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==Crew== ===Officers=== * '''Rune Haako:''' Starts the game with 2 command tokens. When revealing a command, he can pull tokens from himself or a nearby friendly ship. Good to run on your big ships, harvesting tokens from a support hardcell. * '''Wat Tambor:''' On a repair command, he can spend 2 shields from any hull zone, or 1 hull zone of a nearby friendly, to gain twice that many engineering points. Again really handy for pulling from a support ship. *'''TI-99:''' Some of TI-99's circuitry must have made its way into Dengar's ship after the war. When a friendly ''unactivated'' squadron is at distance 1-3 of TI-99's ship, it either gains Counter 3 OR, if it already has a Counter value (Tri-Fighters and future proofing for later waves), then increase the printed Counter value by 1. Sounds incredible, but if a squad under this effect makes a Counter attack for any reason, then it is considered activated. Pairs well with the two anti-squad dice armament of Vultures and Hyenas, especially when the situation calls for non-squadron commands. *'''Tikkes:''' Depending on your plan, Tikkes can either be extremely effective, or doom your ship with a bad command. When revealing a command dial, you can choose to use Tikkes and gain a matching token without spending the dial. However, you must then place a matching token on Tikkes's card. During the next Command Phase, if Tikkes has a token on him, then you MUST set all command dials that you're restocking to the matching command, showing your opponent that you've done so and only then can Tikkes's token can be cleared. Played poorly, this can lock you into a turn (or more, if a dial was skipped via an upgrade) of a very unfavourable command. Playing Tikkes right on a Command 1 Hardcell or a Command 2 Munificent is the key to getting the most out of his very conditional token generation. *'''Passel Argente:''' After revealing a command, you may place a matching command token on his card. Then, if Passel has at least 1 Navigate, Repair, Squadron, and Concentrate Fire token on him, his ship gains an extra command dial of any type you choose from that point onward. Get him set up in rounds 1-3, and from round 4 to the end of the game you can go nuts. Just be sure to keep him away from any ships that can ruin your meticulous dial strategy like a Slicer Tools equipped GR-75. *'''San Hill:''' One of the Confederacy's weakest officers at the moment, but might be future proofing for when the Clone Wars get squads with Rogue. San Hill starts the game with two Squadron tokens. When the Squadron phase rolls around, you can discard one or both of his tokens to activate one or two more squads each time it's your turn to do so this phase, as long as those extra activations are at up to long range of San Hill's ship. As these are regular Squadron Phase activations, they will NOT trigger the AI keyword for any Separatist squad that isn't Belbullab-22s. *'''Shu Mai:''' Following in the footsteps of the reworked Garm Bel Iblis and General Tagge. After fleet deployment, choose any two non-consecutive rounds and place those tokens on Shu Mai's card. When on those turns, Shu Mai's ship may reroll up to three attack dice (including Salvo dice!) every time it attacks another ship. Loves red and black dice and double-arcing enemies. Pairs well with the Recursant-class she comes with. * '''T-Series Tactical Droid:''' Requires a token to ready after use, comes with none. When you spend a repair, maneuver, or squadron command token, it can exhaust to resolve the command as if it was a dial. Typically a one-time use to sneak a full power squadron command on a ship that doesn't want to focus on squadrons. ===Support Teams=== * '''Battle Droid Reserves:''' Requires a repair token to ready after use, comes with none. On a repair command, it can exhaust to flip any faceup damage cards with the "crew" trait to facedown. Or it reduces the cost of discarding facedown damage cards by 1.
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