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+].
Models with the Ace trait add +1d6 to their Base Pool for all of their rolls.
Ships equipped with Assault Craft may initiate Boardings within 3" instead of within 1".
This model is granted an Attack Window during an enemy Model's activation if the active enemy Squadron model ends a Movement, declares an Attack, or declares a Action within this model's Sensor Range. Interrupt the activating model to resolve an attack.
This model may Engage Point Defense with a 6" range instead of a 3" range.
Multiple Barrier traits do not stack. The owning player may choose which Barrier to resolve.
Models taking the Launch action may deploy in the Front arc of a model within 12".
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.
A model with the Dock trait may not itself be Embarked during deployment.
Electronic Counter-Counter Measures:X
This model ignores the effects of one ECM trait rating per X rating of ECCM.
Electronic Counter Measures:X
When targeting this model add X to the Sensors rating of the attacking model.
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.
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.
This ship can take the Ramming Speed action when it has more than one Structure or Damage rating remaining.
Squadrons with this trait start the game with a "Fuel Pod" token. At the start of their activation, Squadrons possessing a Fuel Pod token may spend it to gain 2 Fuel for the duration of their activation.
This additional fuel does not refresh, and once the Fuel Pod token is spent, it is gone.
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 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(/action/repair)ed is limited by the number of undamaged Hangers. The choice of repaired Squadrons is left to the controlling player.
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".
Models taking the Launch action deploy within 6” of this model instead of 1”.
Multiple Launchers traits do not stack.
This model has Marines with a rating of X.
This model may be deployed on the table with its true Model profile as hidden information. Instead, it may be deployed as its civilian version. If at any time the model uses any capabilities beyond what is available on the civilian version, reveal the true profile of this model and all information on this model becomes public.
The Unit Cap is shared between Q-Ships and their civilian counterparts.
Example: The sum of Imperator and Imperator Civilian ships cannot exceed the shared UC of 3. You may have any combination of Imperators and Imperator Civilians, so long as the total does not exceed 3.
This ship adds +1 to its Skill rating. Multiple instances of this trait stack their effects.
This model improves its Skill rating by X for any Repair(/action/repair) rolls it makes.
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.
Friendly models making [Missile Attack]s may use this model's Sensor Range. When using the Sensor Range afforded by Target Designators, Missile Attacks are considered to be at Long Range for the purposes of Flex Dice.
Determine the target model's attacked arc from the firing model, not from the model carrying the TD.
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.
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.
Cluster Munition Missiles
Attacks with this weapon will Escalate results against Squadrons.
Weapons that share a type, e.g. Kinetic Cannons, and an arc may fire at the same target in a shared arc using only one rating of fire control. Roll each attack separately. This counts as using the weapon.
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
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 does not receive Attack Bonuses for being in Short Range, a Bombing, or Dogfight. Instead, it receives +1 Flex Die for being at Long Range.
This weapon receives +1d6 to its Macro Pool when firing at Short Range.
The short range of this weapon increases by 6".