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Spending s, a, x, t, and y in social encounters
COST Result Option
s Basic knowledge of the general situation

ss As above, but including key players, their history, and their involvement in the dispute.
sss Basic knowledge and key players , as well as some of the obstacles at play.
Recover 1 Strain. May be spend to affect unexpected subjects beyond the original target. Add b to the next allied active character’s
a or x check. Notice a single important point in the ongoing encounter, such as an overly curious waiter or some drapes your character can
stand behind to avoid being recognized.
Learn the Strength or Flaw of the targeted character or Personality quires of one or more important NPC. Reputation improving ones
aa or x status in the faction. Add b to the targeted character’s next check. Add b to any allied character’s next check, including that of the
active character.
aaa Learn the Desire or Fear of the targeted character. Successfully conceal your true goal in the encounter. Learn the true goal of your
or x target, if your target has one.

Learn any one Motivation facet of any character in the encounter (with GM’s Approval). like a seemingly unrelated but critical
detail. Make a target become a recurring character who faithfully decides to follow the acting character. Upgrade the difficulty of the
x targeted character’s next check. Upgrade the ability of any allied character’s next check, including that of the current active character.
Do something vital, such as getting everyone’s attention, or distracting all the guards so your character’s friends have a chance to do
something important.
The active character suffers 1 strain. May be spent to reduce the number of people affected by the target. The active character gets
t or y distracted or sidetracked momentarily. This can result in their being unable to activate an ability that requires spending a maneuver
on their next turn, or it may just result in their being dragged into a lengthy and boring conversation.
The active character accidentally reveals their own Strength or Flaw. Reputation in the faction is lowered or damaged. Add b to the
tt or y targeted character’s next check. The active character or the allied character suffers b to their next action.

ttt or The active character accidentally reveals their own Desire or Fear. The active character accidentally reveals their true goal this
y encounter.

The active character accidentally reveals a Motivation facet of one of their allies. Learn one false Motivation facet of the target
character (the active character believes it to be true). like a fact the GM gives that is misleading or wrong. Upgrade the difficulty of an
y allied character’s next check or the next check of the current active character. The active character becomes so embroiled in irrelevant
events in the encounter that they cannot do anything important during the next round. The target may become a recurring thorn in
the side of the acting character and continually undermine his authority.

social skill interactions


acting skill opposing skill
Coercion, Deception, Discipline: The mental fortitude to disobey orders, or the mental strength to resist interrogation and face threats
Leadership without flinching. Furthermore, It allows them to see through lies.
Cool: The ability to keep calm and maintain composure when being charmed or flattered, and to respond politely
Charm
to flattery without giving away something or giving in to someone’s requests.
Negotiation or Cool: Bargaining is usually a back-and-forth between two sides, with both sides using their negoti-
Negotiation
ating skills to try to get as much of what they want as possible. Extra s increases profit by 5% per uncanceled s.
* If the character has a previous relationship this may add b or b to the check. The GM may award b if the PC shares monetary wealth
or b for lack there of. The GM may award b if the character is under the influence of drugs or alcohol. The GM may add up to b b b
or an automatic success for good roleplaying or up to b b b if a character stumbles when speaking in character. Furthermore, a GM
may add up to b b b due to alien language not understood by the character.

difficulty of social check by group Group leader strain threshold modifiers


NUMBER OF size of group Strain threshold increase
DIFFICULTY
TARGETS
10-25 +5
2-5 Average (dd
dd)
26-50 +10
6-15 Hard (ddd
ddd) 51-100 +15

16-50 Daunting (ddd


ddd) 101-500 +20

51+ Formidable (ddddd


ddddd) 500+ +25
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Plot Course [ Astrogation ( ) or Perception ( )] Silhouette of Firer  Equal to or +/-1 than target 
On a success, each s reduces the difficult terrain penalty on the next piloting  Silhouettes 2+ Smaller than target 
check by .  Silhouettes 2 Larger than target 
 Silhouettes 3 Larger than target 
Co-
Co -pilot [ Piloting ( )]  Silhouettes 4+ Larger than target 
With a successful check, each un-cancelled s downgrades the difficulty of the
next piloting check by 1.

