Rules v1.2.1


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.

System Trait

A trait with the keyword (system) is a System Trait.

This trait may be damaged by a critical damage effect. System Traits that are damaged can be repaired with a successful skill roll of [D+]. On model data cards system traits are underlined.

Model Traits


Reduce the Macro Pool of a weapon that targets a port or starboard arc of this model by X.


This model may roll Point Defense against Mass Driver and Kinetic Cannon attacks as if they were Missile Attacks. However, unlike Missile Attacks other friendly models in range may not assist.

Friendly models within 3" may substitute this model's Defense for their own when defending against Missile Attacks. This model does not support during such a defense, although other friendly models may.

Multiple Barriers do not stack. The owning player may choose which Barrier to resolve.

Cargo Module

This model has a Cargo Module. Add a Parts:1 trait and a Repair:1 trait, or add +1 to an existing repair trait.

Catapult (system)

Models taking the Launch Special Action deploy within 6” of it instead of 1”. Multiple Launchers traits do not stack.

Cloak (system)

A model must pass a Skill Test with a result of [D+] to target a model with a Cloak at long range. Make one test per target, if the test fails the fire control rating may be used to attack another target and the attacking model may not attack the target with other weapons this turn.

Multiple Cloak traits do not stack.


Friendly models in short range of this model may use the skill rating of this model instead of their own for any skill rolls that are required except Repair rolls.

Comms (system)

Friendly models within short range count as being within Sensor Range of enemy models that are within this model’s Sensor Range.

Counters (system)

Any model with counter measures may re-roll Point Defense rolls against Missile Attacks. Models with a Defense rating of zero lose their counter measures trait.


Reduce the Macro Pool of a weapon that targets the rear arc of this model by X.


This model may embark one Capital Ship per Dock trait. This model may Repair an embarked Capital Ship.

Drones (system)

A model with a drones trait gains a +/-1d6 Flex Dice when making:

ECCM:X (System)

Electronic Counter-Counter Measures: This model ignores the effects of one ECM trait rating per X rating of ECCM.

ECM:X (system)

Electronic Counter Measures: Enemy models within this model’s sensor range reduce their Sensor rating by X.


This model is treated as an Exo-Armor model in all ways except that when boarding a target model it may choose to board as either an Exo-Armor or as a Marine model with a Marine rating of 1 for each 2 damage points remaining on the model.

Multiple Exo-Suit traits do not stack.


Electronic Emissions: When targeting this model add X to the Sensors rating of the attacking model.

Energy Armor

When attacked with a Beam Projector or Particle Cannon this model diminishes the result of the attack by one level if the Result has a value of 1, 3, or 5. [3], or [5] set.

Multiple Energy Armor traits do not stack. This has no effect on point defense attack results.


Up to one model with the escort trait may be deployed with a Capital Ship in the place of a Squadron model. Deploy the Escort within 6" of the Capital Ship.


Evasive has no effect on Missile Attacks and does not function if the targeted model has Thrusters 0 or Fuel 0.

Reduce the Base Pool of an attack on this model at long range to X, where X is the intial Structure rating of this model (X = 2 for Squadrons). Flex Dice effects are unmodified. Add dice to the Macro Pool equal to the difference between the initial Base Pool and X.

Example: A Ship with 2 Structure rating and the Evasive trait is attacked by a Beam Projector with AC:5. Ordinarily the Base Pool would be 5d6 +/- Flex, but since the attack is at long range, the Base Pool is reduced to 2d6 +/- Flex, as 2 is the target's Structure rating. The difference is 5-2=3, so add 3d6 to the Macro Pool.


This model is not worth victory points for being Crippled or Destroyed.


This model rolls +/-1D6 Flex Dice to Break Off from a Dogfight, or to use the Withdraw Special Action.

Fire Ship

This ship can Ram when it has more than one Structure or Damage rating remaining.

Fuel Pod (system)

Expend this upgrade to automatically pass a reserves roll for one model with the trait (use before rolling) or to add +2” to the speed or +2 to the fuel rating of this model for one activation.

The effect of multiple Fuel Pod traits do not stack but only one trait is exhausted per use.


When this model initiates a Boarding Action, the attacker is only driven off by [T+] results. Attacking Marines or Exo-Armor can still be damaged by Point Defense Attacks.

Hard Points:X

This model may mount X Upgrades. Unless noted otherwise all Capital Ship models have the Hard Point:X trait where X is equal to half the model's starting structure rating, rounded up.

Hangers:X (system)

This model may Embark up to X Squadrons, including during deployment.


