Talk:Saboteur/@comment-172.91.215.241-20150825000212

I was thinking of running this on a Lambda Shuttle for the worst-case scenario of a ship getting behind it, but it might not be that good. For starters, this only works at Range 1, (even though fortunately Range 1 on any Large ship can cover a surprisingly large area). Anyway, so say your enemy's ship has one damage facedown damage card at Range 1 right behind you or to the side you getting in position, and you're flying an OGP so chances are they haven't moved in yet. Let's see the cards you could potentially flip up... (this is going to be long so I won't give the crit descriptions).

Good Crits: (15/33)

Direct hit!: 'Nough said (7)

Minor Explosion: If you're lucky, it's the same as a Direct Hit (2)

Console Fire: Pretty much the same thing as Minor Explosion, the only difference is when they roll. (2)

Stunned Pilot: Just slam on the breaks, let them bump into you next round, and hopefully they'll blow up. (2)

Blinded Pilot: It won't deal extra damage but it will buy you some time as long as you keep flipping it up. (2)

Useless Crits: (18/33)

Munitions Failure: Chances are they don't have another weapon or don't care at this point. (2)

Injured Pilot: Same thing as above except with Pilot ability and Elite upgrades, as long as they can still shoot you. (2)

Damaged Sensor Array: They won't get locks or focus, which can affect their firepower, but they're still in a good position. (2)

Minor Hull Breach: Why would they need a red maneuver if they're right behind an inevasive shuttle? (2)

Damaged Engine: Same as above. They most likely won't need sharp turns anyway. (2)

Thrust Control Fire: Yay, they're stressed! But they'll recover easily. (2)

Damaged Cockpit: Could be useful if you're packing Anti-Pursuit Lasers, but otherwise they'll just wait for you to move. (2)

Structural Damage: Agility means nothing if you can't fire back at them. (2)

Weapon Malfunction: They won't get their Range 1 bonus, but could overrun the single defense die. (2)

So there you have it. There's just under half crit cards that could easily finish off a smoking ship before the combat phase, but a lot of things could happen to foil you, such as your opponent staying at Range 2 or 3, having only one useless crit hit, or having none at all. Now say if you had multiple ships with this card, that might be a different story...