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 repaired with a successful skill roll of [D+].
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.
Multiple Barrier traits do not stack. The owning player may choose which Barrier to resolve.
Models taking the Launch Action deploy within 6” of it instead of 1”. Multiple Catapult traits do not stack.
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.
Enables Squadrons to declare the Vector Attack action.
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.
A model with the Dock trait may not be Embarked during deployment.
A model with a drones trait gains a 1 Flex Dice when making:
Electronic Counter-Counter Measures:X
This model ignores the effects of one ECM trait rating per X rating of ECCM.
Electronic Counter Measures: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.
When targeting this model add X to the Sensors rating of the attacking model.
Multiple Energy Armor traits do not stack. This has no effect on Point Defense attack results.
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).
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 ship can take the Ramming Speed action when it has more than one Structure or Damage rating remaining.
Once per game, a Squadron with Fuel Pods may start its activation with +2 Fuel and choose one of the following options:
This model may have up to X Squadrons Embarked, including during deployment.
This model attacks first in a dogfight unless an enemy activating model also has the Interceptor trait.
Models taking the Launch action deploy within 3” of it instead of 1”. Multiple Launchers traits do not stack.
This model has Marines with a rating of X.
This ship may declare the Lay Mines action.
Multiple Reactive Armor traits do not stack. This has no effect on Point Defense attack rolls.
This ship adds +1 to its Skill rating. Multiple instances of this trait stack their effects.
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.
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 action it makes two turns at the end of its move instead of one.
Advanced Sensor Suite
[D+] Results with values of  or  do one less damage.
This model may not move.
Reduce the Sensor rating of any ship targeting this model with an attack by X.
Mine Sweeper Array
Multiple TD traits do not stack. Note that no roll can be re-rolled more than once.
Fleet Resupply Tender:
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.
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.
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.
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 model improves its Skill rating by X for any Repair rolls it makes to repair a Capital Ship.