Rules v1.2.2

Traits

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

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 repaired with a successful skill roll of [D+].

Model Traits

Barrier

This model may defend against Kinetic Cannon, Mass Driver, and Missile attacks against itself or friendly targets within 3".

Note that this does not apply to Assault, Boarding, or Dogfight attacks.

Follow the same procedure as defending against a Missile attack, i.e. perform an Opposed Roll with the attacking player as the Primary Player and the defending player as the Secondary Player.

  • Calculate the attacker's dice pool as normal.
  • The defending player uses this model's Defense rating as the Base Pool.
  • Unlike Missile attacks other friendly models in range may not assist.

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

Catapult

System Trait

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

Cloak

System Trait

A model must pass a Skill Test with a result of [D+] to target a model with a Cloak at Long Sensor 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.

Command

Friendly models in Short Sensor 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

Enables Squadrons to declare the Vector Attack action.

Countermeasures

System Trait

Any model with counter measures may re-roll Point Defense rolls against Missile attacks.

When a model reaches 0 Defense rating, this System Trait is assumed to be damaged and must be Repaired.

Dock

This model may embark one Capital Ship. This model may Repair an Embarked Capital Ship.

A model with the Dock trait may not be Embarked during deployment.

Drones

System Trait

A model with a drones trait gains a 1 Flex Dice when making:

  • Repair Tests
  • Making a roll that uses its Defense rating as the Base Pool.

ECCM

Electronic Counter-Counter Measures:X

This model ignores the effects of one ECM trait rating per X rating of ECCM.

ECM

Electronic Counter Measures:X

This model removes up to X Flex Dice that would otherwise be granted from various Attack Bonuses to a minimum of 0 Flex Dice.

Exo-Suit

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.

Emissions

Electronic Emissions:X

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

Energy Armor

When attacked with a Beam Projector Particle Cannon this model Diminishes the result of the attack by one level if the Result has a Value of 1, 3, or 5.

Multiple Energy Armor traits do not stack. This has no effect on Point Defense attack results.

Escort

This model is considered a Squadron for purposes of determining eligibility for deployment or being held In Reserve with regards to the various
Deployment Types.

Evasive

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 initial 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.

Expendable

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

Fast

This model adds 1 Flex Dice to Break Off from a Dogfight, or to use the Withdraw action.

Fire Ship

This ship can take the Ramming Speed action when it has more than one Structure or Damage rating remaining.

Fuel Pods

Once per game, a Squadron with Fuel Pods may start its activation with +2 Fuel and choose one of the following options:

Grapplers

When this model initiates a Boarding, diminish the Point Defense attack Result rolled by the boarded model.

Hangers

System Trait

Squadron Hangers:X

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

Heavy

This model only rolls 2d6 to Break Off from a Dogfight, regardless of Skill. When performing a Skill Test to continue a Bombing action after an Interception this model adds one to its Skill rating.

Interceptor

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

Launchers

System Trait

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

Marines

Marines:X

This model has Marines with a rating of X.

Minelayer

System Trait

This ship may declare the Lay Mines action.

Overthrust

Overthrust:X

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

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

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.

Ring Module

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.

Sensor Drone

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

Sluggish

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.

Snooper

System Trait

Advanced Sensor Suite

This model may ignore the Stealth trait of one model within Sensor Range and gain Flex Dice to attack Cloaked targets.

Shield

[D+] Results with values of [1] or [2] do one less damage.

Static

This model may not move.

Stealth

Stealth:X

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

Sweeper

Mine Sweeper Array

This model adds +2d6 to the Base Pool of the attack roll when targeting Mines.

TD

System Trait

Target Designator

Models firing Missiles at ships in this model’s Sensor Range may re-roll their attack roll if the result is [N]. This only applies in the Activation Attack Window.

Multiple TD traits do not stack. Note that no roll can be re-rolled more than once.

Tender

Fleet Resupply Tender:

Friendly models making a Missile attack or Kinetic Cannon attack while within 3” of a model with the Tender trait add 1 Flex Dice to the attack. Multiple Tender traits do not stack.

A model with the Tender trait may use its 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.

Tug

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.

Weapon Traits

Ace

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

Array

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

Bomb

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.

Nuke

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 Assault.

Precise

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:

  • [T+] Results are resolved normally
  • Damage from [D] results may be applied to any System Trait or to Defense, Sensors, or Thrusters as chosen by the attacker.

Repair Capital

Repair Capital:X

This model improves its Skill rating by X for any Repair rolls it makes to repair a Capital Ship.

Repair Squadron

Repair Squadron:X

This model improves its Skill rating by X for any Repair rolls it makes to repair an Embarked Squadron.

Sniper

Attacks made in the Activation Attack Window add 1 Flex Dice and gain Precise.

Swarm

Swarm Missile attacks Diminish [T+] results.