Epic ships have an additional stat, using the Team slot icon. (the team slot is gone) This stat tells you how many Team tokens your ship has. A crew may be assigned (during the system phase) an action on the ship's action bar- that action is performed for EVERY crew that performs that action. Epic actions include Recover (1 shield regen or 1 ion removal), Calculate (like a droid- epic ships dont get the efficency of singleseat fighters), Coordinate, Epic lock (As many as you have crew, but that crew is then assigned to that lock- if that crew is reassigned, the lock falls off), Jam, Epic Reinforce (one of 4 arcs- front of ship (including corners), behind ship (including corners) and Flank Left and Flank Right. ), Epic Booster (1 straight, epic style), Reload, Rotate Hardpoint (for hardpoints that CAN rotate).
Hardpoints may have Team requirements to be fired (like energy in 1.0) while others may add a gunner slot that only applies to that weapon. And Cargo/system/configuration/Epic Crew upgrades may require Teams to be operated. (for instance, "Jammer array, if you assign a Team to this card, at the start of Engagement you may jam a ship at range 1-3") Criticals may remove teams from your ship.
The idea is that epic ships are a resource management game, and are slow to react. if a player wants to camp all 6 teams in a CR90s shields, they wont be firing well, but it'll be a pain in the *** to actually hurt them. You'd be better off killing something else that turn.
Hardpoints are assigned to individual arcs. They get the arc icon like smaller ships, then a hardpoint icon where the power would be. Reinforce works like in the base game, but must be assigned to one of the ...6?...8? fire arcs of an epic ship instead of an entire ship half.
Jam tokens each disable a crew of the attacker's choice, while Stress disables a crew of your choice. Green tokens granted to a huge ship must be assigned to a specific hardpoint. If you have more ion tokens than Teams, all teams become unassigned (including Locks, calculates and Reinforce, which drop their effects), except for teams Recovering, who can only recover ion iokens, not shields. If the ship still has more ion tokens at the end of the next system phase, the ship will perform a blue stop instead of revealing a dial. Ion tokens do not fall off huge ships without a recover crew action.
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Did I miss anything? Questions welcome.
Edited by Rakaydos