How do you think this upgrade will Change the game? I can see why it would not work for the rebels to have a captive because the Empire would just see it as collateral damage to lose one of their own. They would probably blow up the ship the captive was in just to keep him from talking. But those goody two shoe rebels on the other hand would love to protect one of their own.
This card begs for a ship disable and capture mission scenario and rules to completely and permanently disable a ship for capture. Also a ship would be needed that can capture another ship and transfer personnel. I guess the YT-1300 or the HWK-290 would fit the bill for the capture ship.
What do you think?
