothing to do with attacking. Opponents don't have to pay to attack something with resist, they only have to pay to target it with spells or abilities. — Sirlin
This does stack, so if one of your units gets resist 1 twice, opponents must pay 2 gold to target it with spells or abilities. — Sirlin
Obliterate X Rulings
Obliterate never targets. Having resist or being untargetable doesn't help against obliterate. — Sirlin
If there are any units that are indestructible or that can't leave play, ignore them when looking for the lowest tech unit. If such a thing would be their "lowest tech unit" then instead destroy their next lowest. — sharpo