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===Weapons Team=== *'''Gunnery Team''' - You get to shoot twice with one arc, but can't target the same ship or squadron twice during this activation. Note that if you take Advanced Gunnery, Gunnery Teams "can not" overrides Advanced Gunnery's "can" on shooting the same target twice. *'''Flight Controllers''' - Squadrons you command get an extra blue die in their anti-squadron roll. Another good reason to keep your carrier close to the dogfight. Pairs well with the Empire's generally higher Squadron values, and makes for frighteningly lethal alpha strikes. *'''Sensor Team''' - Exhaust and spend one die to turn another die into an accuracy. Makes for a discount H9 Turbolasers if you don't need the slot for anything else, but you usually do. *'''Veteran Gunners''' - Exhaust to reroll your entire attack pool. Black dice ships prefer Ordnance Experts, and red dice ships usually want Gunnery Teams, but it's a source of dice-fixing at a low price. *'''Ordnance Experts''' - Reroll up to 2 black dice. Used to let you reroll all black dice, but was rebalanced with a slight point cut. Most of the time, all you want to reroll are those pesky blank results to trigger a crit to proc APTs or ACMs. *'''Ruthless Strategists''' - While attacking squadrons, you can take a damage on a friendly squadron to deal an (unblockable) damage to an enemy squadron. Great way to deal with pesky scatter aces, especially if you're flakking with red die-wielding ships and have high hull squadrons like VCX-100s or Decimators around. *'''Fire Control Team''' - Exhaust to resolve an additional critical effect, but not the same one twice. Note the way that the default critical effect, APTs, and XX-9s are worded, you can't stack them with the default critical effect (and if stacked with each other, you don't get 3 crits, only 2). Still, resolving ACMs and XX-9s, or some combination of the various blue crit effects, can be very fun - but while the upgrade is cheap, it's on top of paying for both crits, and most ships with a Weapons Team want to take something else besides. *'''Local Fire Control''' - After deploying, you MUST replace one of your existing defense tokens with a Salvo token. Gives ships with previously clumsy defense token setups (MC75 with two Contain tokens, Raider with 2 Evades and Braces but no Redirects) a bit more firepower than before, but only after taking one on the chin. *'''Weapons Battery Techs''' - When attacking a ship, change one of your accuracy icons to a face with a crit icon. Obviously doesn't work with black dice, but combine with H9s to always produce a blue crit, or make Heavy Ions or NK-7s that much more likely to go off. The Onager also gets a boost from these, as both Superlaser and the ''Sunder'' title don't need black crit die to activate.
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