As your people advance their technology, they may find unique ways to apply their new-found technology in unexpected ways. Each time you reach a new level in a development aspect or a sub-category of tech (such as reaching 5 ranks of ship shields for example, which would be level 2 shields), you may select a trait from the associated list. Your species receives this trait for free, and may start using it the turn it is gained. Note that you may choose to select a trait from a lower level rather than pick one of the corresponding level (for example you could decide at level 3 to pick another level 2 trait for that field rather than a level 3).
This list of traits any race can use, regardless of tech or level.
Close-Range: Applied to a weapon, this is a melee or simply very short-ranged attack. The range of this weapon becomes 0 units, but it receives a +1 bonus to its damage value. If the craft is size 5 or larger, the damage bonus increases to +2. This trait cannot be taken with any effect that increases range and cannot be taken with any weapon trait that allows bombardment actions. If this is applied to defenses, you have the option of applying a stealth system (from Ship tech) to them for creating such things as minefields. Note that defenses that try to 'defend' other craft, lose stealth for the battle.
Cost Modifier: None
Self Destruct System: When added to a ship or station, it allows the craft to self destruct. The radius is equal to the size of the ship or station, and inflicts an amount of explosive damage to all craft/defenses/stations within a number of units equal to size. Activating is declared at the start of a wave, and takes 1 full waves to trigger. The boarding strength of ships trying to board the craft (that survive the blast) is reduced to 1 as they lose their crew to the deadly blast. If a ship is captured during that wave, the attackers may deactivate the self destruct system. Size 0 craft cost 1 ore or gas to equip this to, but do not have a large enough detonation to inflict any real damage.
Cost Modifier: +1 Ore or Gas/size
Monstrous/Unmanned: This craft is either a monster, or simply an unmanned craft such as a sentient robot. This craft cannot board or be boarded, and reduces damage to systems by 2 that is inflicted by sabotage ship. Likewise this craft cannot initiate planetary attacks, but can assist others with them. If this craft is of at least size 5, it may be used in a bombardment attack. These craft cannot equip modules regardless of size, however such craft also only cost 1 ore or 1 gas/size instead of normal. Monstrous/unmanned craft can only gain ship traits and those exclusive to monstrous/unmanned craft (see 'RP and NRP' for more details).
Cost Modifier: None
Level 2 Traits
Guided: Weapon reduces the damage reduction a target would gain from its engines by up to 2.
Cost Modifier: +1 Gas
Shield Piercing: Weapon inflicts 2 additional damage to shields.
Cost Modifier: +2 Gas
Long-Ranged: Weapon strikes first in a pass, provided no enemies have already closed range. Long range weapons have a combat range of 8 units. Defense weapons with this trait have a range of 10 units.
Cost Modifier: +3 cost based on weapon type (example; solid weapons would cost +3 ore)
Irradiated: Weapon is saturated with deadly radiation, inflicting 1 extra damage to ships and defenses without shield systems equipped and increases an equipped ship's planetary attack strength by 1. Such weapons can be used for Bombardment on occupied worlds.
Cost Modifier: +1 Ore and +1 Gas
Armor Piercing: Weapon is effective at tearing through hulls. It inflicts 1 extra damage to ship and defense hulls and reduces the amount of damage that the target's armor traits would prevent by 1 total.
Cost Modifier: +2 Ore
Inter-system Weaponry This weapon can fire incredibly long ranges, though can only be fired twice per turn. It can attack anything within 5 hexes, but must wait 0.1 turn between shots and cannot fire through asteroid field hexes. You must be able to detect the target with the sensors of one of your ships, stations or worlds. This weapon may be used to add up to 1/3 (rounded up) its damage value to the planetary attack strength of a fleet in range. If this is used to defend against ships in-hex, the weapon may make a shot before combat even begins. This may only be applied to defenses and only those of at least size 4.
