TEXT: N.E.W. Errata (v2.0)  
  This document contains official errata for 
  N.E.W. The Science Fiction Roleplaying Game. 
  Keep an eye on the version number to make 
  sure you have the latest version of this FAQ. 
     This errata assumes you have Version 1.1. of 
  N.E.W. You can check which version you have 
  on the first (credits) page. If it does not say  
  "Version 1.1" just above the WOIN logo 
  towards the bottom of the page, you can 
  redownload the PDF from the store you got 
  the book from. The hardcovers at the time of 
  writing are all Version 1.1. If you have any 
  difficulty, feel free to contact us and we'll help 
  make sure you have the correct file. 
  Hooks (p. 15) 
  Hooks no longer grant a +1d6 bonus to your 
  roll. When making an attribute check, if the 
  task is related to your hook, the dice pool 
  explodes (in other words, any sixes rolled 
  grant an additional die). 
  Crafting Skills (p. 20) 
  Add appraisal to the list of [crafting] skills. 
  Humans (p. 24) 
  The Explorer exploit can only be used to gain 
  XP once per week, and requires travel to a new 
  star system, not a new planet. 
     Humans also gain the following exploit: 
     Enduring. Humans may not be the fastest or 
  the strongest, but they are known for their 
  resilience. Humans get +1 to their 1d6 die roll 
  to shake off a temporary condition. 
  Ogrons (p. 24) 
  Ogrons gain the following exploit: 
     Strong. Ogrons are noted for their strength. 
  When taking a new career, an Ogron may 
  optionally exchange one of the listed four 
  attribute increases for STR, as long as it 
  doesn’t result in a duplicate attribute 
  advancement. 
  Venetians (p. 25) 
  Venetians gain these exploits: 
     Long-lived. When creating a Venetian 
  character, multiply their career lengths by 5. 
     Logical. Venetians are noted for their 
  intelligence and logic. When taking a new 
  career, a Venetian may optionally exchange 
  one of the listed four attribute increases for 
  LOG, as long as it doesn’t result in a duplicate 
  attribute advancement. 
     In the Disciplined exploit change “weary” to 
  “Fatigued” and remove “…and other tiredness 
  conditions affect them as though they were 
  one category less”. 
  Borians (p. 25) 
  Borians are also immune to radiation damage 
  and radiation sickness. 
     Borians gain the following exploits: 
     Long-lived. When creating a Borian 
  character, multiply their career lengths by 3. 
     Personable. Borians are noted for their 
  cheerful demeanour and likability. When 
  taking a new career, a Borian may optionally 
  exchange one of the listed four attribute 
  increases for CHA, as long as it doesn’t result 
  in a duplicate attribute advancement. 
  Androids (p. 26) 
  An Android’s PSI attribute cannot rise above 
  zero. An Android can have a LUC attribute, 
  but cannot spend LUC dice to gain bonus dice 
  when making attributes. 
  Felans (p. 27) 
  Felans gain the following exploit: 
     Agile. Felans are noted for their dexterity. 
  When taking a new career, a Felan may 
  optionally exchange one of the listed four 
  attribute increases for AGI, as long as it 
  doesn’t result in a duplicate attribute 
  advancement. 
  
  Career Attribute Exchanges (p. 29) 
  Instead of the references to race and hook 
  attributes, change to: “Some races noted for a 
  particular attribute have an ability which 
  allows them to optionally exchange one of 
  these four attribute increases for a different 
  one, as long as it doesn’t result in a duplicate 
  attribute advancement.” 
  Prodigy (p. 31) 
  Add REP +1 to the attributes. 
  Battlepsyche (p.35) 
  The Telekinetic Shield exploit applies to 
  RANGED DEFENSE only. It does not stack 
  with any other equipment DEFENSE bonuses, 
  such as shields, and it has no effect when used 
  in cover. 
  Engineer (p. 38) 
  The Engineer should have the following 
  additional exploits available. 
     Android repair. Using basic engineering 
  equipment, you can heal 1d6 points of 
  HEALTH to an adjacent mechanoid as a single 
  action. Any given mechanoid can only benefit 
  from your repairing in this way once per day. 
     Exceptional android repair. Your Android 
  Repair ability increases to 2d6 points of 
  HEALTH. 
  Star Knight (p. 47) 
  Add the following to the Star Knight's Laser 
  Sword exploit: "Every time the Star Knight 
  gains a grade, roll 1d6. On a 6, the laser sword 
  increases quality by one category." 
