Adds 2 charge.
After attacking and once all dice have been modified and neutralized, you may acquire a lock on the defender if no damage was inflicted.
Costs 1 point.
Adds 2 charge.
You may use this Charge for any attached effect. When this card's Charge reaches 0, roll two attack dice. Regain a Charge for each blank and focus result. Take any damage rolled.
Double Unique.
Costs 2 points.
Adds Turret 3 Range 1-2 Attack, 1 Charge.
Attack: Spend 1 Charge to perform an attack on 1 ship, regardless of firing arc. You may not recover Charge on this card.
Costs 3 points.
Adds 2 Charge.
When defending, if the attacker is in your Rear Arc, you may spend 1 Charge to roll 1 attack die. On a Crit or Hit result, add 1 ion token to the attacker.
Costs 2 points.
Add a Cargo slot to this ship.
Any Cargo attached to this ship can be kept a secret from other players.
Restricted to Medium or Large ships with Scum pilots.
Costs 4 points.
Adds 3 Charge
You may spend a Charge after revealing your dial to adjust the speed of a maneuver by 1, also increasing it's difficulty by 1. If the difficulty of the maneuver cannot be increased, you must spend 2 Charge instead and treat it like a red maneuver.
Costs 7 points.