Eh…. I guess you could make the the Chaser more expensive. I’m not a fan of doing that, but if you REALLY don’t want to loose either keyword/ability….
Ability: Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this ship has that ability. You may make a different choice each turn.
Ability: Native Canoe. Captain.
Flavor: Many seaside villages on the Ionic homeland have small fishing fleets to sustain themselves. Contact with the imperial world has forced these villagers to become self-reliant and convert their fishing boats for self-defense, after all the navy cannot be everywhere at once.
….and with that we wrap up the last of the Ionic ships (until the SE/LE)! Tomorrow we’ll start with their remaining crew!