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'''''Crew Lost''''': Brave crew risk their lives to keep damaged systems operating. Describe the danger they face. If the Crisis is not resolved by the end of the next round, 10% of the ship’s maximum crew are incapacitated. Half these crewmen are dead or permanently disabled, and the other half return to duty in a week. A successful ''Healing'' check at -2 by the Medicine head halves the number of dead and crippled and to lower the loss to none with at least two raises! If the ship has run out of NPC crew when it takes this Crisis, a random PC suffers. The PC must make an Agility or Vigor -2 check (player’s choice) or suffer a Wound (two Wounds with a Critical Failure). Incapacitated heroes require the Medical head to stabilize them as normal or they will die the following round.
 
'''''Crew Lost''''': Brave crew risk their lives to keep damaged systems operating. Describe the danger they face. If the Crisis is not resolved by the end of the next round, 10% of the ship’s maximum crew are incapacitated. Half these crewmen are dead or permanently disabled, and the other half return to duty in a week. A successful ''Healing'' check at -2 by the Medicine head halves the number of dead and crippled and to lower the loss to none with at least two raises! If the ship has run out of NPC crew when it takes this Crisis, a random PC suffers. The PC must make an Agility or Vigor -2 check (player’s choice) or suffer a Wound (two Wounds with a Critical Failure). Incapacitated heroes require the Medical head to stabilize them as normal or they will die the following round.
  
'''''Fuel Bleed''''': The ship’s Energy fuel reserves have been damaged or emergency vents have been force-triggered by battle damage. If not resolved by the end of the next round, the ship will jettison 20% of its overall Energy points (round up). If reduced to 0 Energy the ship ceases to function and only emergency life support is even operational.
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'''''Fuel Bleed''''': The ship’s fuel reserves have been damaged or emergency vents have been force-triggered by battle damage. If not resolved by the end of the next round, the ship will jettison 20% of its overall Energy points (round up). If reduced to 0 Energy the ship ceases to function and only emergency life support is even operational.
  
 
'''''Haywire Systems''''': Critical command links have been damaged or disordered by the hit. Until resolved, the ship starts each round at -2 Command Points. Multiple such Crisis can stack this penalty, crippling a ship until the Crises are resolved.
 
'''''Haywire Systems''''': Critical command links have been damaged or disordered by the hit. Until resolved, the ship starts each round at -2 Command Points. Multiple such Crisis can stack this penalty, crippling a ship until the Crises are resolved.

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