After you execute a 0 Stall Maneuver, you may gain a stress token to rotate your ship 90°.
While you execute a blue or white Bank maneuver, you may instead execute a red Turn maneuver in the same direction.
Restricted to Small or Medium ships.
Costs 3 points at initiative 1, increases with initiative.
Card designed by watcher4242.
Card Rules:
Adds a Turret 5 range 1-3 ordinance attack, a Rotate Turret action, and 4 Charge, single recurring.
Setup: This upgrade starts at 0 Charge. When this card reaches 4 Charge, spend all Charge here to attack. You may use a Reload action to gain an extra Charge on this card each turn.
Attack: If this attack hits, after neutralizing results, change all Hit results to Crit results. If this attack misses, drop an Anti-Matter Pod within range 1 of the defender.
Costs 16 points.
Device Rules:
Device, Placed
When a ship passes through or overlaps this device, it takes 3 Crit damage, then remove this piece.
During Set-Up, give this ship the Belt Runner condition, then deploy the Belt Runner I remote in your starting area.
Triple Unique. Restricted to TIE Advanced x1's with Galactic Alliance pilots.
Costs 12 points.
Adds 3 Charge single recurring.
This Charge may be used for ship abilities and for non-ordinance upgrades.
Restricted to Ssi-Ruuvi Imperium ships.
Costs 14 points.
Adds 3 Charge.
This Charge may be used for ship abilities.
Restricted to Ssi-Ruuvi Imperium ships.
Costs 8 points.
Prevent enemy units within range 0-2 from moving focus between ships using Yammosk Network.
Double Unique. Restricted to Galactic Alliance ships.
Costs 15 points.
You may spend Charge from any friendly ship within range 0-2 for your abilities and upgrades.
Costs 5 points.
When defending, roll an extra defense die.
Costs 3/4/6/8 points, increasing with Agility.
When you decloak, you may choose to use any speed 1 or 2 template.
Restricted to ships with Cloak actions.
Costs 8 points.
Adds a Front 3 range 1-3 attack.
Attack: After neutralizing results, this attack deals double damage to shields.
Costs 6 points.
Add 3 Charge, Front 3 range 2-3 ordinance attack
Attack: (Lock): Spend 1 Charge. If this attack hits, it deals double damage to shields.
Costs 5 points.
Adds 3 Shields.
For those with more advanced resources, powerful shields can be added to a starfighter. This kind of technology is closely guarded by those with working knowledge of it.
Costs 7/8/10/12 points, increasing with Agility.
Add 3 Charge, Front 3 range 2-3 ordinance attack
Attack: (Lock): Spend 1 Charge. If this attack hits, it deals double damage to shields.
Costs 5 points.
Add Turret 2 range 1-3 attack.
Attack: After neutralizing results, this attack deals double damage to shields.
Costs 5 points.
Card Rules:
Adds 3 Charge.
Bomb
During the Systems Phase, you may spend 1 Charge to drop a Particle Bomb using a 1 Straight template.
Costs 5 points.
Device Rules:
Device, Bomb
At the end of the Activation Phase, this device detonates. When this device detonates, each ship at range 0-1 takes 1 Damage. This device deals double damage to shields.
Adds a Front 3 range 2-4 attack.
Setup: Equip this side face-up.
Bonus Attack: After neutralizing results, this attack deals double damage to shields.
Bonus Attack: Spend 1 Energy. After neutralizing results, this attack deals double damage to shields.
Offline
Action: Spend 1 Energy to repair this card.
Restricted to Huge Ships.
Costs 8 points.
Adds 3 Energy single recurring.
Setup: Equip this side face-up.
When this hardpoint is disabled, roll an attack die. On a Crit result, all ships (including this ship) within range 0-1 suffer 1 Crit Damage while this ship also suffers the Precision Shot effect on its revealed card.
Offline
Action: Spend 1 Energy to repair this card.
Restricted to Huge Ships.
Costs 6 points.