  Trader (p. 48) 
  The Trader does not need appraisal as a 
  prerequisite. 
  180 Hammerhead (p. 51) 
  The ship continues moving in the same 
  direction it was moving initially, and cannot 
  turn until this maneuver is performed again to 
  correct its facing. 
  Achilles Heel (p. 51) 
  Alternatively, you may grant this bonus to one 
  ally who must use it within one round. 
  Arm Lock (p. 51) 
  Change to: “When you successfully grab a foe, 
  you place your target in a painful armlock. The 
  target gains the Restrained condition, drops 
  any items in that hand, and cannot use that 
  arm until he escapes. You may move at half 
  SPEED, taking your victim with you. If you 
  apply this twice, the attacker gains the second 
  Restrained condition. 
  Bearhug (p. 51) 
  Change to: “When you successfully grab a foe, 
  you grab your target with both arms, 
  squeezing him. You can only bearhug a target 
  of your size category or smaller. The target 
  gains the Restrained condition, and takes 1d6 
  damage at the start of each of his turns. You 
  may move at half SPEED, taking your victim 
  with you.” 
  Blinding Attack (p. 51) 
  Change to: “You throw sand into your 
  opponent’s eyes, cover him in a cloak, pull his 
  helm down, or gash his forehead; on a 
  successful hit your target gains the Blind 
  condition.” 
  Crippling Strike (p. 51) 
  Change to: “You expertly target your 
  opponent’s legs, causing a wound which 
  inflicts the Slowed condition upon him. You 
  still do your normal weapon damage.” 
  Disarm (p. 52) 
  Change to: “When you use a Called Shot to 
  disarm a target, you do not have to pay the 
  2d6.” 
  Dive for Cover (p. 52) 
  Change “free action” to “immediate reaction”. 
  Dodge (p. 52) 
  Replace the exploit with the following text: 
  "You may use a reaction to dodge one attack 
  you are aware of. State your intention before 
  the attack roll. The attacker suffers a -1d6 
  penalty for that attack.” 
  Draw a Bead (p. 52) 
  Change to “You do not pay any penalty for 
  firing into melee, as long as your target is at 
  least 10’ away from you.” 
  Evasive Action (p. 52) 
  Change to “You use your action to perform a 
  series of evasive maneuvers which grant your 
  ship +4 DEFENSE until the start of your next 
  turn.” 
  
  Knockback (p. 52) 
  Change to “When you use a Called Shot to 
  move a target, you do not have to pay the 2d6; 
  however, for each 1d6 you choose to pay, the 
  target is pushed one extra square. You still do 
  your normal attack damage.” 
  Knockdown (p. 52) 
  Change to “When you use a Called Shot to 
  knock a target prone, you do not have to pay 
  the 2d6; additionally, the target gains the 
  Downed condition (making it unable to stand 
  until that condition has been shaken off). You 
  still do your normal attack damage.” 
  Piledriver (p. 53) 
  Change 3d6 to 2d6 and change “is stunned 
  until he shakes the condition off” to “gains the 
  Dazed condition.” 
  Quickdraw (p. 53) 
  Change to: “If you are disarmed, you may 
  immediately draw another weapon as an 
  immediate reaction as long as you have one 
  available.” 
  Quickstand (p. 53) 
  Change “free action” to “free action or reaction 
  and you are immune to the Downed 
  condition.” 
  Reckless Act (p. 53) 
  Change to “You gain +1d6 to ranged attacks as 
  long as you are not concealed, in cover, or 
  using a shield. If you use Dodge, or any other 
  exploit which protects you, you lose this bonus 
  for one minute.” 
  Scattershot (p. 53) 
  Remove “at a cost of 1d6.” 
  Spinning Kick (p. 53) 
  Change to “A quick turn and your foot lashes 
  out to strike your opponent. This attack is a 
  free action. You do your normal unarmed 
  damage.” 
  Throw (p. 54) 
  Change to “When you use a Called Shot to 
  knock a target prone, you also move the target 
  two squares and do your unarmed damage.” 
  Trip (p. 54) 
  Change to “When you use a Called Shot to 
  knock a target prone, you do not have to pay 
  the 2d6; additionally, the target gains the 
  Downed condition (making it unable to stand 
  until that condition has been shaken off). You 
  still do your normal attack damage. 
  Additionally, if you are a smaller size category 
  than your target, you gain +1d6 to your 
  attack.” 
  Whirlwind Frenzy (p. 54) 
  This exploit does not cost -3d6 to use. Any 
  targets you hit are pushed back one square, 
  clearing a space around you. 