Requirement: Defense Tech Level 2
Cost Modifier: +3 Ore and +3 Gas
Level 3 Traits
Disabling: The weapon's damage is reduced by 2, but when this weapon assigns at least 1/2 of its damage to a target and deals hull damage or would do enough damage to knock a craft's shields out, the target suffers a -2 penalty to engine, warp and all weapon strength (not including modules). This effect is cumulative and lasts until the end of combat (lasting all waves of the battle, and being restored by the crew).
Cost Modifier: +2 Ore and +2 Gas
Scattering: The weapon fires a blast or a large number of projectiles. These weapons are effective against large numbers of craft, inflicting normal damage -1 against the initial target and each other target within 4 units of it suffers a strike at 1/2 normal strength. This weapon cannot strike multiple primary targets (it must be fired at a single craft).
Cost Modifier: +3 Ore and +3 Gas
Rapid Fire / Continual Stream: Weapon's fire is sustainable. The weapon's damage is reduced by 1, but the equipped weapon strikes twice per wave. The extra attack may either be assigned during the primary attack's pass or any other pass of your choice in the wave, though it's attack pass must be declared as normal.
Cost Modifier: +2 cost based on weapon type (example; solid weapons would cost +2 ore)
Residual Damage: Weapon's hits cause lasting damage, whether through acid, electricity, fire, drilling, etc. The weapon's damage is reduced by 1, but causes 2 damage of the same type to struck targets on the same pass of the next wave (example, if you hit a ship in pass 2, it takes the extra damage the next wave on pass 2). Note that a ship or defense must assign at least 1/2 of it's total damage to a target for the extra damage.
Cost Modifier: +1 Ore and +1 Gas
Orbital Strike: Weapons with this trait may add up to 1/2 their damage value to the fleet's planetary attack strength (rounded down), though due to their inaccuracy can only target ships of at least size 4. Equipped weapons can be used in Bombardments. Defenses may not be equipped with this trait.
Requirement: Ship Tech Level 3
Cost Modifier: +2 Ore and +2 Gas
Transphasic Intergalactic Weaponry: Weapons with this trait may only fire once per turn, but may fire at anything within a range of 10 hexes, ignoring all terrain between it and the target. You must of course be able to detect the target with sensors from one of your ships, stations or worlds to be able to shoot at it. If you fire this at a world you may use it to either perform a Bombardment attack against a world you occupy or increase the planetary attack strength of an invading fleet by 1/3 weapon damage (rounded up). Weapons with this trait have +2 to their damage value and cannot target things within the same hex it is in. This can only be applied to defenses and only those size 5 or larger.
Requirement: Defense Tech Level 3
Cost Modifier: +4 Ore and +4 Gas
Level 2 Traits
Repulsor Hull: This hull trait causes shields to reinforce the hull rather than project a barrier around the craft or defense. Instead of shield value adding to the crafts' or defenses' shield value, they instead add a bonus to the ship's hull value of an amount equal to the shield value -1. This craft cannot be boarded unless below 1/2 hull value. Note that the bonus hull value restores like normal shields do, but cannot be affected by any shield traits and is unaffected by effects that cause additional damage to shields.
Requirement: Ship or Defense Shields rank 2 (Level 1)
Cost Modifier: +1 Gas
Reactive Plating: This hull trait reduces hull damage taken from solid weapons by 1, but also increases hull damage taken from explosive weapons by 1.
Cost Modifier: None
Energy Dispersion: This hull trait reduces hull damage taken from energy weapons by 1, but also increases hull damage taken from solid weapons by 1.
Cost Modifier: None
Dampening Armor: This hull trait reduces hull damage taken from explosive weapons by 1, but also increases hull damage taken from energy weapons by 1.
Cost Modifier: None
Modular Structuring: This hull trait allows a ship or defense to better-manage damage received. At the conclusion of a wave that causes hull damage to a ship/defense with this trait, it recovers 1 hull value. This trait has no effect outside of combat, and is only triggered when the ship receives damage.
