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===Pilots=== *'''Gand Findsman:''' The Gand are from the planet Gand, which features an ammonia-gas atmosphere. Because of this, all Gand who travel off-world are invariably seen wearing a specialized breathing apparatus, without which they would quickly suffocate in the nitrogen-oxygen atmospheres common to inhabited worlds throughout the galaxy. The Findsmen are shamanistic bounty hunters who track their quarry through diving omens via rituals based around the religious worship of the ammonia mists on their homeworld. All this arcane mumbo-jumbo doesn't seem to pay off, since they're Initiative 1 with no Talent. *'''4-LOM:''' A protocol droid who overwrote his own programming to embark on a life of stealing and bounty hunting, mostly because that's much more exciting than translating the inane demands of rich people aboard a luxury liner. Init 3. After doing a full red maneuver (of which G-1A has many), he gets a calculate token. At the start of End Phase, he can stick 1 of his stress tokens on any ship range 0-1. The tractor beam allowed by the title is perfect for enemy ships into range. Also, since he favors red maneuvers so heavily, Elusive isn't a bad investment either. **Crew 4-LOM is interesting. After you roll dice on an attack, you can get two ion tokens to prevent the defender from using a type of green token of your choice. It's not a bad idea to bring along Electronic Baffle or Static Discharge Vanes. *'''Zuckuss:''' A Gand Findsman Bounty Hunter known as the 'Uncanny One' who combined his Findsman training with his innate Force Sensitivity to find even the most well-hidden quarry. Partnered up with 4-LOM and worked for both the Empire and the Rebel Alliance during the Galactic Civil War, eventually joined the Alliance and finished his career hunting down whoever the New Republic needed found. One of the few Gand who could use first-person pronouns, since Gand only use those if they're so renowned that they can presume everyone already knows their name. Init 3 like 4-LOM. Can choose to roll 1 additional attack die, but the defender gets to roll an additional defense die. Red dice are a bit stronger than green dice, so this is usually a good deal. **Zuckuss as a crew allows you to get stressed while attacking to force the defender to reroll a defense die of your choice. Very handy with 4-LOM at the wheel.
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