As no doubt all of you are aware the (no longer new) Imperial Ship preview lists several upgrades that work off of critical hits. Had I the know how to post the images here I would do that, but since I don't:
Assault Concussion Missiles
Black <Crit> : Each hull zone adjacent to the defending hull zone suffers 1 damage.
Overload Pulse
Blue <Crit> : Exhaust all of the defender's defense tokens.
Ion Cannon Batteries
Blue <Crit> : Choose and discard 1 command token from the defender. If the Defender does not have any command tokens, the defending hull zone loses 1 shield instead.
XX-9 Turbolasers
<Crit> : The first 2 damage cards dealt to the defender by this attack are dealt faceup.
What I am most curious about is how these work?
I gathered that only a single critical effect can be resolved per attack. Meaning with no upgrades if an attack manages to penetrate shields and has one or more <Crit> then the first card is dealt face-up and all others are dealt face-down, even if every single dice had a <crit> showing.
Assuming this information is correct, and not 3rd hand nonsense, this means we are given the choice of dealing a face-up damage card or resolving a special effect (if we have the appropriate upgrade of course).
The next question is when does this occur? After the opponent has a chance to utilize their defenses, or after the initial roll? If it is after and the defender uses a 'brace' (negating half the damage, rounded down) then who selects which dice get negated? Is it always hits first? The 'Evade' allows a single dice to be cancelled (at long range). Can the defender choose which dice gets negated? Overload Pulse especially is concerned with this, since the defender can simply use their tokens during this attack it kind of negates most of the use for Overload Pulse.
When do these take effect, if it is after dice results are finalized? Before all other damage? After all other damage?
This is all key information that I... I mean we need!