Cost Modifier: +1 Ore
Level 3 Traits
Advanced Armor Plating: This hull trait reduces all damage the equipped craft's hull receives by 1 (this stacks with the reduction granted by other hull traits).
Cost Modifier: +2 Ore and +2 Gas.
Auto-repair Integration: At the start of each wave if equipped craft or defense is damaged and below half maximum hull value, it instantly repairs 1 hull value at no cost. Outside of combat, the craft or defense repairs 4 hull value / 0.1 turn. Repairs completed in this way cannot cause the ship to repair above 1/2 of the equipped craft or defense's maximum hull value.
Cost Modifier: +1 Ore and +1 Gas or +2 Ore and +2 Gas if size 5 or larger
Requirement: Level 2, Rank 2 Industry
Shield Cycling: After the first wave of combat in which this craft's shields would be knocked out, they can restore up to 1/2 normal shielding the next wave instead of moving or firing weapons (note the craft can do this only 1 per battle).
Cost Modifier: +1 Gas
Regenerative Shielding: This shield trait allows a ship or defense to regenerate shielding. If at the start of a wave this craft's shields are down, it recovers 1 shield value.
Cost Modifier: +1 Gas
Subversive Shields: Shields with this trait are highly effective against energy and explosives, however, do little to slow projectiles. This trait causes shields to reduce the amount of damage taken from energy and explosive weapons by 2 while active, but also causes solid weapons to ignore their value entirely.
Cost Modifier: +1 Gas
Kinetic Barrier: Shields with this trait are resistant to fire from solid weapons and physical contact, however are vulnerable to energy and explosive damage. This trait causes the shields to reduce incoming solid weapon damage by 1 while the shields are active, but they suffer up to an additional 1 damage from explosive and energy attacks.
Cost Modifier: +1 Gas
Level 3 Traits
Pulse Shielding: Shields with this trait are weaker, but easier to sustain. The shield value of equipped ship/defense is 1/2 of normal (rounded down), but the shields fully recover at the start of each wave.
Cost Modifier: +3 Gas
Hyper-charged Shielding: During the first wave of combat a ship or defense with this trait would take damage, it's shields require half again as much damage to knock out (for example a ship would normally have 8 shields, with this trait the shields are 12 during the first wave it gets hit). If a hit does knock the shielding out during that wave, the shields react rather violently, causing the equipped craft to suffer hull damage equal to the shield ranks it has, and they do not recharge until after the next wave if they can regenerate.
Cost Modifier: +3 Gas
Requirement: Level 2 Planet Tech
Level 2 Traits
Closing Speed : Craft with this trait may take the move action of their first wave right after the surprise wave before the first wave begins (allowing them to essentially take their first move before pass 1). This movement is declared as part of the wave's actions (likely catching your foes off-guard).
Cost Modifier: +1 Gas
Advanced Atmospheric Thrusters: Engines with this trait are fully functional in atmospheres, and make equipped craft invaluable for planetary assaults and exploration. Craft with this trait add +1 to their planetary attack strength, if the craft is size 5 or larger this bonus increases to +2 but the trait costs 1 extra gas on such craft. When an equipped craft is scanning a new world, it receives a +1 bonus to its sensor value if it enters atmosphere.
Cost Modifier: +2 Gas
Quick-Burn Thrusters: Engines with this trait have a small supply of powerful energy or fuel they can use to temporarily boost their speed significantly. The user declares use of this trait at any point during a turn, the craft gains a +3 bonus to it's engine ranks for 0.1 of a turn (or 4 waves) though this boost provides no increase to the damage reduction a ship would gain from the engine ranks. If this ability is used outside of combat it confers 1 extra hex of movement to the craft that turn. The energy/fuel is consumed afterwards, and requires the ship to dock at a friendly world to refuel, which costs the same amount as the trait's total cost.