Jamming [ Computers ( )]
On a success, one enemy ship/vehicle has jammed communications and must
pass a Computers ( ) check to use them. Increase the difficulty by per
ss. a may be spent to jam one additional target.
Accelerate/Decelerate [ Pilot Only ]
Boost Shields [ Mechanics ( )] Increase or reduce ship/vehicle speed by 1.
Suffer 1 System Strain. On a success, increase the defence in one zone by 1,
for 1 round per s. Fly/Drive [ Pilot Only ]
Ship moves between range bands depending on speed (see below)
Fire Discipline [ Leadership ( ) or Discipline ( )] Speed 0 : Cannot move
On a success, add to the next attack made from the ship/vehicle. Affect 1
extra attack per ss. Any a/x rolled may be spent on affected attacks to Speed 1: Maneuvers x 2  Close  Short
activate weapon qualities and score critical hits.
Speed 2-
2 -4: Maneuvers x 1  Close  Short
Scan the Enemy [ Computers ( ) or Perception ( )] Maneuvers x 2  Close  Medium
On a success, roll twice for the next critical hit against the target and choose
one result. Affect 1 extra critical hit per ss. Any a/x rolled may be spent Speed 5-
5 -6: Maneuvers x 1  Close  Short
on attacks against the target to activate weapon qualities and score critical Maneuvers x 1  Close  Medium
hits until the end of the round. Maneuvers x 2  Close  Long

Slice Enemy Systems [ Computers ( )] Evasive Maneuvers [ Pilot only; Silhouette 1-4; Speed 3+ ]
On a success, reduce the target's defence in one zone by 1, for 1 round per s. Until the end of the round, upgrade the difficulty of all attacks against the
aa may be spent to inflict 1 System Strain, and x may be spent to disable ship/vehicle once, plus up to one extra time per point of handling the vehicle
a weapon for 1 round. has. Upgrade the difficulty of all attacks from the ship/vehicle by the same
amount.
Gain the Advantage [ Pilot only, Silhouette 1-4 ]
Add/remove for each point of speed lower/higher than the target. On a Stay On Target
Targe t [ Pilot only, Silhouette 1-4; Speed 3+ ]
success, ignore any penalties imposed by the pilot/target's usage of Evasive Until the end of the pilot's next turn, upgrade the ability of all attacks made by
Maneuvers, and the pilot may choose the relative positioning of the two, until the ship/vehicle once. Upgrade the ability of all attacks against the
the target Gains the Advantage back. ship/vehicle once.

Damage Control [ Mechanics (Varies) ] Punch It [ Pilot only, Silhouette 1-4 ]


Damage to Hull Trauma/System Strain < ½ its threshold  The ship/vehicle immediately accelerates to its maximum speed suffering 1
Damage to Hull Trauma/System Strain > ½ its threshold  System Strain per speed gained.
Damage to Hull Trauma/System Strain > Threshold 
Success = +1 System Strain and can be tried as many times as required. Angle Deflector Shields
Reassign one point of defence from one zone to another.
Success = +1 Hull Trauma per uncancelled s, but only once per combat.

Manual Repair [ Athletics ( )] Navigate Terrain [ Pilot Only ]


Establish the values of ½ the ship/vehicle’s Silhouette and the ship/vehicle’s
With the proper tools, take a Damage Control action using Athletics instead
current Speed.
Speed Make a Piloting skill check with the difficulty being with the
of Mechanics. Success results in +1 Hull Trauma plus 1 extra per ss, but only
higher of the two values being the number of , and the lower being the
once per combat. Cannot be used to repair Strain. Only used once per combat.
number of upgrades). Add depending on the terrain. On a success, pass
through the terrain.
Jump to Hyperspace [ Astrogation ( +) ]
On a success, the ship jumps to hyperspace in a number of rounds equal to its
Aim
Silhouette, reduced by 1 round per s
Add to the character's next combat check, or if the character spends 2
maneuvers.
Fire Weapon [ Gunnery ( +) ]
Fire a single weapon of a starship/vehicle. For each s add +1 to the base
Assist
damage. Use a/x to activate special qualities of the weapon.
Add to another character's next action.
“Spoof” Missiles [ Computers ( ) or Vigilance ( )]
Use vehicle systems to disrupt missiles (i.e. chaff, counter-measures, flares,
etc). If successful, any attacks against the crewmember's vehicle using
weapons with the Guided quality upgrades difficulty by one (+1 upgrade per
additional aa) until the start of the crewmember's next turn.

