With Wave VII, the likes of Lt. Lorrir, Arvel Crynyd, Kir Kanos, "Dutch" Vander, and so many others were joined in the ranks of "Club Why Don't These Guys Have a Native EPT Slot?!". I speak, of course, of that "other" Khiraxz fighter pilot, Graz The Hunter.
You know, this guy:

... who I'm confident most of you have probably never seen on your table.
And it makes me sad, because Graz The Hunter sounds like a character from Crusader Kings II. How does someone actually make any use of this guy? What purpose could he possible serve.
His ability is a sorta crappy one: one more green dice. On a two agility ship. You know what people always recommend against? Putting a Stealth Device on a two agility ship, because it's just not worthwhile 95% of the time. Green dice are, as a regular poster here will remind you, infinitely fickle. Still, what's the point of X-Wing if we aren't endlessly searching for uses for forgotten pilots and upgrades? So let's take a look at Graz, yeah?
Pros:
- Khiraxz is a solid all-around fighter
- PS6 means, with an initiative bid, he can possibly move after IGs which could be critical to keep them in arc.
- I vote his ability is still better than "Fel's Wrath" and basically makes him a harder to kill generic TIE Interceptor
- His nickname is "The Hunter"
Cons:
- PS6 is still **** middling, and keeping aces in arc to trigger his ability will be difficult.
- No EPT slot
- Honestly, "Fel's Wrath" is the only pilot off the top of my head I'd vote as having a definitively "worse" pilot ability. Lorrir, Crynyd, Kanos, Vander? All of those guys at least have solid abilities in my book, even if they may need the right squad for it to shine.
- For literally a point less, you could take a Black Sun Ace with Crackshot.
To me, that's not an amazing pilot, especially with the whole "the Black Sun Ace is cheaper and gets an EPT" bit. But hey, let's say you're just bound and determined to use Graz. What could help him out? What purpose could he serve in a squad without feeling like a complete waste?
- I think Graz could have a tiny niche as a "turret hunter". With the Khiraxz's dial, Graz should have little trouble keeping most turret carriers in his arc (though will need some careful flying to keep high PS fat PWTs lined up). If he can consistently keep his face pointed at the turret carrier, he becomes a straight (soft, cause green dice) counter to the biggest strength of a turret carrier. By living up to his name, he could really be obnoxious to a lone TLT Y or Fat Chewie as they'll consistently have a slightly larger amount of greens to hope to dig through.
- The "Dark Curse" effect, perhaps? With some abilities in the game, like Dark Curse, Prince Xizor, and (from what I've heard) "Fel's Wrath", a lot of players will just simply elect to not shoot at them, avoiding actually triggering their ability. Okay, so I've yet to take a deep breath and use Graz, but I'd wager he'd be seen in a similar regard: if he's got you lined up, a lot of players may simply choose to shoot at someone else. This could make him someone you can count on to more likely be around at mid to late game, or could encourage your opponent to maybe shoot at another target (either someone else already annoying to hit, or maybe something easier to damage but less critical to long term success).
- Straight jousting. If the "Dark Curse" effect does come into play, Graz is free to use his actions offensively and, hopefully, make those three dice count. At the very least, he's marginally more likely to survive a joust than similar ships. You could have him charge in like a mad dog while he's less agile wingmates try to flank.
- Could make for a really annoying wing-mate for Prince Xizor.
Okay, okay... still not super-crazy about him, but starting to see where in some very niche situations (with green dice not wanting to be complete dicks) he could be a serviceable squad-mate. Now let's say you want to throw on an upgrade or two to really try and get some more mileage out of him. Unfortunately, he only has three slots: Missiles, Modification, and Illicit (because "lol, no EPT for you, Graz! Even though our very first preview we posted for the Khiraxz featured taking advantage of Graz's EPT slot!".
Illicit:
- Glitterstim: Honestly, almost not even a choice here as Glitterstim will give him at least one jousting turn to make as much use out of that extra green as possible. Mad dog in, TL, get high, and hope Graz can use that turn to deal out damage while taking as little as possible. I think it's, by far, the best choice for him of any upgrade.
- Inertial Dampener: Because for some reason you're flying a "Graz The Hunter on a budget"? Gives him a one shot to freeze and keep his arc lined-up on someone that he'd lose it on if he moves. But for only one more point, Glitterstim.
- Feedback Array: I guess to deal damage from someone looking to rob Graz of that one green die. Okay, actually... maybe not terrible? You're giving Soontir Fel maybe the choice between taking a shot that'll whiff on Graz and then having a bunch of red coming back his way or boosting past and taking a Feedback shot? Yeah, seems damned niche.
- "Hot Shot" Blaster: Similar to Feedback Array, only more expensive. Seems to pricey for a pilot of Graz's "caliber".
Missiles:
- Ion Pulse Missiles: Could see some value here. An ioned enemy is a predictable enemy that you can keep in arc much easier for another turn. Would be very handy thanks to the dual tokens it doles out to keep a PWT lined up and having to deal with your extra die.
- XX-23 S-Thread Tracers: Not out yet, but could see Graz as a viable candidate to carry them. High enough PS to shoot before your ordnance carriers (probably), and unlikely to get obliterated before he can get his payload off. Also? Only a point!
- Everything other than Proton Rockets (which he should never use): As an ordnance carrier, Graz doesn't strike me as awful, for no other reason than his extra die might discourage opponents from targeting him long enough to line up a solid shot. Still, one should be mindful of putting too many points into Graz for all the obvious reasons.
Modifications:
- Stealth Device: Probably the first thing to come to mind with Graz. He can be, in essence, a three agility ship so why not make it four green dice? It's not a terrible plan, but I'm not sold on it (especially since Graz can only Focus to avoid damage). Without that A-Wing or TIE Interceptor PTL Focus/Evade combo, it seems likely a Stealth Device will result in bupkis for Graz often enough to not be worth the points.
- Hull Upgrade: Now we're talking! Same price as the Stealth Device, and guarantees it'll take at least one more hit to put Graz down for good. I think this will be the better option, turning Graz effectively into a six-health, three-agility ship, which should make him someone difficult to get off the field of play.
- Shield Upgrade: See Hull Upgrade, add a point and slightly less time to worry about getting crits.
- Engine Upgrade: Could, in theory, help Graz keep his all-so-mediocre in value arc on enemies... but for a lot of points. On a ship with middling PS. Honestly, I'm not very impressed with that thought.
So what does all of this mean? Honestly, that Graz really and truly isn't all that amazing and is probably overlooked with good reason. However, I could see the situations where maybe he's not so horrible.
Very quickly thrown together list without much thought:
Prince Xizor
Virago
Fire-Control System
Veteran Instincts
Autothrusters
Graz The Hunter
Glitterstim
Binyare Pirate
Binyare Pirate
Binyare Pirate
And then wonder why you just didn't take a bunch of Feedback Pirates instead.