  Wingover (p. 54) 
  To perform the maneuver, the pilot must make 
  an AGI (piloting) check with a difficulty of 10 
  + the ship's current speed. If successful, the 
  maneuver is performed and the ship takes 1 SS 
  damage; if unsuccessful, the maneuver is not 
  performed, and the ship takes 1d6 SS damage 
  (although this cannot reduce it to below 1 SS). 
  Alert Trait (p. 56) 
  Constantly aware of your surroundings, you 
  gain +1d6 to INT (perception) checks, and you 
  always win INITIATIVE ties. 
  Forgetful Trait (p.57) 
  The item can be any type of item, and can have 
  a value in credits up to the result of your LUC 
  check. 
  Illiterate Trait (p. 57) 
  Replace the last sentence with “You have a 
  fantastic memory and can automatically recall 
  information you have been exposed to.” 
  Spendthrift Trait (p. 58) 
  Change “5cr” to “the value of your LUC check 
  in credits.” 
  Defenses (p. 60) 
  Add a new DEFENSE called VITAL DEFENSE. 
  This uses END as the attribute and resistance as 
  the skill. It is used for constitutional attacks by 
  poisons and the like. 
     For MENTAL DEFENSE, the attribute 
  choices are WIL and CHA. 
  Size Categories (p. 61) 
  The size modifiers for MELEE and RANGED 
  DEFENSE are: Small +2, Tiny +4. The others 
  remain unchanged. Note that size modifiers do 
  NOT apply to MENTAL DEFENSE. 
  
  Shields (p. 61) 
  Note that you can only benefit from one shield 
  bonus, and you cannot benefit from a shield 
  bonus while in cover. 
  Psionic Power Points (p. 63) 
  Roll your PSI dice pool and your WIL dice 
  pool and add the two together. You have a 
  pool of psionic energy points (PP) equal to this 
  roll. If your PSI or WIL dice pools increase, roll 
  the extra die and add it to your pool. Some 
  items, such as psionic foci, can increase this 
  pool. 
  Biospionics (p. 63) 
  This SOAK is natural SOAK. 
  Cryokinesis (p. 63). 
  Change “Water freezes solid, and size medium 
  or smaller creatures become slowed until they 
  shake the condition off.” to “Water freezes 
  solid, and any fire is extinguished.” 
  Mind Shield (p. 64) 
  This adds +4 MENTAL DEFENSE. 
  Sasha Bolotnikov (p. 69) 
  Sasha's MELEE DEFENSE should be 14. 
  Wealth & Credits (p. 76) 
  A megacredit (MCr) is 1,000 credits, not 
  1,000,000, unless the setting specifically defines 
  the latter. 
  Psionic Focus (p. 80) 
  Add this item to the equipment lists: 
     Psionic focus (1,000cr; 1lb). This crystal or 
  gem is a battery of psionic energy. It contains 
  50 PP which you can use to power psionic 
  abilities. Once the power is used, the crystal is 
  useless. More powerful crystals are said to 
  exist. 
  Dressing, Spray (p. 82) 
  Note that the dressing heals only 1 HEALTH. 
  Multiple charges cannot be used to heal more. 
  It's a sci-fi band-aid. 
  Psi-Scram Helmet (p. 84) 
  This grants +4 MENTAL DEFENSE. 
  Damage Types (p. 88) 
  The following damage types cannot be 
  SOAKed unless an exploit or equipment 
  specifically says so: psionic, radiation, sonic. 
  Vulnerabilities (p. 88) 
  Vunerabilities cannot more than double the 
  damage taken. If an android takes 4 ion 
  damage, its 2d6 vulnerability to ion damage 
  cannot increase that to more than 8 damage. 
  Thrown Weapons (p. 89) 
  Add the following weapon trait. 
     Thrown. A melee weapon with this trait can 
  be thrown with the noted range increment. For 
  example, a weapon with the trait “Thrown (3)” 
  has a range increment of 3.  
   The default value is 3. If a weapon is denoted 
  as Thrown but has no value in parenthesis, the 
  range increment is 3 squares. 
     Without this trait, a thrown weapon has a 
  range increment of 2 and counts as improvised 
  (inflicting a –2d6 penalty to the attack roll). 
  Tracer Rounds (p. 97) 
  Using tracer rounds (or a beam weapon as a 
  tracer) requires two actions. 
