Rules Update: Naval Tactics

So here’s the first of a couple of rules amendments/additions, this one related to the “Tactics: Naval” skill. You can find the full skill list HERE, and here’s the wording of the changed skill and its effects in slightly less-easy-to-read format:

Tactics: Naval (Military, Merchant)
Using an in-depth knowledge of the tactics used by spacefaring vessels the canny pilot can make predictions about how any enemy might move.
Explanatory Note: Tactics: Naval cards may be played during ship combat as either a ship action, or in support of a ship action. If a Tactics: Naval card is played as a ship action, it operates as per the normal rules for ship actions in combat. If a Tactics: Naval card is played in support of another ship action card, the effects of the Tactics: Naval card are still resolved. Movement granted due to the effects of a Tactics: Naval card is resolved after all other movement, but before the effects of weapons are resolved. Only one Tactics: Naval card may be played for a given ship in a single phase.
Effects
Level 1:
Ship Action: Predict Movement (“If the closest enemy ship to you played a non-Pilot skill ship movement action card in this phase, your ship may move 1 square in any direction.”)
Level 2:
Ship Action: Predict Maneuver (“If the closest enemy ship to you played a Pilot Skill action card in this phase, your ship may move 2 squares in any direction.””)
Level 3:
Ship Action: Predict Firing (““If any enemy ship within 6 squares of your ship fires a weapon system in this phase, your ship may move 2 square in any direction. Your ship can only benefit from the effects of this card once per phase, regardless of how many enemy ships have used their weapons systems in this phase.”)