This model only rolls 2D6 to Break Off from a Dogfight, regardless of skill. When rolling skill to continue a Bombing Run Special Action after an Interception this model adds one to its Skill rating.


This model attacks first in a dogfight unless an enemy activating model also has the Interceptor trait.

Launchers (system)

Models taking the Launch Special Action deploy within 3” of it instead of 1”. Multiple Launchers traits do not stack.


This model has Marines with a rating of X.

Minelayer (system)

This ship may place Mine Tokens as a Special Action.


This ship may make two turns during a move. The model must move 2” forward between moves. This trait is inactive if the Thrusters rating is reduced to zero.


When this model has an Evasive token, treat it as if it had the Evasive trait with a Structure rating of X for the purposes of resolving the Evasive trait.


When a Capital Ship Repairs a squadron model add 1 to its Skill Rating.

Mark off this trait if the result of the Repair roll is [N]. The effect of multiple parts traits do not stack, but only one trait is marked off per [N] result.


Reduce the Macro Pool of a weapon that targets the front arc of this model.

Reactive Armor

When attacked with a Mass Driver, Kinetic Cannon, or Missile Weapon this model diminishes the result of the attack by one level if the result is a [1], [3], or [5] set. Multiple Reactive Armor traits do not stack. This has no effect on Point Defense attack rolls.


Renowned ship: This ship adds +1 to its skill attribute. Multiple instances of this trait stack their effects. If destroyed this model is worth +20%VPs per instance. If captured this model is worth +30%VPs per instance.


This model improves its Skill rating by X for any Repairs on Capital Ships it makes.

Ring module

Gravity Deck/Habitat Ring/Rotating deck: Add +1D6 to the Base Pool roll of defending Marines when this ship is boarded as long as there remains at least two rating of defending Marines.

A model with 2-4 Structure has 12 Hardpoints per Ring. A model with 5+ structure rating has 16 hardpoints per ring.


This model does not reduce Fire Control rating when crippled.

Sensor Drone

This model may increase its Sensor rating for weapons in one arc by 1 when it activates.


This model only makes turns at the end of a move. When a sluggish model uses the Reorient Special Action it makes two turns at the end of its move instead of one.

Snooper (system)

Advanced Sensor Suite: This model may ignore the Stealth trait of one model within Sensor range and gain one flex dice (+/-1D6) to attack cloaked targets. If the model with this trait also has the Comms trait then other friendly models within its sensor range may also benefit from the Snooper trait.


[D+] Results with valueso f [1] or [2] do one less damage.


This model may not move.


Reduce the Sensor rating of any ship targeting this model with an attack by X.


This ship may only purchase X additional modules.


Mine Sweeper Array: This model adds +2D6 to the Base Pool of the attack roll when targeting Mine Tokens.

TD (system)

Target Designator: An enemy models targeted by missiles while in this model’s Sensor range may re-roll their attack roll if the result is [N]. Multiple TD traits do not stack. Note that no roll can be re-rolled more than once.


Fleet Resupply Tender: Friendly models making a missile attack or Kinetic Cannon attack while within 3” of a model with the Tender trait add a flex dice (+/-1D6) to the attack. Multiple Tender traits do not stack.

A model with the Tender trait may use its special action to mark off any number of traits with boxes, or marine rating, to transfer an equal number of that rating to a target friendly ship within 1”. No rating on the target ship may increase to more than its initial rating.


This model may move a model with the Static trait within 3” as a Special 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.

Weapon Traits


A weapon with Ace gains a flex dice (+/-1D6) for each attack roll it makes.


This weapon may make two normal attacks each activation instead of one. Each attack still requires a Fire Control.


This weapon can attack targets on the surface of a planet from high orbit. This weapon may not be used to attack in a Dogfight.

Linked Weapons: When a multiple weapon listing has the associated trait Link then all the weapons listed in that entry may all attack the same target using only one rating of fire control. Roll each attack separately.


Nuclear Missile: Nuclear Missile attacks that damage a target escalate [D+] damage one level higher result than rolled. May not be used in a Dogfight or Boarding Action.


Add X dice to the Macro Pool for this weapon.


Attacks with this weapon that are not Dogfight or Bombing Run attacks add a flex dice (+/-1D6). When this weapon does system damage to a target model it always selects which system to damage regardless of the set value.

An attack with Sniper may choose to damage a system trait instead of a system, or may choose to damage a system in place of a critical result.


Swarm/Barrage Missile Attacks Diminish [T+] results.