  Weapon Coﬆs (p. 98) 
  The following weapons should have the 
  following costs: 
  • Blackspear Psionic Portable Missile System - 
  4,500cr 
  • Fu Fuel Refining AX53 Radiation Assault 
  Rifle - 6,000cr 
  • Terralight Ij95 Hellswarm Neutron 
  Autocannon - 9,500cr 
  • Transfarer R43 Fireflash Micrwave Assault 
  Rifle - 17,500cr 
  Environmental Suit (p. 101) 
  The environmental suit's SOAK is effective 
  against radiation damage. 
  Inneffective SOAK (p. 102) 
  All armors are ineffective against following 
  damage types unless otherwise specified: 
  psionic, radiation, sonic. 
  Shields (p. 104) 
  You cannot benefit from more than one shield; 
  a forcefield counts as a shield for the purposes 
  of this. You also cannot benefit from a shield 
  when you are in cover. Change shield bonuses 
  to: 
  • Forcefield +3 
  • Shield, energy +2 
  • Shield, large +3 
  • Shield, medium +2 
  
  • Shield, small +1 
  Helmets (p. 104) 
  Helmets grant +1 to rolls to shake off the 
  Dazed condition. 
  Weapon Upgrades (p. 105) 
  Add the following upgrade. 
     High damage (1,000cr). The weapon has been 
  modified to make it more deadly. Perhaps a 
  baseball bat has spikes on it, or a firearm uses 
  an advanced propellant. It does +1d6 damage. 
  Upgrade Coﬆs (p. 105-107) 
  The following upgrades should have the 
  following costs: 
  • Accelerated - 10,000cr 
  • Phasing - 12,000cr 
  • Seeker - 15,000cr 
  • Transporting - 20,000cr (50,000 for the 
  improved version) 
  Bio-Active (p. 105) 
  Change the last sentence to “The bio-active 
  agent adds the poison damage type to the 
  weapon’s damage (e.g. changing a pistol to 
  ballistic/poison damage.)” 
     It does not add +1d6 poison damage. 
  Phasing (p. 106) 
  The phasing ability can only be used once per 
  round and in the first range increment only. 
  Vehicle DEFENSE (p. 108) 
  The occupant of a vehicle uses their own 
  DEFENSE or the DEFENSE of the vehicle, 
  whichever is higher. Note that vehicle 
  DEFENSE increases with higher 
  speeds. 
  Vehicle Handling (p. 110) 
  Add a column, “Handling” to the table with 
  the following values: 
  • Automobile, large - 3 
  • Motorcycle - 1 
  • Truck, light - 4 
  • Mech, ultralight biped - 0 
  • Mech, light biped - 0 
  • Mech, medium biped - 0 
  • Mech, heavy biped - 0 
  • Bike, swoop - 1 
  • Car, hover - 3 
  • Truck, hover - 4 
  • Speeder, hover - 2 
  • Podracer - 2 
  • Walker, chicken - 1 
  • Walker, rhino - 4 
  Vehicle SOAK (p. 110) 
  Increase all vehicle SOAKS by +5. 
  Creating Drugs (p. 114) 
  The end of a sentence got cut off. It should 
  read:  "One dose of a drug can created by 
  performing a major chemistry science with a 
  difficulty equal to 20 + one percent of the 
  drug's value. Such a drug is unlicensed, cannot 
  be legally sold, and spoils after one day." 
  Leadership (p. 145) 
  Leadership is now an exploit. This exploit 
  allows you to donate your own LUC to others. 
  Replenishing Luck (p. 145) 
  Replace "... allow for more frequent 
  replenishment" with "... allow an additional 
  daily replenishment. These do not stack, 
  however - you cannot gain more than one 
  additional daily replenishment." 
  Initiative (p. 147) 
  Creatures with 3 actions take two actions on 
  their turn and one action on their INITIATIVE 
  count +10. Those with 4 or more actions take 
  two actions on their turn and one action every 
  5 INITIATIVE counts later up to their total 
  number of actions. 
  Attacks (p. 150) 
  When you make an attack, choose one of the 
  following options as long as (a) it makes sense, 
  and (b) the target is not immune to that 
  condition or action. You cannot, for example, 
  disarm a tiger, trip a snake, or grab a 
  hologram. 
  • Make any attack normally and if you hit 
  you inflict your normal damage. 
  • Make an unarmed melee attack normally 
  and if you hit you grab your target, giving it 
  the Restrained condition. You must pay an 
  additional 1d6 for each size category that 
  the target is larger than you, and also if the 
  target has more than two legs or has no legs. 