Cost Modifier: +1 Gas
Tactical Thrusters: Once per wave, the equipped craft can opt to forgo its normal movement to instead immediately move one unit away from a craft attempting to board or close distance for close range weapons (in other words would attempt to reach a 0 unit distance). It can do this a number of times equal to 1/2 of its engine value during the first pass that enemy craft attempt to close (so rank 4 engines can do it twice per pass). This sudden 'jump' causes the enemy ship to lose its close range attack or boarding action against your craft.
Cost Modifier: +3 Gas
Level 3 Traits
Reserve Thrusters/Fuel/Tanks: Apply this trait to a ship with the 'Quick-burn Thrusters' trait. The ship gains an additional use of that trait before requiring a refuel/repair, though costs for replenishing the trait uses are separate.
Cost Modifier: +1 Ore and +1 Gas
Hyper Thrusters: The equipped craft may move twice each wave.
Cost Modifier: Doubles normal engine cost (if added to craft of size 5 or larger, the cost for their engines is tripled instead of doubled as normal; example rank 4 engines on a size 5 craft would cost 8 gas, with this trait added they'd cost 12 gas, instead of say the 16 you'd get if you doubled the cost again)
Level 2 Traits
Blink Drive: This trait makes it harder for enemy craft to anticipate your destination when jumping. Enemy ship sensors and long-range sensors are at -2 value when attempting to anticipate your jump coordinates.
Cost Modifier: +1 Gas
Gateway Harmonics: Warp with this trait is better-attuned to gateways and wormholes. When using wormholes, this craft suffers up to 2 less damage from them. When using Jump Gates, this craft's speed is increased to 4 hexes/warp value instead of 3.
Cost Modifier: no additional cost
Emergency Jump Systems: Warp with this trait is designed to leave a hot zone quickly. If the equipped craft is at 3/4 or less of it's maximum hull value, it may warp at the start of a wave with -1 to it's warp value. Afterwards, this system becomes inoperable and must be repaired before reuse. Note that the hexes traveled with this system count against the ship's turn allotment.
Cost Modifier: +2 Gas
Shockwave: When this ship jumps, it leaves a damaging rift in its wake. All craft within 4 units of it suffer an energy weapon hit that does damage equal to your warp value. Use of this system is optional each jump.
Cost Modifier: +2 Gas
Level 3 Traits
Warp Dampening Field: A ship with this trait can forgo its movement to reduce the warp ranks of all craft within 10 units by an amount equal to its warp ranks that wave. If this reduces a craft's warp to 0, it cannot jump.
Cost Modifier: +1 Gas
Improved Warp Control: A ship with this trait may split its warp allotment for the turn between up to two different jumps each turn.
Cost Modifier: +2 Gas
Level 2 Traits
Sensor Decoy: Ships equipped with this trait can confuse the sensors of targets prior to an ambush. As the craft enters the hex of a target it is aware of and will ambush that turn, reduce the sensor ranks of one the targets by 2 for the combat.
Cost Modifier: +1 Ore and +1 Gas
Target Scrambler: After a ship equipped with this trait engages in combat, it may redirect the target of an enemy ship to itself starting the following wave. This affects the attack actions of that craft, preventing it from targeting other craft/defenses with more than 1/2 of its damage and lasts until the end of combat or until either ship/defense is destroyed.
Cost Modifier: +2 Gas
Defensive Stealth Systems: When ambushing with a craft equipped with this system, reduce incoming attack damage to the equipped craft by 2 during the first wave. This only works if your stealth value is higher than the attacker's sensor value.
Cost Modifier: +1 Ore and +1 Gas
Level 3 Traits
Active Camouflage: Ships equipped with this trait have their stealth value reduced by 2, but are not automatically detected when making attacks.
Cost Modifier: +4 Gas
Stealth Field: Ships equipped with this trait can make nearby friendly craft more difficult to detect. All your ships within a fleet with this ship may use up to 1/2 of it's stealth value instead of their own stealth value, rounded down (note that modifiers for size still apply individually to each ship).
Cost Modifier: +2 Ore and +2 Gas
Level 2 Traits
Grid Scan: When there are multiple ships in the same fleet with this trait, they each add 1 to their sensor value for each other craft with this trait, max of +2.
