Rules v1.2.4
Traits are keywords that are marked on a model’s attribute line that reference a special rule that apply to that model.
Multiple instances of a trait are cumulative, or stack, their effect(s) unless noted otherwise.
Traits may be marked as a System Trait, which means that the trait may be damaged by a critical damage effect. System Traits that are damaged can be Repair(/traits#repair)(/action/repair)ed.
Models with Assault Craft may Board at a range of 3" instead of 1".
This model's Short Sensor Range is increased to 6" for its Point Defense weapon, and may add +1F to other models Point Defense attacks within 6" instead of 3".
Alternatively, friendly models within 6" of this model may use its Defense in lieu of their own when resolving a Point Defense weapon attack, in which case this model does not contribute +1F.
This Capital Ship may be protected by a single Squadron or Drone in the Escorting state.
Cargo: X
This model has capacity for up to X slots worth of Cargo upgrades. Unless otherwise specified, Cargo contents are Private Information.
System Trait
Models taking the Launch action may deploy in the Front arc of a model within 6".
System Trait
Cloaked models are always considered to be at Long Range.
Friendly models in Short Sensor Range of this model may use the Skill rating of this model instead of their own for any Skill Tests that are required except Repair(/traits#repair)(/action/repair) rolls.
Enables Squadrons to declare the Drone Command and Vector Attack actions.
This model is a valid target for the Drone Command action.
This model may embark one Capital Ship at deployment. The unit card of the embarked Capital Ship is considered Secret Information until it takes the Launch action, after which it is no longer secret.
A model with the Dock trait may not itself be Embarked during deployment.
Electronic Counter-Counter Measures:X
Cancels up to X ratings of ECM.
Electronic Counter Measures:X
Attacks targeting this model are diminished X times.
Electronic Emissions:X
When targeting this model add X to the Sensors rating of the attacking model.
Energy Armor: X
When attacked with a Beam Projector or Particle Cannon weapon, this model adds X to all Armor ratings in all arcs.
Capital Ship models with Escort are considered a Squadron for purposes of determining eligibility for deployment or being held In Reserve with regards to the various Deployment Types.
Squadron models with Escort may enter the Escorting state during any activation, not just the one in which they are deployed on the table, by moving into base contact with a friendly Capital Ship.
Squadron models with Escort may retain their activation and may leave the Escorting state by moving away from their Capital Ship during their activation. If they do so, they must leave the Escorting state. Squadrons may forfeit their activation to behave normally under the effects of the Escorting state.
Models with the Evasive trait may in some cases engage in quick course changes to avoid attacks.
Evasive has no effect in the following situations:
In situations where evasive maneuvers are possible, when resolving an Attack instead of the attacking player performing an Unopposed Roll, perform an Opposed Roll. The attacking player is the Primary Player and the defending Player is the Secondary Player.
The Primary Player's dice pool is calculated as normal and the Secondary Player's Base Pool is equal to their Skill rating.
The Secondary Player may expend 1 Fuel to for +1F to their role, only once. Squadrons that have the Evasive trait natively that declare the Boost action gain this benefit for free.
This model is not worth victory points for being Crippled or Destroyed.
Models without the Fast trait declaring an Interception or Bombing Run on a this model must make a Skill Test. If the Result is [N], the intercepting or bombing model loses a Fuel. If the result is [D+], the intercepting or bombing model behaves normally.
When making an Skill roll for the Evasive(/traits#evasive) trait, this model gains an additional +1F.
This model increases the maximum Fuel expenditure for the Boost action to 3 Fuel, allowing for a total of 9" of extra movement for 3 total Fuel.
This ship can take the Ram action when it has more than one Structure or Damage rating remaining.
Up to two Squadrons of the same type may be deployed or take the Launch action together. They are placed on the table in base to base contact and activate as a single unit, declaring the same movement, Actions and Attacks.
When resolving a standard Attack on Squadrons in Formation, the attacking player chooses one of the Squadrons to attack and resolves the attack normally. The defending player may allocate the damage between all Squadrons in formation as they see fit. Particle Cannon hits still damage all redundant Structure boxes as normal.
When declaring an standard Attack from a Squadron in Formation, the attacking player chooses a single Squadron to serve as the origin of the attack for the purpose of calculating range and whether or not the target is Obscured. This Squadron is considered to have double the amount of weapons, and all weapons gain the Link(/traits#link) trait. The Fire Control rating of the Squadron remains unchanged!
If a Squadrons in formation declare an Interception or are Intercepted, the controlling player may decide to break the formation such that only one member takes part in the ensuing Dogfight.
In a Dogfight or Bombing Run, as in an Attack, double the instances of all weapons, and all weapons gain the Link(/traits#link) trait.
Squadrons with the Ace upgrade may join Formations of the same model type and bring the total count of Squadrons in the Formation to a maximum of 3.
Squadrons with this Trait start the game in the Extra Fueled state. Capital Ships with this Trait may grant the Extra Fueled state to all friendly Embarked Squadrons or Squadrons within 3" by taking the Resupply action.