  You can apply this condition twice to 
  increase the level of the Restrained 
  condition. 
  • Make an unarmed melee attack or an attack 
  with a small melee weapon normally and if 
  
  you hit you escape a grab and remove the 
  Restrained condition. 
  Additionally, you may pay 2d6 and spend two 
  actions to make a Called Shot and choose one 
  of the following options: 
  • Make a Called Shot with a melee or ranged 
  attack and if you hit you move your target 
  one square (plus up to one square for each 
  size category by which you exceed the 
  target in melee, or by which your weapon 
  exceeds the target at range). You must pay 
  an additional 1d6 for each size category that 
  the target is larger than you, and also if the 
  target has more than two legs or has no legs. 
  The movement must be one which makes 
  sense, and if it is a result of a blow or ranged 
  attack, will always be a push away from 
  you. 
  • Make a Called Shot with a melee or ranged 
  attack and if you hit you knock or trip your 
  target prone. You must pay an additional 
  1d6 for each size category that the target is 
  larger than you, and also if the target has 
  more than two legs or has no legs.  
  • Make a Called Shot with a melee or ranged 
  attack and if you hit you disarm your 
  opponent, giving it the Disarmed condition. 
  • Make a Called Shot with a melee or ranged 
  attack and if you hit you disable your 
  target, giving it the Slowed condition. 
  • Make a Called Shot specific to that target as 
  outlined in its stat-block. 
  Suppressive Fire (p. 151) 
  Weapons with the Single trait cannot provide 
  suppressive fire. 
     Providing suppressive fire ends your turn. 
  Suppressive fire simply grants the recipient 
  cover until the end of their next turn. This is its 
  only effect. Enemies cannot recklessly ignore 
  suppressive fire (and are also consequently not 
  subject to any attacks). 
  Health Damage (p. 156) 
  No creature can benefit from a given source or 
  type of healing more than once per day. 
  Critical Hits (p. 157) 
  A critical hit is scored on three sixes. Three 
  sixes is always a hit, even if the roll would 
  normally have missed. 
  Status Tracks & Conditions (p. 
  157-161) 
  This section has been replaced. See the 
  separate document, WOIN Critical Hits Errata, 
  found on the same page as this errata 
  document. 
  Permanent Conditions (p. 158) 
  Add the following condition type. 
     Persistent conditions. Persistent conditions 
  wear off after a night's rest. They cannot be 
  shaken off. 
     Environmental conditions are persistent 
  conditions. 
  The Environment (p. 167) 
  Environmental conditions are persistent 
  conditions. 
  Theatre of the Mind (p. 171) 
  Remove the reference to SPEED granting 
  additional actions. 
  Travel Increment (p.184) 
  A starship's travel increment is multiplied by 
  its LUXURY percentage. Additionally, crew 
  quality affects it as follows: poor 80%, 
  experienced 150%, elite 200%. 
  Failed Engineering Checks (p.186) 
  A failed engineering check does 1d6 damage 
  to the ship. This cannot reduce a ship below 
  half SS. 
  Starship Actions (p. 195) 
  NPC and GM-controlled ships get one action 
  per class. 
     Player-crewed ships get one action per PC or 
  one action per class, whichever is higher. All 
  PCs get to take an action. If the ship class is 
  higher than the number of PCs, the crew takes 
  the remaining actions. 
     PCs each roll their own INITIATIVE. GM-
  controlled ships typically just roll once. The 
  starship's movement INITIATIVE is rolled by 
  the pilot. 
  Ion Weapons (p. 196) 
  When determining ion damage to a ship, 
  divide the total by two. Half of the damage is 
  applied to the ship's SS, and half is applied to 
  its CPU capacity. 
  
  Ship Weapons vs. Personal Weapons 
  (p. 196) 
  In the unusual situation where you need to 
  compare the damage of a ship weapon to that 
  of a personal weapon, a ship weapon is an 
  order of magnitude more powerful. The 
  damage values are relative to other ships and 
  space objects. However, a ship weapon does 
  ten times the damage a personal weapon with 
  the same damage value does. 
  Shooting Objects in Space (p. 197) 
  Add this line: “If firing at an object in space, 
  the GM can quickly determine its statistics 
  based on its Class (this is equivalent to a ship’s 
  Class in size). The object has SS equal to the 
  square of its Class, SOAK equal to its Class, 
  and a DEFENSE equal to 21 minus its Class. 
