Just curious. If you could add more critical hit scenarios, what would you add? I thought of:
Crippled Engine: This ship may only perform 1-2 speed manuevers. Boost and barrel role, if equipped, are no longer possible. Action: Roll an attack die, on a critical hit, flip this card over.
Turbulence: Move this ship 1 [straight] in the direction most opposite of the attacking ship regardless of orientation, then flip this card over. Any and all collisions must be immediately reconciled as normal immediately after.
Catastrophic Explosion: When this ship's last hull point is lost, all ships within range 1 must roll an attack die for damage. Hits are received as normal.
Engine Failure: This ship is not assigned a manuver and must perform a red 0 stop. Action: Roll an attack die, on either a hit or critical hit, flip this card over.
Shock Wave: Any ship within range 1 of this ship must roll one die for damage. Any damage is immediately resolved, then flip this card over.
Burst of Light: Any ship within range 1 of the rear of this ship is blinded for one turn and must perform a 1 straight as its next manuver.
Space Debrie: When this ship is lost, do not remove it from the board until the start of the following action phase. Any ship whose manuvers overlap its base roll a die for damage. Then remove this ship at the end of the movement phase.
Glancing Blow: Immediately flip this card over without further effect. Smile for effect.
Out of Control: Immediately move 2 straight and gain a stress. Then flip this card over.
Damaged Thrusters: You may no longer declare evade actions. Action: Roll a defense die, on an evade, turn this card over.
Cracked Canopy: You may no longer declare focus actions.
Pressure Loss: If equipped with a crew card, role a defense die. On an evade, flip this card over. Any other result, the crew member is lost.
Damaged Radio: You may no longer benefit from a friendly ship's ability. Action: Roll a defense die, on a focus, flip this card over.
Crippled Ship: You may roll one less defense die. Action: Roll a defense die, on an evade flip this card over.
I also thought it would be neat if we saw critical hits that incorporated the PS, reflecting the idea that these are intense situations for the pilots involved. I think this would be a neat way of introducing critical hits that actually could further benefit the player hit or the attcker, adding another twist to the game.
Disrupted Transmission: Any friendly ship with a PS -1 of this ship immediately gains a stress. Then, flip this card over.
Fallen Leader: When this ship is lost, any friendy ship with a PS -1 or more immediately gains a focus token. Then flip this card over.
Unexpected Loss: When this ship is lost, any friendly ship with a PS -1 or more immediately gains a stress. Then flip this card over.
Rally: When this ship is lost, friendly ships with a PS +1 or more immediately gain a focus token. Then flip this card over.
Revenge: Action: Gain +1 attack die when firing on the ship that delivered this hit.
Fury: When this ship is lost, one friendly ship the following round may gain + 1 attack against the offending ship in exchange for gaining two stress.
Edited by R22, 22 November 2013 - 02:57 AM.