Easy_ROTS_DS_Themed

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.

Alternative Cost

Alternative Cost: [cost]: A selective, static effect that means, "Instead of paying the build cost of this card, you may complete this card by paying the [cost] listed." Alternative Cost must be paid in full, if it is not possible to pay the [cost] completely, you can't complete the card. You must pay the [cost] in the order listed. Any ability that reduces the normal cost to complete a card does not reduce the [cost] in that card's Alternative Cost, unless the ability specifically says so.

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.

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.

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.

Equip

Equip: A selective effect on Equipment activated during the build step that means, "Attach this Equipment to a unit. Play only during your build step." You can pay the Equip cost only once per turn.

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.

Fury

Fury X: A cumulative ability triggered by the initial dice roll that means, "When you roll at least one natural four with this unit's attack dice before re-roll, roll X additional attack dice." Only the first natural "4" counts. A four rolled after re-roll doesn't matter. If your unit gets the Fury ability after you roll attack dice, it's too late to roll additional attack dice. Fury applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate. Accuracy can't increase the die roll to a natural "4."

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.

Intercept

Intercept: A selective ability activated during the attack POP that means, "If one of your other units is being attacked in the same arena, the attacking unit now attacks this unit instead." Intercept doesn't end the attack. Any number of units may intercept an attack once for each instance of the effect. Each intercepting unit has been attacked. Intercept isn’t a prevention ability. Intercept doesn’t cause a new attack. (It is the same attack.) Your unit may intercept an attack from one of your own units (but not from itself) as long as that unit can attack it. If it can't attack the intercepting unit, you can pay its activation, but the defending unit won’t change. "For this attack" effects do not trigger for each intercept. Some effects may end because they don't apply to the new defending unit unless the effect's conditions are met by the new defending unit. An effect that addresses the attack can't be played for each intercept, but could continue.

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.

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.

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.

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.