Cost Modifier: +1 Ore
Sensor Link: Craft equipped with this trait may use the highest sensor rank of any ship in their fleet with this trait. Though this cannot increase this craft's sensor value by more than 4 in this way.
Cost Modifier: +1 Gas
Anomaly Scanners: After a craft equipped with this trait has been in a hex for at least 0.5 turn, it receives a +2 bonus to it's sensor value until it leaves that hex.
Cost Modifier: +1 Ore and +1 Gas
Level 3 Traits
Advanced Targeting System: Craft equipped with this may choose to redirect damage they deal to targets to specific systems. Doing so reduces ranks in that system by an amount up to the damage dealt. Note that this damage is not applied against the hull value and may not target the 'hull' as a system. The damage dealt can be repaired as normal. Note that the target's shields must be down before you can target specific systems, unless your weapons can pass through the target's shielding or overwhelm it.
Cost Modifier: +2 Ore
Fire Control : Craft equipped with this trait may make use of a secondary weapon system each wave. The craft may attack with another weapon system it has equipped that has a lower damage value than its primary weapon in the pass that it attacks.
Cost Modifier: +2 Ore
Level 2 Traits
Advanced Agriculture: Each of your worlds has it's infrastructure cap increased by 2.
Requirement: Terraforming 4 ranks
Improved Colony Power Generators: The base energy of each of your worlds and stations is increased by 3.
Requirement: Alternative Energy Research 2 ranks
Alternate Resource Utilization: The highest base resource of each of your worlds is increased by 1 (if tied, increase one of your choice).
Requirement: Advanced Mining 3 ranks and Advanced Gas Refining 3 ranks
Advanced Colony Development: Colonies you construct take only 0.5 of a turn, rather than 1 entire turn. You may also begin construction of structures there on the same turn.
Requirement: Floating Cities 2 ranks and Subterranean Cities 2 ranks
Universal Translators: Language translation takes only 0.5 of a turn instead of 1 full turn.
Requirement: Communications 2 ranks
Alternate Energy Source: You are able to apply your race's alternate power systems on your ships and defenses, this reduces the gas cost of any ship or defense you create by 1 (minimum cost 1).
Requirement: Alternative Energy 3 ranks and Ship Tech Level 2
Level 3 Traits
Habitat Reconstruction: Using your knowledge of resources, terrain and adaptation you may negate the drawbacks of certain hazards. On each of your worlds you may ignore the drawbacks of the radioactive, extreme temperatures, deadly local predators and fierce storms hazards. (Note that this does cause you to ignore the extreme temperatures part of the fiery hazard).
Requirement: Floating Cities 2 ranks, Subterranean Cities 2 ranks, Advanced Mining 2 ranks, Advanced Gas Refining 2 ranks and Terraforming 2 ranks
Advanced Environmental Controls : Your race has developed advanced technology that recreates comfortable planetary environmental conditions on its stations. This increases the maximum infrastructure cap of your stations each by 4.
Cost Modifier: +2 Ore and +2 Gas (for station module cost)
Level 2 Traits
Trained Soldiers: Your boarding strength is increased by 1 on all ships and stations, and your planetary defense is increased by 1 on all worlds.
Counter-Intelligence: Races attempting to use subterfuge abilities upon you have their ranks reduced by 2 for the attempt.
Special Operations Teams: When your boarding strength is higher than your foes', each enemy craft involved in the boarding action loses 1 additional boarding strength.
Encryption: Your systems are difficult to intrude upon. Your security is increased by 2 against the subterfuge 'gather information' ability. In addition, your self destruct systems cannot be deactivated by your enemies when the craft is captured.
Level 3 Traits
Military Intelligence: When occupying/conquering a planet you may treat the defense strength of the world as though it were at -2. When being occupied/conquered you may reduce the planetary attack strength of each ship by 1.
