So I looked in the entity file for the Vasari Carrier's fighter phasing ability for the OnChance syntax to double check and the suggested EMPBlast files to see how buffs call over buffs, tried to mimic the Ion Blast to do the same, and Sins doesn't want to launch

As soon as I remove the 'trigger' entity file for the buff, it starts up fine.
Here's what I got (relevant lines only):
AbilityIonBlast.entity:
buffInstantActionType "ApplyBuffToTargetWithTravel"
instantActionTriggerType "AlwaysPerform"
buffType "BuffIonBlastTrigger"
targetFilter
numOwnerships 1
ownership "Friendly"
numObjects 3
object "CapitalShip"
object "Frigate"
object "PlanetModule"
numConstraints 0
range
Level:0 7000.000000
Level:1 7000.000000
Level:2 7000.000000
BuffIonBlastTrigger.entity:
numInstantActions 1
instantAction
buffInstantActionType "ApplyBuffToTarget"
instantActionTriggerType "OnChance"
buffApplyChance
Level:0 0.330000
Level:1 0.330000
Level:2 0.330000
bufftype "BuffIonBlastEngines"
targetFilter
numOwnerships 1
ownership "Friendly"
numObjects 3
object "CapitalShip"
object "Frigate"
object "PlanetModule"
numConstraints 0
range
Level:0 7000.000000
Level:1 7000.000000
Level:2 7000.000000
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
largeEffectName ""
soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 3.000000
Level:1 5.000000
Level:2 7.000000
BuffIonBlastEngines.entity:
numInstantActions 2
instantAction
buffInstantActionType "PlayPersistantAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Above"
smallEffectName "CapitalBuff_IonDisableSmall"
largeEffectName "CapitalBuff_IonDisableLarge"
soundID ""
instantAction
buffInstantActionType "DoInterrupt"
instantActionTriggerType "OnDelay"
delayTime 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 2
entityBoolModifier "DisableLinearEngines"
entityBoolModifier "DisableAngularEngines"
numFinishConditions 0
Nothing jumps out as being way off

The Ability file calls on the trigget buff (I set it to friendly targets for easier testing), the trigger tells the buff to apply to the target, and 33% of the time to cast the IonBlastEngines buff (syntax borrowed from how EMPBlastSpawn calls sub-buff) and to expire in 3/5/7 seconds. The IonBlastEngines buff calls for the effect to be placed on target, interrupt target's actions, and disable actions.
The trigger file is what's causing the game to crash on launch - I tried setting the chance to 1.000000, tried doing it OnDelay 0, using the same effects as the actual ion blast, nada..
I'm stumped.