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Accuracy

Accuracy X/-X: A cumulative, static ability that means, "Add X to each of this unit’s attack dice." and "Subtract X from each of this unit’s attack dice." respectively. Accuracy can’t alter "natural" rolls to affect Critical Hit, Fury, or Parry, but it can affect your chance against Armor. If a unit gets the Accuracy ability after you roll attack dice, it's too late to affect the hits.

Ambush

Ambush X: A layered, activated ability that means, "If your opponent deploys, moves, or puts a unit into this arena, this unit does X dice of damage to that unit." Each Ambush can be used once per instance of a unit being deployed, moved, or put.

Area Damage

Area Damage X: A cumulative, triggered ability that means, "Whenever damage from this unit's attack causes a unit in this arena to be discarded, this unit may do X dice of damage to another unit in this arena."

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.

Bombard

Bombard X: A cumulative, static ability that means, "This unit may attack a unit in the Ground arena instead of the Space arena, using X power plus any other effects." You choose whether to use Bombard to attack a unit in the Ground arena or to make a normal attack in the Space arena. You can't attack a unit in the Space arena using Bombard. Power changes affect Bombard.

Bounty

Bounty: [bonus]: A layered ability triggered during a unit discard that means, "When another unit is discarded by damage from this unit, you gain the following when your next build step starts." Bounty triggers even if the attacking unit leaves play. Bounty works in the build zone. You will gain the bounty even if the attacking unit is sent to the discard pile. The unit can't collect a bounty on itself.

Critical Hit

Critical Hit X: A cumulative ability triggered during the pending damage POP that means, "If you rolled at least one natural six with this unit's attack dice, this unit does X more damage for this attack." Only one natural "6" counts in the attack roll after re-rolls. If a unit gets the Critical Hit ability after you roll attack dice, it's too late to affect the damage. Accuracy can't increase the die roll to a natural "6". However, you or your opponent may use an effect to re-roll dice to affect the number of natural sixes. (You only count the six, if any, from the roll used for the attack.) Critical Hit applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.

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."

Deflect

Deflect X: A layered ability activated during the damage prevention POP that means, "Prevent X damage to this unit, and this unit may do that much damage to a unit of your choice in the same arena." Deflect creates new damage that can be done to any unit in the arena (even itself). Deflect may be deflected any number of times. Damage is applied after all prevention and deflects resolve. The damage that the unit does equals the damage it prevented. You can play each Deflect effect only once for each source of damage. Deflect as much damage as you can up to the Deflect value.

Double Damage

Double Damage: An isolated, static ability played during the damage placement POP that means, "Put 1 additional damage counter on the defending unit for each 1 damage that wasn't prevented." Damage counters placed by a unit with Double Damage are in addition to the counters that would be placed normally if the attacking unit did not have Double Damage.

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.

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.

Foresight

Foresight: [Effect]: A static, layered effect that means, "Whenever this unit attacks, you may predict the number of hits that will be rolled for that attack. If you're correct, gain the [effect]." For example, a unit with "Foresight: Gain 2 Force" will give you 2 force if you guess the number of hits rolled correctly.

Forewarning

Forewarning: [Effect]: A static, layered effect that means, "Whenever this unit is attacked, you may predict the number of hits that will be rolled for that attack. If you're correct, gain the [effect]. For example, a unit with "Forewarning: Gain 2 Force" will give you 2 Force if you guess the number of hits rolled correctly.

Hidden Cost

Hidden Cost X: A selective, static effect that means, "As long as you have a number of build counters on this card equal to X or the unit's current build cost (whichever is less), you may complete it anytime by paying Force for the remaining build cost, if any." Effects and stacking rules may reduce the build cost. You do not need to pay Force if the build cost is within the Hidden Cost integer. You can deploy it to the build zone. Hidden cost can only be played if the card is partially built and has the required number of build counters on it. You may use Hidden cost anytime, even during any Play-or-Pass chances not reserved for re-roll, damage prevention, or disrupt POP chances. If there are a number of build counters on the unit equal to or greater than the Hidden Cost integer, you do not need to pay any Force. You may not use Hidden Cost to deploy a Pilot to a unit.