Detailed Security Protocol: When a race attempts to use a subterfuge action against you that they have used against you before, your security is at +2.
Requirement: Counter-Intelligence Trait
Level 2 Traits
Advanced Construction Tools: Increase the base construction value of each of your worlds by 1.
Requirement: Logistics rank 2 (Level 1)
Volunteer Workforce: You may use 2 Infrastructure on a world to increase either its construction or production value by 1. This is like assigning them to a new structure, but may be assigned/unassigned at the start of a turn. This may only be done once for production and once for construction on each world (for a total of 4 infrastructure for +1 construction and +1 production values).
Efficient Power Management: Each of your structures requires 1 less energy to power to a minimum of 1.
Requirement: Alternative Energy Research 2 ranks and Economics rank 2 (Level 1)
Level 3 Traits
Experienced Workers: Reduce the infrastructure requirement of each of your industry structures by 1 to a minimum of 1.
Requirement: Economics Rank 4 (Level 1) and Logistics rank 2 (Level 1)
Advanced Manufacturing : Increase the production value of your worlds and stations (that have at least 1 production value) by 2.
Requirement: Ship Tech Level 2, Logistics Level 2
Level 2 Traits
Improved Colony Supplies: All of your worlds receive 1 infrastructure (not infrastructure cap). Worlds you colonize begin with up to 1 extra infrastructure (assuming the world and your abilities can support it).
Requirement: Logistics rank 2 (Level 1)
Research Investment: You may select a level 2 trait from Planet Tech, Ship Tech or Defense Tech and spend 2 Ore and 2 Gas at the start of the turn you take this trait (spent from any of your worlds or stations). You may then begin to reverse engineer that trait. This trait may be taken multiple times, selecting a new trait to reverse engineer each time.
Requirement: 2 Ranks in the field of tech the trait you wish to reverse engineer belongs to (example if you want a warp trait you must have 2 ranks in Ship Tech).
Funding Programs: At the start of each turn, you may spend 1 Ore or 1 Gas on a world for it to gain 1 extra infrastructure that turn. You may do this only once per turn.
Level 3 Traits
Global Funding Projects: Your world control limit is increased by 2.
Corporate Contracts: You may spend 2 infrastructure on a structure that provides production or construction value to reduce the cost of your ships and defenses built there by up to 1 ore or 1 gas (your choice), to a minimum of 1. You may do this only once per structure, but the effect is permanent.
Level 2 Traits
Improved Transportation: The distance between worlds you may trade with is increased by 1 hex.
Requirement: Engine 2 and Warp 2 (Level 1 Ship Tech)
Local Trading: At the start of each of your turns, you may choose one of your worlds to receive 1 extra Ore or Gas this turn.
Requirement: Economics Level 1, Rank 4
Civilian Donations: You may forgo trading resources with Logistics each turn to instead increase the construction and production value of a number of planets equal to 1/2 the number of resources you could otherwise move around (rounded down) each by 1 for the turn. To use this, the planet must be within trading distance of one of your other friendly worlds.
Level 3 Traits
Mobile Structures: This increases the infrastructure cap of each of your worlds by 2 and provides a +2 bonus to planetary defense strength
Supply Lines: Your ships and stations may use the resources of a nearby world or another nearby station for repairs and resupply. The resources transferred in this way count against the limit your logistics can transfer each turn, and the distance it may done within is based on the normal trade radius of your logistics. This allows repair ships to use resources from nearby worlds for repair costs, and allows craft with cargo modules to store resources from nearby worlds. Such craft can also unload resources in a similar fashion, adding to the resources of the world or station, but the amount counts against the turn's transfer limit still.
Improved Sabotage: Select either ship or structure sabotage, you gain an additional use of that particular sabotage ability per turn.
Requirement: Ship Sabotage= Ship Tech Level 2, Structure Sabotage= Industry Level 2
Spy Network: You only need to have visited a planet or ship once and have a ship or planet within 5 hexes of it to gather information on it.
