Critical Hit Cards (Rebel Transport)

The Rebel Transport has it's own set of damage cards that are used when it is dealt a critical hit. It includes a set of cards for each section of the ship and is assigned the top card faceup from the deck whose corresponding section was dealt the critical hit.

The possible cards in the Fore section are:

Direct Hit

(Ship) This card counts as 2 damage against your hull.



Damaged Stabilizers

(Ship) When you execute a bank maeuver (left or right) suffer 1 damage. If you draw a Damage card, draw it from the Fore Damage deck.

Action: Roll 1 attack die. On a (hit) result, flip this card facedown.



Secondary Drive Failure

(Ship) You must spend 1 energy to perform any action.



Broadcast Malfunction

(Ship) You cannot perform the jam action.

Action: Roll 1 attack die. On a (hit) result, flip this card facedown.



<p class="ve-ce-branchNode">Hull Breach

<p class="ve-ce-branchNode">(Ship) Place 1 of your Upgrade cards under this card. You cannot use that Upgrade card while this card is faceup.

<p class="ve-ce-branchNode">Energy: Spend 2 energy to flip this card facedown.

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<p class="ve-ce-branchNode">The possible cards in the Aft section are:

<p class="ve-ce-branchNode">Engine Damage

<p class="ve-ce-branchNode">(Ship) When you execute a maneuver, if the speed of that maneuver plus the number of faceup "Engine Damage" cards you have equals or exceeds 5, you must skip your "Perform Action" step this round.

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<p class="ve-ce-branchNode">Reactor Leak

<p class="ve-ce-branchNode">(Ship) When you execture a manuever, reduce the amount of energy you gain by 1 (to a minimum of 0).

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<p class="ve-ce-branchNode">Command Pod Casualties

<p class="ve-ce-branchNode">(Ship) Assign 1 stress token to 1 friendly small or large ship. Then your opponent may assign 1 stress token to 1 of your small or large ships. Then flip this card facedown.

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<p class="ve-ce-branchNode">Reactor Cowl Rupture

<p class="ve-ce-branchNode">(Ship) When you perform a recover action, you cannot recover more than 2 shields. You must still spend all of you energy.

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<p class="ve-ce-branchNode">Projector Power Failure

<p class="ve-ce-branchNode">(Ship) You cannot perform the reinforce action unless you have at least 3 energy.