Casual tournament in-play abilities for new players

By comatose, in Star Wars: Armada

To enhance the atmosphere for our new players to learn as much as possible at a team tournament I'm organizing, I'm creating a set of special abilities that teams will randomly draw at registration usable once during the day. There will be a set for teams with no tournament-experienced players and a set for the more experienced teams.

Below is the list I have so far, help me come up with more!

Intercepted Comms (inexperienced)
Played during the command phase of a turn. For the entire ship and squadron phases, the opposing team must communicate in the open. They cannot whisper, step aside, or otherwise try to communicate without you being able to hear.

Holographic Message (inexperienced)
Played at any time. Ask comatose for advice. Or if comatose is in your game, ask any other player.

May the Force be With You (experienced)
When you would normally call for a judge about arc, range, or other table placement issue, you may make the call be in your favor. (It better be close when you use it, or the Force might put you into a game of 52-card pickup with your damage deck.)

Side Thruster Boost (experienced)
You may make a maneuver that overlaps your maneuver tool.

Edited by comatose

Self-Destruct Sequence (experienced)
When a ship is destroyed, you may play this card to do one damage to all squadrons at distance 1 OR you may roll one black die against all ships at distance 1 that does not trigger a critical effect.

Short Range Hyperspace Jump (inexperienced)
During the maneuver phase of a ship's activation, you may play this card to move it to within distance 5 rather than using the maneuver tool. Change the ship's speed to 1 after completing this action.

Edited by comatose

Full-Reverse Stop (experienced)
If a maneuver would result in collision damage from overlapping a ship or damage from an obstacle, this card may be played to reduce all damage received during this maneuver to zero (including damage to an enemy's ship). Reduce this ship's speed by 2 to a minimum of 0 and end its activation.

Spynet (inexperienced)
Works the same as the Spynet ability from Corellian Conflict.

Skilled Spacers (inexperienced)
Works the same as the same ability from Corellian Conflict.

Emergency Orders (experienced)
Before a ship activates, discard a command token from that ship to change its top command dial to any command.

What Would Vader Do (inexperienced)
During the defense token step of an attack, the defender may discard this card to change up to 3 dice in the attack to any face they wish.

Desperate Measures (experienced)
At the start of the Command Phase, a ship may choose up to 3 face down damage cards. Randomly choose one those damage cards and turn it face up, discard the others.

Re holographic message.

Are you saying you wouldnt help new players anyway....

3 minutes ago, Ginkapo said:

Re holographic message.

Are you saying you wouldnt help new players anyway....

It sounded more along the lines of a what should I do here question vs general rules/mechanics question.

Love the desperate measures ability. Great trade-off.

9 minutes ago, Ginkapo said:

Re holographic message.

Are you saying you wouldnt help new players anyway....

It's for true strategy/tactical questions, not rules questions. Plus, it looks like we are going to have at least 14 players, 8 of whom are very inexperienced. I'm hoping that I won't need to be someone's partner so I can float around the tables and throw out other random tips as appropriate, talk about Armada theory, etc. This card means they can interrupt play to ask me over for advice.