Extra Fueled
Requirement Entering Cancellation Fuel Tanks or Resupply Resupply Action Declaration at Start of Activation At the start of a Squadron's activation, the controlling player may declare their intention to exit the Extra Fueled state. If they do so, the Squadron is considered to have 2 extra Fuel beyond its normal capacity for the duration of the activation. Any Fuel remaining at the end of the activation beyond the Squadron's normal capacity is lost.
Units with Grappler gain +1 to their Skill Rating when resolving an Interception and Dogfight.
System Trait
Squadron Hangers:X
This model may have up to X Squadrons Embarked, including during deployment.
The unit cards of any Squadrons Embarked during deployment are considered Secret Information, although the number of squadrons Embarked is public information. Once a Squadron takes a Launch action, its Unit Card becomes public for the remainder of the game.
If a Hanger is damaged due to a Critical Hit, the Squadron is unaffected and may Launch as normal during its activation, using [Catapults] or Launchers(/traits#launchers) if they are undamaged. Squadrons may not Land if there is insufficient undamaged and unoccupied Hanger capacity.
The number of Squadrons that can be Repair(/traits#repair)(/action/repair)ed is limited by the number of undamaged Hangers. The choice of repaired Squadrons is left to the controlling player.
Substitute this model's starting Structure for all instances of "ST" on the model's unit card. The model is Destroyed when it reaches 0 Structure as normal.
This model may expend one fuel when declaring a Reactive Interception to intercept with a range of their Speed value in inches, as opposed to 3".
Non-Nuke Missile attacks targeting models within 6" of a model with Jammer automatically fail.
System Trait
Models taking the Launch action deploy within 3” of this model instead of 1”.
Multiple Launchers traits do not stack.
Marines:X
This model has Marines with a rating of X.
The weapons loaded (or lack thereof) of this ship's Hardpoints are considered private information until the first use of any Hardpoint weapon, after which all weapons are public.
Reactive Armor:X
When attacked with a Mass Driver, Kinetic Cannon, or Missile weapon, this model adds X to all Armor ratings in all arcs.
Renowned Ship
This ship adds +1 to its Skill rating. Multiple instances of this trait stack their effects.
If Destroyed this model is worth +20% Victory Points per instance.
If Captured this model is worth +30% Victory Points per instance.
Repair: X
When repairing Squadrons, add +X dice to the Flex Pool when making the Skill Test. When repairing Capital Ships, add +X to the roll of 1d6 for systems that require a 4+ roll to repair.
This model is immediately Destroyed upon declaring and resolving its first Attack or Action.
System Trait
Enables Models to declare the Combined Attack action without declaring an attack on the target Capital Ship.
This model only makes turns at the end of a move. When a sluggish model uses the Reorient action it makes two turns at the end of its move instead of one.
[D+] Results with values of [1] or [2] do one less damage.
This model may not move.
When determining if this model is in range for Missile attacks, it is considered 6" farther away.
Target Designator
Friendly models making Missile attacks on targets within this Model's Optimum Range may Escalate all Missile attack [Results].
Friendly models making Missile attacks on targets within this Model's Short Range may ignore the effects of Stealth(/traits#stealth).
Determine the target model's attacked arc from the firing model, not from the model carrying the TD.
Skill Tests to Resupply for this model gain +1F, and the resupply range is extended to 12".
This model may move a model with the Static trait within 3” as an Action.
A Static model may only be moved a maximum of 3” a round and must be moved towards the model that is moving it.
Armor Piercing
Weapons with Armor Piercing can ignore up to two ratings of Armor, but do not ignore the effects of Energy Armor(/traits#energy-armor) or Reactive Armor(/traits#reactive-armor).
The model carrying this weapon is granted an Attack Window during an enemy Model's activation to use this weapon if the active enemy model enters the model's Sensor Range at any point. Resolve the attack at the first point which the active model enters Sensor Range. No Fire Control expenditure is necessary.
Autohit:X
This weapon automatically hits with a Result Magnitude of X, i.e. [D], [T] or [Q+]. If a Value is required, roll 1d6.
Cluster Munition Missiles
Capital Ships may substitute the AS rating of one missile weapon with the CMM trait for their Defense rating in the following scenarios:
Models, including Squadrons, with a CMM weapon may contribute +1 Attack Modifier to friendly models within 6" making rolls in one of the above scenarios.
Additionally, models with weapons with the CMM trait may contribute +1M to friendly models within 6" making Missile (not Point Defense) attacks with the CMM trait.
After resolving this weapon's first attack, it is considered destroyed and may not be repaired.
Linked Weapons:
Weapons that share a type, e.g. Kinetic Cannons, and an arc may fire at the same target in the shared arc using only one rating of Fire Control. This counts as using each weapon participating in the attack.
Each additional linked weapon adds +1 Attack Modifier.
Some weapons or damaging effects are precise enough that they can be targeted towards specific System Ratings or System Traits. For weapons or damaging effects that are Precise:
This weapon may be used at Long Range with a Attack Modifier of -3.
This weapon receives a +1 Attack Modifier for all attacks made in Short Range, in a Dogfight or during a Bombing Run Strafing attack.
In addition to reducing their range to 9", Swarm missiles have the following effects: