26 minutes ago, MandalorianMoose said:I'm confident that play testing would find this to be the correct way to implement it without making it too powerful. Might need to specify "and no other results" to limit black dice abuse, as technically hit/crit IS only one hit result
Assuming that is correct (which seems reasonable, allowing hit/crit or double-hit seems excessively powerful compared to other fleet command upgrades), it seems like it will obviously benefit red dice ships the most, particularly cheaper ones where dice-fixing tech is more expensive or unavailable (CR90As, Assault Frigates, Nebulon-Bs, Peltas, Arquitens, cheapo VSD gunlines) but could also be handy for blue dice ships that throw smaller salvos, allowing them to potentially save on not equipping SW7s (CR90Bs, Raider-IIs).
Obviously larger red dice ships are happy for some improved dice reliability (especially Cymoon ISDs, which lack the possibility to use Leading Shots), but it's not as cost-effective there as it is on smaller ships where the effect can proc more frequently.



