There seems to be a LOT of confusion about what Targeting Scrambler does. So let's go over it so we're all on the same page. I don't want to turn this into another thread about how bad it is (it's super bad), but a lot of the arguments about its value are based on misunderstanding it.
Sentiments like "it's good if you spam it" or "giving up a shot to protect friendly ships is totally worth it" are common and incorrect. So let's go over it.
1) It's unique. The bullet point to the left of the name of the card indicates that you can have only one in the squad. There will be no spamming it.
2) The scrambled condition states that when attacking the ship equipped with the scrambler at range 1, you may not modify dice. It has no support function, it only protects the ship it's on.
3) The condition is assigned at the start of the planning phase, so before dials are set. Your opponent will assign dials and take actions knowing your ship isn't shooting, and which ship will be less effective if he still decides to, or is unable to avoid, moving into range 1.
4) The condition card is removed in the end of the combat phase. Whether or not it affects the Ghost's end of phase turret shot (obviously not TLT) will be decided based on initiative, and it will have no effect on Corran Horn's second shot because that's in the end phase.
So, to recap. You can have only one, it protects only the ship it's on, the timing provides the maximum amount of counter-play opportunity, and there are a couple edge cases that can ignore it somewhat.
Its function is strictly as a disincentive to hammer the ship carrying it at range 1.
Thank you for reading and happy gaming!
Edited by Sekac