Pilot Only Maneuvers


Functionally, an astromech droid is capable of piloting a craft, and may take
any pilot-only maneuvers if the pilot is otherwise incapacitated or occupied. If
socketed, the astromech droid assists the pilot and may perform any one of
the following maneuvers as part of its turn: Angle Deflector Shields,
Shields , Assist
and Increase Power (see below),
Standard Actions
An astromech can perform any of the following actions: Damage Increase Power [Astromech only, Silhouette 0-3 ]
Control/Repair
Control/Repair,
/Repair , Plot Course,
Course, Co-
Co-pilot,
pilot , B
Boost
oost Shields,
Shields , Scan the Enemy,
Enemy Normally a vehicle’s engines are optimised for speed, however as a maneuver,
Spoof Missiles and Fire Weapon an astromech can re-route additional power to the engines from other
systems. When an astromech performs Increase Power, Power the ship takes 2
Watch Your Back [ Astromech only; Computers ( )] system strain, and increases the ship's top speed by 1 for a number of turns
A socketed astromech can quickly identify threats the pilot may not see. The equal the astromech's Intellect. This also reduces the craft's handling by 2, and
droid is capable of looking in all directions at once and can warn the pilot of an the astromech may not perform a Boost Shields action in the same turn. This
immediate threat. Each s provides the craft with + 1 defense to a single maneuver can be combined with the Full Throttle talent. Multiple uses of
defense zone until the astromech's next turn. Add one or more b to the check Increase Power on the same ship do not stack.
depending on-the size and chaos of the dogfight up to bbb.

Target Lock [ Astromech only; Computers ( +) ]


An astromech may perform a target lock. To perform this action, the
astromech declares a target, making a Computers check with a difficulty
determined as if attacking a target. To represent prioritizing multiple targets,
add b as appropriate. A successful Target Lock action provides on the
pilot's Gunnery checks against the declared target as well as one additional The actions and maneuvers of an NPC astromech are integrated into the
for each ss beyond the first. The target lock remains in place for one round, pilot’s actions and therefore provide a to one skill check per turn. After the
plus one additional round per aa generated on the check. Any t generated check, the pilot may spend aaa or x to gain the benefit of one successful
indicates the number of turns an astromech must wait before another Target astromech action or maneuver. If this action requires a check to perform, the
Lock action may be made. astromech is considered to have succeeded with s and no a or t.
Base Difficulty + Lowest Class between Origin and Destination ACTIVITY Fuel Expended
Examples:
Entering Hyperspace 1 Cell
Class D  Class E = Base ( ) + Class E ( )=( )
Class A  Class X = Base ( ) + Class X ( )=( ) 1 Hex travelled in Hyperspace 1 Cell
Order of Calculation: Month of Real-Space Ops. 1 Cell
1) Determine Plotting Difficulty based on origin and destination One Hour of Combat Maneuvers 1 Cell
2) Add modifications as required (see below).
3) Apply astrogator’s talents One Hour of Atmospheric Flight 1 Cell
4) If the check fails, the ship does not enter hyperspace as the This fuel consumption is based on the use of an Imperial
formula entered into the navi-computer for it to act upon is Standard Mark IV Fuel Cell. Most Light Freighters carry 50 cells.
wrong. The coordinates must be re-calculated. a, t, x and
y may then be used by the player and GM to modify the
check as per spending a, t, x and y in combat.

Duration Modifiers Modifier


2 hours. Total journey duration
Base Difficulty Per Hex cannot be reduced any further
than 1 hour
Easy
Ship’s hyperdrive multiplier x Hyperdrive Class
Destination Type
Imperial Class Starport (A) -
Plotting Difficulty Time to Calculate
Stellar Class Starport (B) - Simple (-) 1 round

Standard Class Starport (C) - Easy ( ) 2 rounds

Limited Services Starport (D) + Average ( ) 5 rounds


Landing Field (E) + Hard ( ) 10 minutes
No Starport (X) + Daunting ( ) 1 hour
Per additional region travelled/crossed + Formidable ( ) 4 hours
Trade Route Modifier
Type 1 - Galactic Trade Route
(i.e. Perlemain Trade Route)
+

