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====GR-75==== [[File:GR75.png|thumb|300x300px|right|Rebel Transports Expansion Pack]] The Rebellion's only current flotilla, as a small base ship with negligible or nonexistent armements, this ship exists to do some combination of three things - push squadrons (cheap Squadron 2 plus an Offensive slot), cheaply (18 points) stall activations for bigger ships, or leverage their Fleet Support upgrade slot. Most of the time, you're either resolving Squadron commands from backfield supported by a Bomber Command Center, or using Comms Net to pass tokens around; but Slicer Tools can throw a wrench into an enemy's plans - especially against their carriers. Don't underestimate how much damage a handful of GR-75s can throw into a squadron fight with two arcs of flak. They also occupy table space... literally: it's much harder to get the sides of the Yavaris when it's surrounded by low cost dice sponges. *'''GR-75 Medium Transports:''' You have no guns. One black flak to fend off squadrons, but this is as stripped down as they come. Nevertheless, 99% of the time, this is the variant you want - the reasons you take a GR-75 don't include killing ships. *'''GR-75 Combat Retrofits:''' Upgrades the black AA to blue, and gains a single blue dice in the front and rear arcs (insurance against Admiral Ackbar side arc madness). At a 6 point premium, you'd better have a ''very'' good reason for taking this. Sato and Opening Salvo with a Concentrate Fire command can have this ship throwing out 4 black die, which is hopefully hilarious enough to compensate for never happening and not being that great even when it does. *'''Titles:''' **'''''Quantum Storm''''' If you used a Nav token/dial this turn, you can perform a straight speed 1 maneuver after your movement. Allows a burst of speed or a psuedo-speed 4 for just a single point. **'''''Bright Hope''''' When you take damage outside of your rear arc, you reduce the total by 1. This makes you frustratingly hard to kill - Scatter/Evade keep you safe from attacks lacking an accuracy, and Bright Hope fends off those pesky 1 or 2 dice that might get through, or those single-die bomber attacks. You still die to 5 damage with an accuracy, so don't get too cocky; but this can be worthwhile if you've taken upgrades making you a more significant target.
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