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'''''Coordinate Crew''''' (1 CP): Make an ''Electronic'' skill check. On a success you grant one crew action a +2 bonus to their skill check if taken before the next round.</br>
 
'''''Coordinate Crew''''' (1 CP): Make an ''Electronic'' skill check. On a success you grant one crew action a +2 bonus to their skill check if taken before the next round.</br>
 
'''''Defeat ECM''''' (2 CP): Make an opposed ''Hacking'' skill check against a targeted ship's ''Electronics'' or ''Hacking''. On a success, all tactical actions this round gain a +2 bonus (+4 with a raise). You can take this action more than once, but it must be against a separate enemy each time.</br>
 
'''''Defeat ECM''''' (2 CP): Make an opposed ''Hacking'' skill check against a targeted ship's ''Electronics'' or ''Hacking''. On a success, all tactical actions this round gain a +2 bonus (+4 with a raise). You can take this action more than once, but it must be against a separate enemy each time.</br>
'''''Jam Comms!''''' (2 C): Make Make an opposed ''Electronics'' or  ''Hacking'' skill check against a targeted ship's ''Electronics'' or ''Hacking''. On a success, you block that vessel's sub-space radio such that they cannot send out emergecy messages. etc. This lasts until the end of your next turn.</br> 
 
 
'''''Sensor Ghost''''' (2 CP): Make a ''Hacking'' check at -2. On a success, impose a -2 penalty the next enemy’s first attacks against your vessel (only one attack). You can take this action more than once, but it time it must be against a seperate attack.</br>
 
'''''Sensor Ghost''''' (2 CP): Make a ''Hacking'' check at -2. On a success, impose a -2 penalty the next enemy’s first attacks against your vessel (only one attack). You can take this action more than once, but it time it must be against a seperate attack.</br>
  

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