Requirement: Communications Rank 2
Skilled Agents: You may expend a use of Assassination or Sabotage Ship during a boarding action to reduce the target's boarding strength by 1. This strength reduction is resolved before the results of the boarding action that wave, and must be announced at the start of a wave.
Level 3 Traits
Careful Timing: You may declare the use of your sabotage ship ability 'held' (declare the target as normal). At any point during the turn you may apply the sabotage's effects to the target.
Target Hack: You gain the use of 'Target Hack' once per turn. This ability is declared at the start of a combat wave, and forces an enemy ship or defense to attack a target of your choice within the battle that wave with full strength. You must have higher subterfuge than the higher of the opponent's subterfuge or security. This is treated as a subterfuge ability for all intents and purposes.
Advanced Connections: your maximum bid amount is increased by 1.
Requirement: Logistics rank 2 (Level 1)
Avid Field Testers: Reduces time required to reverse engineer tech gained through black market by 1 turn (minimum 1).
Illegal Arms Dealing: At the start of your turn you may reduce your maximum bid amount on the black market by 4 for that turn to increase the resources of one of your worlds or stations by 2 (your choice of any combination of gas or ore) that turn.
Requirement: Weapon System Level 2 (any type of ship or defense tech)
Level 3 Traits
Inventory Tracking: You may spend 2 Ore and 2 Gas (from any world or station) on a turn following your purchase of a black market item to attempt to trace the origin of the purchased item. Note that this effect isn't always successful or accurate, but can lead to sources of valuable technology.
Suppliers: You may opt to sell an item anonymously on the black market (can be a specific value of tech, a ship, defense, etc), you select the starting bid price for the turn. You receive the resources, minus one for market expenses, the following turn spread any way you wish amongst your worlds and stations.
Level 2 Traits
Background Scan: All of your ships and stations within the radius of the long range sensors of your worlds have a +1 bonus to their sensor value.
Defense Coordination: The defenses on your worlds have +2 to their weapon damage during the first wave.
Progressive Scanning: The overall range of your long-range sensors is reduced by 1 hex, but the sensors receive a +2 bonus to their value within the hexes inside their modified range.
Level 3 Traits
Energy Tracker: Your long range sensors are finely tuned to energy frequencies. Your long range sensors have a +3 bonus to their value to pick up things that warp, fire weapons or put off a similar energy frequency.
Astronomical Detection Systems : Your long range sensors are better able to detect space phenomena such as meteor showers and black holes. The range you can detect these at is increased by 4 hexes, and you can predict their movement and possible changes to their mass/properties and will receive detailed information about many common effects when tracked.
Breakthroughs
Breakthroughs are similar to tech traits but develop suddenly when different development and tech elements combine into whole new forms of technology. Any race that reaches the appropriate ranks and level requirements of the following breakthroughs automatically gain those effects. Note that these cannot be reverse engineered directly, and require a race to fully develop all aspects of the technology before being to able to develop it on their own.
Tactical Jump: Ships with this trait may make a short-ranged warp jump in combat. This grants many advantages; during a battle, equipped ships may choose to do one of the following as part of their actions for the wave; instantly move a number of units equal to their warp rank, reduce incoming damage by 1/2 warp value this wave or make a full jump at the end of the wave. This may only be done once per ship, per 4 waves.
Cost Modifier: +2 Ore and +2 Gas
Requirements: Level 2 Warp, Level 2 Ship Sensors
Coordinated Formations: This trait is applied to each ship with at least Sensors 2 in a fleet of at least size 8, that contains at least 3 ships. These ships have +1 to their damage or may reduce the damage they take by 1 during the first wave of combat.
Cost Modifier: None
Requirements: Level 2 Long Range Communications, Level 2 Ship Sensors
Sensor-Jamming: This trait causes an equipped ship to become difficult to track in combat, possibly by creating a surplus of sensor targets or reducing the ship's target-size. Equipped craft reduce incoming attack damage by 1 so long as their stealth is equal to or higher than the attacker's sensors.
