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ENERGY ARMOUR
ENGINEERING Roll Tech: POINTS
GUNNERY Roll R. Combat:
ACTIONS: DISABLED MODULES ACTIONS:
OVERLOAD REACTOR: Each 6 = 1 EP, 1 HP dmg (0 EP) FIRE WEAPON SYSTEM (1 EP)
REPAIR: Hull, System, Critical or Module (1 EP) LAUNCH TORPEDO/DEPLOY MINE (0 EP)
SPEED MAN.
HELM Roll Pilot: BONUS WEAPON BONUS DMG CRIT RANGE NOTES
ACTIONS (All EP = Ship Class):
EVASIVE MANOEUVRES
CURRENT
RAMMING: Dmg = Ship Class EVASION
BOARDING: -2 during combat BONUS