Brando Martin

Trained in special operations, Brando was a member of the SDF before coming to his senses and becoming a double agent for the rebels.

How to play
Brando is one of the main, ironically replacing the generalist. Brando can either build toward being a mean Hunters killing machine, or an explorer reducing the mortality of events for both himself and his colleagues, and possibly making  zones more accessible. His glory path is oriented toward fighting stowaways, and possesses several skills oriented toward on-ship combat.

Primary skill

 * as mentioned previously, Brando is one major pilot. Forgoing this skill is ill-advised, unless you know what you're doing and are heavily coordinated with the others.
 * If you are a cured, or in a -controlled ship, you might consider dropping to make an attempt on Moros; get all your (other) exploration skills and make explorations go better.

Secondary skills
is Brando's first exploration-oriented skill. It reduces his chances of being found dead if, gives more , reduces personal damages, and protects him from events while there is at least one non- aboard.
 * While the skill is overall useful, it increases the likelihood of death for the on planets with those events.
 * The skill will additionally reduce the damage of events to 1, protecting your arm.

is Brando's only skill to cover all three major profiles. It gives free 2 a day to shoot guns and  charges, increases your Exploration strength when holding a gun, and enhances your on-ship gun use: reduced chances of  and increased chances of critical hits.
 * and negate the need for exploration strength, unless on Moros and  zones.

builds upon. It gives 2 a day, cumulative with  for an outrageous maximum of 8. This many shots will usually make your reservoir run out before you emptied your bar, unless you have the. This surplus can allow you to do the jobs of two  or act as a generalist after dealing with a wave.
 * It also grants the burst toggle, making shots consume 2 to shoot  more shots with reduced accuracy; loads are consumed as usual and may restrict from using burst. With additional accuracy (e.g.,  and ), it may be worth using for every hunter wave.

is an exploration-only skill that turns negative events into events, if there is no. Its main uses would be to remove the event from  and  events if you think it may lead to a conversion. It additionally grants +2 exploration strength.

is an exploration and utility skill. As opposed to, Keen Eye reduces the chances of other people being found dead after going. It reduces the number of Stowaways, which may conflict with his glory path, especially if you kill and  raiders before they come in. It also has a chance to report if someone hid something or searched in the room if you visited it earlier, it may be useful to see if someone is frantically searching in every, especially with an.

is Brando's last skill. It is oriented toward combat and utility. It increases his combat ability with and resilience to explosive weaponry: his use of and the  hurts more, while using it against him hurts him less. The utility part grants him sabotage and dismantle, this way you can be a makeshift or. Grab the, and lock a in storage. Grab the, and dismantle the first  faster than any tech.

Brando's access to guarantees he can go out and shoot at the ship when the  is getting critically low.
 * and should give him a large margin of, which may make people suspicions if he "wishes" to eat to get more  and kill more Hunters (read: get ). Even killing the Hunters, then going for scraps may make him suspicious unless he  (which is its own can of worms; you will need a second or third spore if you wish to infect someone).

Apart from this, Brando is similar to a :
 * Their access to grants them enhanced chance of sabotage, which can then further be increased with.
 * It also gives them the possibility to dismantle useful items: the second, the , the 's ...
 * His grants him more bare-handed damage, similarly to.
 * , will allow him to shoot more people, and  to make it much more damaging if he has the.

Useful tips
Beware, your is very sensitive to damage, and repairing it yourself is 2. Ask others to help, if you can.
 * Avoid doing repairs without.
 * Be on the lookout for projects reducing the risk of accidents:, '.
 * If there is an, try to get her to stand in the dorm you're sleeping in.
 * If your arm breaks in exploration, you can drop it so people can fix it in your stead. It is especially useful if on a -less exploration, or one where you're the only available.
 * should reduce the damage of events to 1, protecting your arm.

Biography
Ah-ha!