Type 2 - Major Sector Trade Route


(i.e. Prousley's Rim Run)
+ MICROJUMPS
A micro-jump may be performed in emergency situations. When
Type 3 - Minor Sector Trade Route
(i.e. Well documented route between systems in a + this occurs, the character must make a moderate ( )
sector) Astrogation roll. Failure indicates a mis-jump.
Type 4 - Travel to Civilized World -
(i.e. known, but not well travelled route) MIS-JUMPS
If a misjump occurs (or a micro-jump is performed), the ship’s nav
Type 5 - Non-
Non -chartered Journey computer must wait 1 hour before another jump may be
(i.e. unknown route; an unchartered "X" world)
+
attempted. This is to allow the nav-computer time to re-
Travelling through an Anomaly Hex calibrate and determine the location of the ship.
An anomaly includes black holes, gas clouds, known
areas of concentrated space debris, and supernovas. DIFFICULTY AND UPGRADES
To determine if a route goes through a hex grid, draw Upgrade Difficulty
a line from the centre point of the origin system to per hex Once a difficulty increases beyond Formidable ( ), the
the centre point of the destination system. If the line check is thereafter upgraded once per each additional level of
crosses a hex grid containing an anomaly, the route is difficulty instead of the normal requirement to spend a Destiny
considered to have passed through the anomaly hex.
Point. There is no upper limit to the number of boost or set-back
Travelling through a System Hex dice that can be added to the check.
To determine if a route goes through a hex grid, draw
a line from the centre point of the origin system to
the centre point of the destination system. If the line
+ per hex
crosses a hex grid containing a system, the route is
considered to have passed through the hex.