  Thus a Class V asteroid (about the size of the 
  Starship Murphy) has a DEFENSE of 16, SOAK 
  5, and 25 SS. The GM is free to modify these 
  numbers, of course.” 
  Repairing Starship Damage (p. 196) 
  SS repaired during combat is temporary 
  emergency repairs and only lasts one day. 
  Permanent repairs require one hour per SS for 
  each point above 50% normal, and one day per 
  SS for each point below 50% and cost 0.5 MCr 
  per point. 
  Reﬆoring Casualties (p. 196) 
  A failed check to restore a crewmember to 
  duty means that the casualty becomes 
  permanent. Permanent losses must be replaced 
  at an appropriate location. 
  Starship Action (p. 196) 
  Add the following three actions. 
  • Act as a spotter, calling out targets to 
  gunners. The spotter makes INT (perception) 
  checks vs. the target’s DEFENSE, and if 
  successful all allies aboard the ship gain 
  +1d6 to hit that target until the beginning of 
  the spotter’s next turn. 
  • There are four shield arcs (forward, port, 
  starboard, aft). A PC can divert power from 
  any given shield to another, but cannot more 
  than double the total power to a given 
  shield. Shield realignment, like other 
  onboard systems, can only be done once per 
  turn. 
  • Jam a target ship’s communications. Make 
  an electronic attack vs. the target’s e-
  DEFENSE. If you are successful, the target 
  ship’s comms are jammed until the start of 
  your next turn. 
  Repairing CPU (p. 197) 
  Change “which recovers 2 CPU points” to 
  “which recovers 1d6 CPU points”. 
  Escaping to FTL (p. 198) 
  Add the following: “FTL drives have a “spool 
  time” - the time it takes to engage FTL. This is 
  equal to the ship’s class in rounds. During that 
  time, the ship must remain on a straight vector 
  (or remain stationary) and cannot turn or alter 
  its velocity.” 
  Actions (p. 250) 
  A creature with three actions takes two actions 
  on its INITIATIVE count as normal, and then 
  the third on its INITIATIVE count +10. A 
  creature with four or more actions takes two 
  actions on its INITIATIVE count as normal, 
  and then an additional action every 5 
  INITIATIVE counts thereafter up to its total 
  number of actions. 
  Size Categories (p. 250) 
  The size modifiers for MELEE and RANGED 
  DEFENSE are: Small +2, Tiny +4. The others 
  remain unchanged. 
  Monﬆer Exploits (p. 253) 
  Bearhug, Knockback, Knockdown — replace 
  these with the same text as above in Universal 
  Exploits. 
     Crush. Change “the grabbing creature’s turn” 
  to “the grabbed creature’s turn”. 
     Grab. Change to “Many creatures can grab 
  their opponents, often with claws or teeth, or 
  sometimes with a ranged attack like a lasso or 
  spider’s web. A successful attack (which is not 
  a Called Shot for creatures with this ability) 
  inflicts the Restrained condition on the target. 
  The grabbing creature cannot use the 
  appendage used for the grab against other 
  opponents, but may have additional 
  appendages. Many creatures also combine the 
  Crush exploit with a Grab. 
     Pounce. Remove “this costs 2d6”. 
     Trample. Remove “this costs 2d6”. 
  ——————————————————— 
  New Universal Exploits 
  Add these exploits: 
     Cleave (requires STR 8+). When using STR as 
  your attack attribute, you follow through in 
  
  one mighty swing, and make an additional 
  attack at -1d6 against an adjacent foe if the first 
  one hits. 
     e-Defender. Your starship gains +4 e-
  DEFENSE. This does not stack with additional 
  e-Defenders. 
     Leadership (requires CHA 8+). You are able to 
  donate one or more of your available LUC dice 
  to another character as a free reaction to their 
  attempting an attribute check. You must 
  declare this before they roll the dice.  
     Quickstep. You can move 5’ as a free action. 
     Spray. When using a weapon with the auto 
  trait you may spend all your actions to spray a 
  30’ cone, making one attack against every 
  target not in cover within the cone. Make one 
  attack roll and apply it to the RANGED 
  DEFENSE of all within that area. 
     Strafe. Add this exploit. “When using a 
  weapon with the auto trait you may, as a 
  single action, spray an area 15’ x 15’ with fire. 
  Everyone in that area takes 1d6 damage of the 
  appropriate type. This is the only attack you 
  can make with this weapon this turn.”
  
SOURCE: textdata/thevault/WOIN/NEW/WOIN - NEW - Errata v2.0.pdf