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===Support Team=== *'''Engine Techs''' - If you resolved a Navigate command this round, you can execute a speed 1 maneuver after your normal maneuver. Great on slower ships, ships with good yaw at speed 1, and any ship that wants the extra flexibility - or just to ram something twice. *'''Projection Experts:''' - Spend up to two engineering points to shunt that many shields to a friendly ship. Useful on high-engineering ships like Home One or the Interdictor that can then regenerate back the shields they sent off. *'''Auxillary Shields Team''' - When recovering or moving shields during a Repair command, you can increase the maximum shield value of each hull zone as one more than the printed card value, but not beyond the maximum value of 4. Beef up the anemic side arcs of a Nebulon-B or a LMC80, or make sure that a ''Demolisher'' Gladiator has a little more protection before sending it into the fray. *'''Engineering Team''' - Gain one extra engineering point. Pricey at five points, and only useful for moving a shield around unless you have an odd Engineering score. *'''Nav Team:''' - Your Navigate tokens can be used to increase yaw instead of change speed. Useful for a bit extra yaw if you have tokens lying around, stacks with Ozzel (but not Madine). *'''Fighter Coordination Team''' - After your maneuver, you can drag a number of unengaged squadrons up to your Squadron value distance 1. More useful on otherwise slow squadrons, like B-wings, and/or with Yavaris - there's no rule that they can't ''end'' the move engaged. *'''Medical Team''' - Discard before taking a "crew" faceup damage card to discard it. That's around half the deck - worth it? Usually not, although the Separatists have a tanky Munificient build that likes it.
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