CRITICAL HITS

1-2ENGINE CRITICALSDam.CrewEffect
1-2POWER RELAYS DESTROYED+0+0-1 SPEED
3-4THRUSTERS DAMAGED+1+0-2 SPEED
5FUEL SYSTEM RUPTURED+2+1-4 SPEED
6ENGINES DISABLED+3+1SHIP ADRIFT
3REACTOR CRITICALSDam.CrewEffect
1-2CAPACITORS DAMAGED+0+1-2 SPEED, ALL WEAPONS LOSE 1AD*
3-4POWER FEEDBACK+1+1LOSE 1 RANDOM TRAIT
5REACTOR GAS LEAK+0+3NO SPECIAL ACTIONS
6REACTOR EXPLOSION+3+4NO SPECIAL ACTIONS, LOSE 1 RANDOM TRAIT
4WEAPON CRITICALSDam.CrewEffect
1-3TARGETING SYSTEM DAMAGED+0+1ALL WEAPONS LOSE 1AD*
4POWER FLUCTUATIONS+0+0EACH WEAPON NEEDS 4+ TO FIRE
5WEAPONS OFFLINE+2+21 RANDOM WEAPON IN 1 RANDOM ARC CANNOT FIRE
6CATASTROPHIC AMMUNITION EXPLOSION+3+4ALL WEAPONS IN 1 RANDOM ARC CANNOT FIRE
5CREW CRITICALSDam.CrewEffect
1-2FIRE+0+2-
3-4MULTIPLE FIRES+0+3DAMAGE CONTROL AT -1 PENALTY
5LOCALIZED DECOMPRESSION+1+3-1 TROOPS, NO SPECIAL ACTIONS
6HULL BREACH+2+4-2 TROOPS, NO DAMAGE CONTROL THIS TURN
6VITAL SYSTEMS CRITICALSDam.CrewEffect
1BRIDGE HIT+0+1NO SPECIAL ACTIONS
2SECONDARY EXPLOSIONS+1D6+1D6-
3ENGINEERING+4+3NO DAMAGE CONTROL
4WEAPONS CONTROL+4+4ALL WEAPONS IN 1 RANDOM ARC CANNOT FIRE
5REACTOR IMPLOSION+2D6+4D6LOSE 1 RANDOM TRAIT
6CATASTROPHIC EXPLOSION+4D6+2D6LOSE 2 RANDOM TRAITS

VITAL SYSTEMS CRITICALS MAY NOT BE REPAIRED WITH DAMAGE CONTROL
* This effect will stack if rolled for more than once, allowing you to lose several AD from your weapons.

Crippled
Turns reduced by 1 (minimum of 1), and to 45 degrees.
Half speed (applies before any speed modifiers).
Only 1 weapon system per arc may be fired.
Lose Command, Fleet Carrier, Interceptors.
Roll 1d6 for each other trait. On a result of 4-6 it is lost.
Skeleton Crew
No special orders.
Lose Command, Fleet Carrier.
Only 1 weapon system per turn may be fired.
Damage Control checks are at -2.
All Content Copyright Mongoose Publishing 2007. Reproduced with permission.

Special ActionCQEffects and restictions
Activate Jump Gate! Automatic for friendly, Opposed against CQ6 for enemy Must be within 6" of the jump gate.
May not fire.
Move at half speed.
All Hands On Deck! Automatic +2 to Damage Control rolls.
This ship can attempt to repair any number of criticals in the next End Phase.
Only one weapon system may be fired this turn.
All Power To Engines! Automatic Add 50% to Speed score this turn.
No turns may be attempted.
All Stop! Automatic Move between 0 and half speed.
No turns.
If in a gravity well, another Special Action may be attempted.
All Stop And Pivot! Automatic Must have performed All Stop or otherwise not moved in the previous turn.
May not move any distance.
May only fire one weapon system.
Ship can turn up to twice its normal turn angle, in either direction.
Close Blast Doors And Activate Defence Grid! Automatic Can only fire 1 weapon system. Ships with only 1 weapon system may not fire at all.
For each point of Damage or Crew lost, roll d6. On 5 or 6, that damage is ignored. This includes damage from Critical Hits.
Come About! CQ: 9 Ship can make one more turn than normal, or increase one normal turn by an extra 45°.
Lumbering ships may only increase one turn by 45°.
Concentrate All Firepower! CQ: 8 Nominate one enemy target immediately. All AD that miss, may be re-rolled.
No other target may be attacked by this ship.
Weapons with Beam, Twin-Linked or Energy Mine traits may not benefit from this Special Action.
Give Me Ramming Speed! CQ: 9 Ship must be crippled to use this Special Action.
Add 50% to speed, but turns reduced to 1.
If it contacts an enemy ship, you may try to ram it.
Both players make an opposed CQ check (Lumbering get -1, Agile get +1). If you win, then you have rammed.
Both ships suffer an attack using as many attack dice as half their opponent's starting Damage score, with Super AP and Triple Damage traits. Dodge, Interceptors and Stealth do not apply, but all other traits do.
Initiate Jump Point! Automatic Half speed.
No weapons may be fired.
Intensify Defensive Fire! CQ: 8 Halve AD to all weapons in all fire arcs.
Double dice used for interceptors and anti-fighter.
Launch Breaching Pods And Shuttles! Automatic Enemy must be within 4" of your ship.
No one may attack your target in the following attack phase.
Enemy must not have moved more than half its original speed this turn.
A boarding action may be launched in the attack phase of this turn.
Run Silent! CQ: 8 Gain Stealth 4+ for this turn only, or +1 if it already has Stealth to a maximum of 6+.
May not fire.
No turns may be attempted.
May not move more than half speed.
If the CQ check is failed, restrictions still apply.
Scramble! Scramble! CQ: 7 The ship can launch 2 flights of Auxillary Craft in the end phase.
If it has the Carrier trait then it may temporarily add +2 to its Carrier score.
Stand Down And Prepare To Be Boarded! CQ: Opposed Enemy must be Crippled or Skeleton Crewed.
You must have ships within 10" of the enemy whose total current Damage is greater than the enemy's starting Damage.
Friendly ships involved in the Special Action may not make any attacks.
If you win the opposed CQ check, then the enemy crew surrender.
The enemy will remain motionless and may not act unless attacked.
If all of your ships are more than 10" away in an Initiative Phase, your opponent may make a CQ check. If he scores 10 or more, control of the ship is restored.