Talk:Common Terms/@comment-454133-20170211173242/@comment-454133-20170216222800

Yup, you just fly a ship in front of your opponent before they activate. Not only does it deny their action and leave them tokenless, but it might position them better for you and worse for them. For example, it lines up a range 1 shot from your other ship, or leaves them stuck overlapping an asteroid, or they can't boost into range 1 for a Fearlessness shot. Bumping also cancels the turn part of K-Turns, Segnor's Loops, and sometimes Tallon Rolls.

And the ship that set up the bump tends to be safe from the victim if successful, because now that you're touching, the bumping foe cannot shoot that ship (though they can still shoot someone else).

Bumping can also create terrifying bumping chains, where one ship stops short and everyone activating after it now bumps, because their expected spot is unexpectedly filled. This can wreak havoc for ships that depend on flying in formation, especially on the joust (BTW, Joust is another good term here).

This can be combined with upgrades like Anti-Pursuit Lasers, Ion Projectors, Unkar Plutt (Crew), etc, or pilots like Unkar Plutt, though it doesn't need to be combined. A basic ship in the right place can turn the battle.

Turn-around: A ship people don't want bumping them is Captain Oicunn, who punishes them with an instant damage. And Dauntless can let a Decimator take its action even if it bumps.