Targeting Ship Systems:
Do ship systems that have multiple copies (like the Colonial Battleship's "Launch Fighter Squadron", or many weapons) count as one system, or a separate system for each copy? Can you target "weapons" to disable all weapons, or do you disable one specific type of weapon (like a Federation Cruiser's phaser banks) or one weapon (like one of the phasers)?
If a system is disabled by being reduced to zero hit points, can it be repaired above zero by a repair roll? If so, does this un-disable the system?
Boarding Actions:
When in the round does boarding combat occur?
Do the Shadow Emissaries remain cloaked even after attacking? (In other words, can the Shadow Emissaries give up their first attack in order to cloak, and then in subsequent rounds attack while maintaining the benefit of the cloak?)
Can the Spartan Warriors wait to see if they hit before deciding to use their Rage ability?
Heroes:
Does the Indomitable Leader's ability to restore hit points to friendly combat units require a roll, as does his ability to damage enemy combat units?
The Plucky Pilot's ability still mentions "AC".
Auras:
When in the round does aura damage happen? Is it on the turn of the ship with the aura? Is it on the turn of the ship that is getting damaged? If a ship moves through the aura's AoE but doesn't end its turn there, does it take damage and if so when?
Do auras affect friendly ships? It's confusing because at first you say auras affect enemy ships, and then at the bottom (after the picture) you say friendly fighters take damage from the aura as well.
Do auras affect all enemy vessels in the AoE, or just fighters? Is the text on some auras (like the Colonial Battleship's) that say that they "target enemy fighters" just flavor text, or does it actually mean they only target enemy fighters? How small does a ship have to be before it is considered a "fighter" in this case?
Ships:
Am I correct to assume that abilities with a "-" in the "Crit" column (like the Colonial Battleship's "Decentralized" ability) are innate abilities and cannot be disabled in the same way as other ship systems (e.g. the Saboteur)?
How does the Colonial Battleship's nuke's "burst" attack work? Is it like in D+D, where you pick a location (in this case a hex) to target and you make a separate attack roll against each target in the AoE? Or do you make one attack roll against one target, and if you hit then the nuke explodes and damages everyone in the AoE?
Does the Colonial Battleship's "Decentralized" ability protect against ECMs, or are ECM and EMP separate things? (I don't see any ship that has anything labeled as an EMP.)
The Colonial Support Vessel and Imperial Assault Craft have the "Boarding Party" ability but do not have any combat units to transfer over. Presumably you are supposed to move combat units from the ships that they launch from onto them so they can board the enemy ship. If so, it should say this in the description of the ships that they launch from. Also, is there a limit to how many combat units can fit on each of these ships?
The Imperial Destroyer's damage track is still the damage track for a 2000 hit point ship, even though its starting hit point total was changed to 600.
Does the Rebel Freighter's "Sensor Jammers" ability get rid of existing sensor locks, suppress them temporarily, or not affect them at all? (This ability probably needs a wording change similar to that of the Colonial Support Vessel's ECM ability.)
The Imperial Destroyer's "Tractor Beams" ability still lists alternate boarding party stats, even though this was based on the old boarding party system.
There is a typo in the description of the Colonial Support Vessel's "ECM" ability - "sued" should be "used".
If the Spartan Scout is cloaked, can it decloak to fire weapons, then reactivate its cloaking device on the same turn (assuming it has enough APs)? If so, then this would effectively eliminate the penalty of not being able to fire while cloaked, since it's only decloaked for part of its turn, when other ships won't be able to fire at it anyway.
Do ship systems that have multiple copies (like the Colonial Battleship's "Launch Fighter Squadron", or many weapons) count as one system, or a separate system for each copy? Can you target "weapons" to disable all weapons, or do you disable one specific type of weapon (like a Federation Cruiser's phaser banks) or one weapon (like one of the phasers)?
If a system is disabled by being reduced to zero hit points, can it be repaired above zero by a repair roll? If so, does this un-disable the system?
Boarding Actions:
When in the round does boarding combat occur?
Do the Shadow Emissaries remain cloaked even after attacking? (In other words, can the Shadow Emissaries give up their first attack in order to cloak, and then in subsequent rounds attack while maintaining the benefit of the cloak?)
Can the Spartan Warriors wait to see if they hit before deciding to use their Rage ability?
Heroes:
Does the Indomitable Leader's ability to restore hit points to friendly combat units require a roll, as does his ability to damage enemy combat units?
The Plucky Pilot's ability still mentions "AC".
Auras:
When in the round does aura damage happen? Is it on the turn of the ship with the aura? Is it on the turn of the ship that is getting damaged? If a ship moves through the aura's AoE but doesn't end its turn there, does it take damage and if so when?
Do auras affect friendly ships? It's confusing because at first you say auras affect enemy ships, and then at the bottom (after the picture) you say friendly fighters take damage from the aura as well.
Do auras affect all enemy vessels in the AoE, or just fighters? Is the text on some auras (like the Colonial Battleship's) that say that they "target enemy fighters" just flavor text, or does it actually mean they only target enemy fighters? How small does a ship have to be before it is considered a "fighter" in this case?
Ships:
Am I correct to assume that abilities with a "-" in the "Crit" column (like the Colonial Battleship's "Decentralized" ability) are innate abilities and cannot be disabled in the same way as other ship systems (e.g. the Saboteur)?
How does the Colonial Battleship's nuke's "burst" attack work? Is it like in D+D, where you pick a location (in this case a hex) to target and you make a separate attack roll against each target in the AoE? Or do you make one attack roll against one target, and if you hit then the nuke explodes and damages everyone in the AoE?
Does the Colonial Battleship's "Decentralized" ability protect against ECMs, or are ECM and EMP separate things? (I don't see any ship that has anything labeled as an EMP.)
The Colonial Support Vessel and Imperial Assault Craft have the "Boarding Party" ability but do not have any combat units to transfer over. Presumably you are supposed to move combat units from the ships that they launch from onto them so they can board the enemy ship. If so, it should say this in the description of the ships that they launch from. Also, is there a limit to how many combat units can fit on each of these ships?
The Imperial Destroyer's damage track is still the damage track for a 2000 hit point ship, even though its starting hit point total was changed to 600.
Does the Rebel Freighter's "Sensor Jammers" ability get rid of existing sensor locks, suppress them temporarily, or not affect them at all? (This ability probably needs a wording change similar to that of the Colonial Support Vessel's ECM ability.)
The Imperial Destroyer's "Tractor Beams" ability still lists alternate boarding party stats, even though this was based on the old boarding party system.
There is a typo in the description of the Colonial Support Vessel's "ECM" ability - "sued" should be "used".
If the Spartan Scout is cloaked, can it decloak to fire weapons, then reactivate its cloaking device on the same turn (assuming it has enough APs)? If so, then this would effectively eliminate the penalty of not being able to fire while cloaked, since it's only decloaked for part of its turn, when other ships won't be able to fire at it anyway.