Cost Modifier: +1 Ore and +1 Gas
Requirements: Level 2 Stealth, Level 2 Ship Sensors
Security Equipment: This trait increases the strength of your security forces as they implement your technology. The bonus to strength is based on your ship and defense tech. Note that having level 2 of a system in both the defense and ship tech categories still only provides the single bonus, and does not stack.
-Level 2, Rank 2 Stealth: +1 Boarding Strength and Planetary Attack/Defense Strength
-Level 2, Rank 2 Sensors: +1 Boarding Strength and Planetary Attack/Defense Strength
-Level 2, Rank 2 Shields: +1 Boarding Strength and Planetary Attack/Defense Strength
-Level 2, Rank 2 Weapon System*: +1 Boarding Strength and Planetary Attack/Defense Strength
-Level 2, Rank 2 Hull: +1 Boarding Strength and Planetary Attack/Defense Strength
-Level 2, Rank 2 Logistics: +2 Planetary Attack/Defense Strength
*Note this applies 1/weapon type (so once for energy, once for explosives, etc)
Requirement: Level 2 Security Systems/Forces
Personal Teleporters: Your forces make use of short-range teleportation devices, allowing them to breach enemy lines easier. Your ships do not need to attach to enemy craft to board them and may initiate a boarding action from a range of up to 2 units (though still require the shields to be down). Your ships have +1 to their boarding strength, +2 planetary attack strength and an additional +2 boarding strength when boarding enemy craft.
Requirement: Level 3 Warp, Level 2 Sensors, Level 2 Security
Natural Resources: Your species has found uses for things that grow on various worlds, whether its for food or as a fuel source. You may spend 3 Ore and 3 Gas on your worlds to increase their infrastructure cap by an amount equal to the world's base fertility. This is treated as though you were building a structure with the same cost and uses 1 infrastructure. This cannot be upgraded like a normal structure can.
Requirement: Terraforming Level 2 Rank 2 and Economics Level 2
Privateers: Your shady dealings have created a rather unscrupulous few amongst your population that are willing to do anything for money, of course they have their uses. At the start of your turn, you may choose to reduce your maximum black market bid by 4 to add +1 to your planetary defense strength on all your worlds and a +1 bonus to boarding strength on your stations. When you construct or refit a ship on a world you control while this in effect, you may choose to spend one extra Ore or Gas to increase the craft's boarding strength by 1 (note this may only be done once per craft, this additional boarding strength isn't simply a bonus, and actually adds to the base boarding strength of the ship).
Requirement: Level 2 Rank 2 Black Market and Level 2 Economics
Biosphere: This allows the construction of Biospheres (these may be upgraded as normal structures);
Biosphere:
Cost: 5 Ore and 5 Gas
Energy: 6
Special: Increases base fertility of the world by 2.
Requirement: Level 3 Planet Tech and Level 2 Rank 2 Industry
Tactical Displays: These provide craft with a real-time display of the local environment, improving response times and helping keep better track of targets. Equipped craft have +1 to their attack damage and take 1 less damage from weapons with the Guided ,Long-ranged , Intersystem Weaponry and/or Transphasic Intergalactic Weaponry traits.
Cost Modifier: +1 Ore and +1 Gas
Requirement: Level 2 Rank 4 Sensors and Level 2 Rank 2 Long Range Communications
Ghost Jump: This causes the equipped craft to enter a state of intangibility while it is warping, causing it to ignore asteroid fields when warping through them, although it cannot end its warp inside an asteroid field in this way.
Cost Modifier: +2 Gas
Requirement: Level 2 Rank 2 Shields and Level 3 Warp
Storage Facilities: You may construct storage facilities on your worlds to house resources for later use or trade (these may be upgraded as normal structures).
Storage Facilities
Cost: 2 Ore and 2 Gas
Energy: 0
Infrastructure: 1
Special: May store up to 2 resource value per rank of these structures.
Requirement: Level 2 Economics and Level 2 Logistics