if i where to change anything it would be to add something to the Munitions failure and other cards like to have you draw another card if it doesn't apply to your ship. I rolled 2 crits against Lando on the weekend and got Munitions Failure twice which did nothing but then i got a munitions failure on my defender and lost my HLC, that seems unfair.
Well, the easiest way to deal with that is provide a secondary effect to the crit cards.
IE., remove all 'direct hit' cards from the deck, and instead replace them with the requisite 'modification'/'crew'/'system' crit cards...but then on ALL mod/crew/system/secondary cards (for example) add the note "if there is no applicable upgrade on the target ship, suffer one additional damage and turn this card face down".
Taddah! Two birds killed with one stone.
(Or even three birds, really, as it immediately boosts the value of even BRINGING ALONG those kind of upgrades to build our your fleet in the first place, as they help to act as a buffer against extra hull damage. And yes, I'm a long time SFB player and have spent a lot of time plotting attacks to maximize DAC results, obviously.)
I can hear the naysayers already crowing about how paying for an advantage, no matter how tiny, is WRONG. To that I say - it is already that way. Remember buying A-Wings just for PtL or Lambdas just for Advanced Sensors or Transports just for the x-wing pilots or Tantives just for the crew cards?
Edited by GiraffeandZebra