It's been 2.5 years since the Damage Deck was updated with the TFA Core set and the game has changed quite a bit since then. Let's talk about what crits you like, which crits you don't (and why) and how they could be improved.
here's what we have:
Console Fire: (Ship) At the start of each combat phase, roll 1 attack die. On a (hit) result, suffer 1 damage. Action: Flip this card facedown.
Console Fire is a "lose an action or else" crit that creates a ticking clock - either you deal with the crit or it will eventually kill you, but there is a lot of room for risk-reward type decisions in the meantime. This is one of my favorite crits since it's always relevant and creates a more interesting game state.
Damaged Engine: (Ship) Treat all turn maneuvers (sharp left OR sharp right) as red maneuvers.
Damaged Engine is one of the few permanent effect crits and it's brutal for ships that care about arcs. I'd prefer it to be something that could be cleared since it's so crippling (probably via a die roll?). It also could be reworded to be more like Loose Stabilizer (receive a stress after making a sharp turn, rather than changing the color of the maneuver) so you can still perform turns, but at an increased cost. Or it could be like Daredevil - a chance to take damage after making a hard turn?
Damaged Sensor Array: (Ship) You cannot perform any actions except actions listed on Damage cards. Action: Roll 1 attack die. On a (hit) or (crit) result, flip this card facedown.
Damaged Sensory Array feels like it's on the right power curve, though losing more than two turns trying to clear it feels really bad. It makes me wonder if all of the roll a die to clear crits would be better if the odds improved each time? Not sure how to achieve that without over-complicating the rules text though.
Direct Hit!: (Ship) This card counts as 2 damage against your hull.
Direct Hit is the quintessential crit, I think it's great as-is.
Major Explosion: (Ship) Roll 1 attack die. On a (hit) result, suffer 1 critical damage. Then flip this card facedown.
Major Explosion is a swingier card than the original Minor Explosion (which just dealt a facedown damage card if you rolled hit/crit). I like the possibility space that Major Explosion creates - there is always a chance that a lone crit will chain into a catastrophic amount of damage and that (remote) possibility creates tension/drama every time a crit is dealt. It's very Star Wars.
Major Hull Breach: (Ship) Starting the round after you receive this card, all Damage cards dealt to you are dealt faceup. Action: Flip this card facedown
Major Hull Breach is functionally blank for most small ships (the next shot that gets through will usually kill them regardless), but really punishing to high hull, low agility ships. In a way, it's the counterpart to Console Fire - while high hull ships can often ignore Console Fire for several turns, they can't afford to ignore Major Hull Breach. This is a very binary card - it's either going to ruin your day or have little effect on the game depending on which ship it lands on and when. I normally don't really like dead cards, but since the meta favors high hull ships, I'm fine with the current text.
Loose Stabilizer: (Ship) After you execute a white maneuver, receive 1 stress token. Action: Flip this card facedown.
I like that Loose Stabilizer creates interesting decisions in planning, I think it's great as-is.
Structural Damage: (Ship) Reduce your agility value by 1 (to a minimum of 0). Action: Roll 1 attack die, on a (hit) or (crit) result, flip this card facedown.
Somehow Structural Damage feels less frustrating that Weapons Failure. I like it as-is.
Thrust Control Fire: (Ship) Receive 1 stress token. Then flip this card facedown.
Thrust Control Fire is one of the weaker crits in the modern era since stress is so weaponized already that ships are often teched to deal with it. It feels like this needs a power boost, but maybe that's just me?
Weapons Failure: (Ship) When attacking, roll 1 fewer attack die. Action: Roll 1 attack die. On a (hit) or (critical hit) result, flip this card facedown.
Weapons Failure is really aggravating in our current era of highly modified dice and super defensive ships. This is often a "deal no damage until you clear it" crit, which is really frustrating. I think it needs a debuff - maybe just make it Action: flip this card facedown?
Blinded Pilot: (Pilot) You cannot perform attacks. After your next opportunity to attack (even if there was no target for an attack), flip this card facedown.
Blinded Pilot is my least favorite damage card. It might as well say "lose a turn", which isn't fun in any game. My fix would be something like changing "You cannot perform attacks." to "You cannot modify attack dice."
Damaged Cockpit: (Pilot) Starting the round after you receive this card, treat your pilot skill value as 0.
Damaged Cockpit is one of the few crits that can't be cleared, I'm assuming to avoid the obnoxious interactions with PS order that occur with Tel Trevura. I think it's one of the more interesting crits, particularly since the PS war is so central to the meta. It's a crit where the "penalty" can be turned into an advantage in certain circumstances, which is cool.
Shaken Pilot: (Pilot) During the Planning phase, you cannot be assigned straight maneuvers. When you reveal a maneuver, flip this card facedown.
Shaken Pilot feels way too weak - I can't remember the last time I cared that I received it. Maybe reverse the penalty to force the player to set a straight maneuver? So a more flexible Ion effect?
Stunned Pilot: (Pilot) After you execute a maneuver, if you are touching another ship or overlapping an obstacle token, suffer 1 damage.
I like Stunned Pilot since it changes the usual bumping dynamic. Triggering on just overlapping an obstacle in your final position seems odd though - I might tweak it to do the damage if your maneuver template overlapped an obstacle too?


