Here are my thoughts on how energy will work for the new epic ships and their upgrades.
Scenario 1
The purple number denotes the amount of energy that card produces. The energy that a card produces can only be used by that card. There for, the Single Turbolasers produce 2 energy that can be used by the player to shoot those turbolasers. Cards like Engine Booster don't produce energy, but use energy provided by the main ship. The CR90 produces energy only on the aft card, but that energy will be available to use on the fore card and any upgrade that is attached to the CR90. Energy clears at the end of the round.
Scenario 2
Any card with a purple number adds to the energy that the ship has available to use that round. The player can use that energy anyway they chose, either on one of the ships specialty actions or to use one of the upgrade card abilities. Energy clears at the end of the round.
I am leaning more towards Scenario 2. It is a cleaner system for tracking energy and like many of the actions that ships take in the game, these actions do not carry over to the next round (target lock presently being the key exception). The key problem with trying to determine what the rules for energy use are going to look like is that we do not know how many times a energy based action will be allowed in a turn. For example, will a player be able to repeatedly fire a Single Turbolasers until they are out of energy or will it stay in line with other weapons in the game where you only get one attack
What I am certain is that the purple number on cards denotes energy production while energy usage will be declared in the rules text either on that card or in the core rule set.
Edited by CPTMcMurphy