Electromagnetic Scrambler
As an action, a crewmember may choose one ship you can see within 1200 feet and scramble its ability to differentiate targets. The target must make a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to that crewmember’s Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all ships it can see as enemies for up to one minute until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected ship chooses another target, it must choose the target at random from among the ships it can see within range of the attack, power, or other ability it’s using. The effects of this feature last until the beginning of your next turn unless the crewmember uses a bonus action to maintain it. This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.