Starship Condition
s  Each additional s reduces time to calculate by 1 level.
Ship Lightly Damaged (Hull Trauma > 50%) +
s  Each additional s allows better positioning when
Ship Heavily Damaged (Hull Trauma < 50%) + arriving in system (see Table: Sublight Travel Times).
Times
Miscellaneous Astrogation Modifiers a  For every a, reduce total travel time by 10% up to a
total of 50%.
No nav computer or Astromech droid +
x  Reduce time to calculate to 1 round.
Rushed Calculations * + per level**  Reduce total travel time by 25% per x to no more
Thorough Calculations * - per level** than 75%.
 Arrive precisely in system as required by the player.
Using outdated/antiquated charts + or more
t  For every t increase total travel time by 10%.
Using updated charts + or more  Increase positioning when arriving in system (see
Table: Sublight Travel Times).
Times
Imperial Supply Run (Between Bases) - per level
ttt  A mis-jump occurs. GM determines location of arrival
Sector Ranger Patrols (Between Bases) + within trajectory.
or y
Route Travelled Previously Upgrade Skill
y  For every y increase total travel time by 25%.
* Increased or decreased time taken to calculate the jump to hyperspace.  Hyperspace mishap. Ship incurs a critical hit, with +10
** You can never reduce the calculation time to less than a round, and never more
than 4 hours. Difficulty Upgrades can never be removed in this manner. per additional y on the check.
STANDARD STANDARD
a  Recover 1 system strain t  If piloting a ship, sudden maneuvers force the ship to slow down by 1 point
or x  Add to the next allied active character's Piloting, Gunnery, Computers, or or y of speed.
Mechanics check.  The active character loses the benefits of a prior maneuver (such as
 Notice a single important point in the ongoing conflict (eg. fatal flaw in an executing Evasive Maneuvers or Aim)
Aim until he performs the maneuver
enemy ship's course, a weak point on an attack speeder, etc). again.
 Inflict a Critical Hit with a successful attack that deals damage past armor  The character's active ship or vehicle suffers 1 system strain. (This option
may be selected more than once.)
(a cost may vary)
 Activate a weapon quality (a cost may vary) tt  An opponent may immediately perform one free maneuver in response to
or y the active character's check.
aa  Perform an immediate free maneuver, provided the active character has not
 Add to the targeted character's next Piloting or Gunnery check.
or x already performed two maneuvers in that turn.
 The active character or an allied character suffers on his next action.
 Add to the targeted character's next Piloting or Gunnery check.
 Add to your next Piloting, Gunnery, Computers or Mechanics check. ttt  The Initiative slot being used by the active player drops to last in the
 Add to any allied character's next Piloting, Gunnery, Computers or or y Initiative order.
Mechanics check, including the active character.  The active character grants the enemy a significant advantage in the
ongoing encounter, such as drifting straight into his line of fire, decreasing
aaa  When dealing damage to an opposing vehicle or ship, have the shot the difficulty of any checks made against the active character's ship or
or x temporarily damage a component of the attacker's choice rather than deal vehicle by one until the beginning of that character's next turn.
hull damage or system strain. The effects of this are up to the attacker and
the GM, and should make logical sense. For example, damaging a ship's y+  The primary weapon system of the active character's ship (or the particular
shield generator should drop its defense to 0 until the generator is repaired Success weapon system he is manning if he is acting as a gunner) suffers the effects
(ideally with a Mechanics check). However, it should not be too debilitating. of the Component Hit Critical. This does not count toward the ship's
 Downgrade the difficulty of your next check once. accumulated Critical Hits.
 Ignore penalizing terrain or stellar phenomena until the end of the active  Upgrade the difficulty of an allied character's next Gunnery, Piloting,
character's next turn. Computers, or Mechanics check, including the current active character.
 If piloting the ship, perform one free Pilot Only maneuver (provided it does  The active character suffers a minor collision either with one of his
not break the limit of maximum number of opponents within close range or with the stellar phenomena/terrain he is
flying or driving through.
 Pilot Only maneuvers in a turn).
 Force the target ship or vehicle to veer off, breaking any Aim or Stay on y+ Fail  The active character suffers a major collision either with one of his
Target maneuvers. opponents within close range or with the stellar phenomena or terrain he is
flying or driving through.
x  Upgrade the difficulty of the targeted character's next Piloting or Gunnery
check. ASTEROID/DEBRIS FIELD
 Upgrade any allied character's next Piloting, Gunnery, Computers, or t  Narrow Margin: Path through the debris field suddenly gets much smaller.
Mechanics check. Add to the craft's next Gunnery or Piloting check.
or y
 Turing the tide of battle (eg. destroying a capital ship's shield generator,  Gravel Pile: Craft passes through a hail of small debris. Add to the craft's
losing a pursuing ship in an asteroid field, etc). next Gunnery or Piloting check, and ship takes 1 system strain that ignores
armor.
xx  When dealing damage to an opposing vehicle or ship, have the shot destroy
some important component of the attacker's choice rather than deal hull
damage or system strain, leaving it completely inoperable until fully repaired.
tt  Hazard!: Large hunks of rubble or wreckage collide in close proximity to the
or y active ship, sending a dense cloud of debris into its path. Upgrade the
As with the above option for disabling a component, this should be agreed difficulty of the ship's next Piloting check by one.
upon by the GM and player, but could include destroying the engines of a
fleeing ship, taking out their hyperdrive, or blowing off weapons.  Light Blast: An unstable asteroid or energy cell explodes nearby, rocking the
active ship and inflicting system strain equal to the t generated.
ASTEROID/DEBRIS FIELD
y+  Oops!: Active vehicle clips a piece of debris, suffering a minor collision and