Ion Cannon

Ion Cannon X: A cumulative, static ability that means, "This unit may attack a unit in the Space arena instead of the Ground arena, using X power plus any other effects." You choose whether to use Ion Cannon to attack a unit in the Space arena or to make a normal attack in the Ground arena. You can’t attack a unit in the Ground arena using Ion Cannon. Power changes affect Ion Cannon.

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.

Parry

Parry X: A cumulative ability triggered during the damage prevention POP that means, "If the attacking unit rolled at least one natural '1' against this unit, prevent X damage to this unit." Only one natural "1" is counted from the attack roll after re-rolls. Parry doesn't prevent damage from a parrying unit unless it attacks itself. Parry can't affect unpreventable damage. If a unit gets the Parry ability after you roll attack dice, it's too late to affect the damage. Accuracy can't decrease the die roll to a natural "1". However, you or your opponent may use an effect to re-roll dice to affect the number of natural ones. (You only count the 1, if any, from the roll used for the attack.) Parry applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.

Reserves

Reserves: [Ability]: A layered, static ability that means, "The following ability works while, and only while, it's in the build zone." The granted ability remains to be the ability of its type. (For example, activated abilities granted by Reserves may be disrupted.)

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."

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.

Riposte

Riposte X: A cumulative ability triggered by the roll of a natural two during an attack that means, "If the attacking unit rolled at least one natural two against this unit, this unit does X damage to it when the attack ends." Only one natural "2" is counted from the attack roll after re-rolls. Negative Accuracy can't decrease the die roll to a natural "2". However, you or your opponent may use an effect to re-roll dice to affect the number of natural twos. (You only count the 2, if any, from the roll used for the attack.) Riposte applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.

Shields

Shields X: A cumulative, static ability that means, "The attacking unit gets –X power against this unit." Shields only matters when attack dice are rolled. If you give a unit Shields after your opponent has rolled for damage, it doesn't affect the roll.

Stack

Stack: [List]: A layered, static ability that means "You may put a listed card under this unit as part of its stack." The listed cards can't be on top of the stack. Cards with the Stack ability don't count as the cards listed and don't contest with any of the listed cards. If a card is listed by its name you can't stack a card with a different name unless it satisfies a different criteria in the [list] or they represent the same unit. (See the "Different Versions with Different Names" section in the rules PDF) Unlike a normal stack, you can only have one version of each unique unit from the [list] in the stack. Non-unique cards listed on a card with the Stack ability are permitted to form a part of the stack and you can have multiple cards with the same name in the stack as long as they are non-unique. Cards added to a card's stack using the Stack ability cannot exceed the 4 card maximum normal stacking rule. If a unique card with the Stack ability has another version of itself move to the top of it's stack, discard any cards in the stack that can't stack with the new version on top of the stack.

Stealth

Stealth: An isolated, static ability that means, "This unit can't be attacked unless it's tapped or has damage counters on it." An untapped and undamaged unit with Stealth can still be affected by alternative types of damage. (Such as Overkill.) As long as the unit has any number of damage counters on it, it can't use Stealth.

Stun

Stun X: A cumulative ability triggered during the damage placement POP that means, "When this unit damages another unit, that unit gets –X power until end of battle." If no damage counters are placed as a result of damage, Stun doesn't occur. Stun works anytime the unit damages another unit, not just when it attacks. Only the unit with both Deflect and Stun abilities can stun when it activates its Deflect.

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.

Upkeep

Upkeep: [Cost]: 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. 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. The Upkeep must be paid if you can pay it. If you can't pay any of the listed costs in full, then ignore Upkeep. 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. You may choose the order of multiple Upkeep abilities to keep an Upkeep from being paid, though a different order might pay it.

Intimidation

Intimidation: An isolated, static ability that means, "This unit gets +10 speed, +1 power, and +1 health for each of your opponent’s units in this arena."

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."

Surge

Surge X: A cumulative, triggered ability that means, "Whenever another unit damages this unit, you may give a unit of your choice in this arena +X power until end of turn."