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Cap Engineer cooling and Hull Repair power spending to the effect that can actually apply, allow one-capacity Hull Repairs, and clarify all alternate-action formulas
Require an effective Lock 1 and a ship-scoped hostile torpedo before applying Designate Torpedo, and identify hostile torpedoes by shape starting at Lock 1
Keep AppV1 bridge-station controls interactive for Observer users while restricting ship actor, ordnance, and component drag/drop configuration to Owners
Apply torpedo damage and conditions to unlinked NPC ship tokens instead of their unchanged base actors
Resolve every surviving torpedo warhead separately against armour, applying blast-distance falloff to each hit and Rend/Shield Burn per warhead
Use configured flat ordnance damage without forcing zero-damage payloads to deal 1 damage
Resolve strike-craft damage and Rend per hit against armour, matching normal weapons
Reset the player ship whose sheet initiated Full Combat Reset when multiple player ships exist
Keep reduced-crew Gunner/Ordnance aim cones visible on AppV1 ship sheets
Apply reduced-crew Ordnance actions and their resource changes to the ship that initiated them
Preserve prototype-token images when editing embedded ordnance actors from NPC ship sheets
Create ordnance blast messages without the obsolete numeric chat-message type rejected by Foundry 14
Add the missing bow-launch ram-lockout localization
Bind and validate NPC weapon-fire requests against the firing NPC so they use the shared damage flow without active-player-ship fallback
Complete delayed Ordnance actions on the ship that advanced its round and report action commitment failures instead of failing silently
Remove generated ordnance Actors together with detonated, recovered, expired, or reset Tokens
Allow multiple parallel Ordnance main-action commitments while manpower remains, locking only allocation changes after the first commitment
Cancel new Ordnance crew commitments reliably from their right-click badges and return reserved manpower atomically
Require explicit ship identity for station socket mutations, bind delegated state handlers to that ship, and apply dependent resource transfers atomically on the GM
Improvements
Let pilots commit optional thrust beyond the minimum ram approach and scale collision damage above 100% thrust
Carry ramming ships through the target at 20% of their impact velocity and retain that momentum in both movement modes
Anchor ram collision effects at the contact point while the ships continue through and away from the impact
Unify normal weapon, strike-craft, and torpedo defense resolution around per-hit shields, IWR, armour, Rend, and hull updates
New Features
Play collision and ship-destruction explosions for ramming when Sequencer and JB2A are available
Play the ship-destruction explosion for hull destruction from any damage source when Sequencer and JB2A are available