a  Screen: Swerve around a chunk of debris, granting to active character or
Success reducing speed by 1.
or x an allied character's next Piloting check.
 Blast: A high-energy impact in the field or drifting energy canister detonates,
 Weave: Upgrade difficulty of all Gunnery checks targeting this craft until the sending a powerful shockwave into the path of the active vehicle, inflicting
aa
pilot's next turn. system strain equal to twice the t generated.
or x
 Clear Patch: The difficulty of all skill checks is downgraded by one die until
the active character's next turn. y+  Hold On!: Vehicle smashes into the side of an asteroid or large piece of
Fail debris, suffers a major collision, and careens out of control. The craft
immediately suffers the "Knocked Off Course" Critical.
aaa  Variable Density: Find a path through the rubble; active character's next
or x Piloting check is Average ( ) difficulty. NEBULA/GAS ANOMOLY
x  Look
Look Out!: Force one enemy craft in the encounter to suffer a minor t  Unresponsive: Light energy discharge from the cloud disrupts the ship's
collision with an obstacle the active character just dodged. or y controls. Add to the craft's next Gunnery or Piloting check, and ship takes
1 system strain that ignores armor.
 Got You!: Active character's ship gains the benefits of Gain the Advantage
on a target of choice after skillfully maneuvering around the surrounding  Dazzled: A flash of lightning from the cloud, too far away to harm the ship,
terrain. is still bright enough to disorient the active character. Upgrade the difficulty
of this ship's next Piloting check by one.
xx  Blinders: Active craft deftly swerves around a large chunk of incoming
debris that an opposing ship doesn't see. Force one enemy craft at close tt  Out of Nowhere: A sudden and unexpected of cloud of debris appears in
range to suffer a major collision. or y the flight path of the active ship. The ship's next Piloting check difficulty is
determined using the Stellar Phenomena rules.
NEBULA/GAS ANOMOLY  Too Cloe: The fog clears briefly to reveal an enemy ship or debris at point
blank range. The active character must make an immediate Piloting check at
a  Clear Scopes: The sight limitations of the nebula lift briefly, granting to
Stellar Phenomena difficulty. Failure results in a minor collision.
or x active character or an allied character's next Piloting check.
 Light Blast: An energy discharge from the nebula cloud rocks the active ship
aa  One with the Fog: Upgrade difficulty to all Gunnery checks targeting this and inflicting system strain equal to the t generated.
or x craft until the pilot's next turn.
y+  Heavy Blast: A heavy energy discharge from the nebula cloud rakes across
aaa  We Lost Him: One enemy craft is removed from the encounter, but remains Success the active ship, inflicting system strain equal to twice the t generated.
or x intact. A future y result may be used to return this combatant to the fight.
y+  Systems Damaged: Suffer the effects of Heavy Blast. Additionally, the
x  Clouds are My Allies: Active characters ship gains the benefits of Gain the Fail energy blast temporarily shorts out all power in the ship. The craft
Advantage on a target of choice after skilfully maneuvering around the immediately suffers the "Engines Damaged" Critical Hit.
surrounding terrain.
LARGE SPACE BATTLE
xx  Sparks Fly!: Gain the benefits of Clouds are My Allies.Allies Additionally, active
t  Light Flak:
Flak: Add to the craft's next Gunnery or Piloting check, and ship
craft triggers a discharge that hits one enemy craft of the pilot's choice at
or y takes 1 system strain that ignores armor.
close range, inflicting the equivalent of a minor collision.
 Light Blind: A flash from an explosion within the pilot's field of view
LARGE SPACE BATTLE disorients the active character. Upgrade the difficulty of the ship's next
Piloting check by one.
a  Elusive: Active ship expertly jinks around other craft or debris in the fight,
or x providing some cover. Add to all Gunnery checks targeting this craft until tt  Structural Failure: A sudden cloud of debris from an exploding ship or
the pilot's next turn. superstructure appears in the flight path of the active ship. The ship's next
or y
 Moment of Clarity: Pilot positions himself to get a brief glimpse of the Piloting check difficulty is determined using the Stellar Phenomena rules.
larger battle, granting to active (or an allied) character's next Piloting  Heavy Flak: Upgrade craft's next Gunnery or Piloting check by one, and ship
check. takes 1 hull trauma that ignores armor.
 Light Blast: A nearby loose fuel cell detonates, rocking the active ship and
aa  Tuck and Roll: Upgrade difficulty to all Gunnery checks targeting this craft
inflicting system strain equal to the t generated.
or x until the pilot's next turn.
ttt  Watch Your Vector: The flight path of the encounter crosses another group
aaa  Were’d
Were’d They Go?: In the fury of the fight, one enemy craft is removed from
of engaged fighters that scream by on a different vector. Active character's
the encounter, but remains intact. A future y result may be used to return or y
or x craft is hit with a stray blast from a medium laser cannon (damage 6 only,
this combatant to the fight. no critical rating); upgrade craft's next Gunnery or Piloting check by one.

x  Look Out!: Force one enemy craft in the encounter to suffer a minor
y+  Ouch!: Vehicle clips a piece of superstructure or debris suffering a minor
collision with loose debris the active character just dodged. collision and reducing speed by 1.
Success
 I Have You Now!:
Now!: Active character's ship gains the benefits of Gain the  Heavy Blast: A large shockwave from a nearby explosion shakes the active
Advantage on a target of choice after skillfully maneuvering around a
ship, inflicting system strain equal to twice the t generated.
smaller capital ship or part of a bigger ship.

xx  Eat This!: Force one enemy craft at close range to suffer a major collision y+ Fail  Strap In!: Vehicle collides with the side of a capital ship's superstructure or
another fighter in a passing dogfight, suffering a major collision, and begins
with the superstructure of a nearby capital ship or large piece of loose
to tumble. The craft immediately suffers the "Knocked Off Course" Critical
debris.
Hit.

Version 1.0

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