Storyline 3, mission 1 playtests...

By LTuser, in X-Wing Battle Reports

Well, now onto the next storyline, this is the first one i have 4 missions for.. This is a cut n paste from last year, Dec 8th...

So i ran my 3rd new storyline, 1st mission..

Mission goals: Primary, survive the full 10 rounds.

Secondary #1: Destroy all imperial FIGHTER forces

Secondary #2: Force the Decimator to flee, or kill iit.

Map is a 3x3 star field map. Side A (the left most) is the rebel start spot, anywhere along that edge. Side B (the right most) is the imperial infiltration zone. use 3 range rulers to 'mark out' spot 1 to 9. Use a d8 for the Fighters and the Defenders, the Decimator starts out in Spot 9 always.

The Territory is Neutral. So any rebels KIA roll 2 dice on the EVA chart.

There's 4 debris fields, placed in a square box, 4 range across, in the center of the map.

Put 6 tokens around the map edge. Token 1 and 2 are range 1 and 3 respectively along the 'North edge from the top right corner), 3 and 4 are eqi-distant along the imperial start side, while 5 and 6, are mirrors of 1 and 2, along the 'south' edge. These are where imperial reinforcements show up.

Using 3 ships, running it as me only. 3 ships selected, Y-wings Doc and Unca, and X-wing Spot.

Doc has an R7-T1 astromech, Dorsal Turret and Vectored Thrusters

Unca has a Proton Torpedo with munition's failsafe, and an R3 astromech

While Spot has an R5-K6 astromech and a Plasma torpedo.

NOTE, these were from way before they started earning XP..!!! When i get back to this, i will post the revised pilots!!

Imperial forces @ 3 players gives;

Alpha squad, 2 Tie fighters (red and green 1)

Beta squad, 1 Tie defender (Blue 1).. The Tie defender(s) use the AI pilot card with an Ion cannon. They do not carry any missile ordinance if upgraded to elites.

Charlie squad 1 Decimator, using the AI pilot card starting with a Flechette torpedo and Weapons engineer (can maintain 2 target locks).

and for reinforcements that come in on round 6, Falcon squad – 2 tie advanced elites. (Black and blue 2). They use the AI pilot card with the Accuracy corrector.

Map set up had the Decimator on it's own in the top right corner, the Fighters coming in on the 4 mark (using all 3 range rulers), while the Defender showed up at 6.

All 3 PC's lined up between spot 1 and 2, all facing off towards the Decimator.

Round 1 had all 3 imperial fighters going move 2 (as per their AI notes), banks for the fighters, straight for the Defender. The Decimator did a 2 bank. All 3 rebel fighters went 3 straight. No shots as everyone out of range.

Round 2, had the fighters doing a 2 straight, while the defender did a 2 bank. All the rebel fighters went 2 straight, putting the Decimator in range to get target locked. While the Decimator did a 3 straight, it target locked Doc and Spot. It's shot against Doc stripped 2 shields away, while it's shot against Spot stripped only 1. All 3 rebel fighters combined to take off 4 shields from the Decimator. None of the other imperial ships in range to shoot. Plasma torp of Spot used, proton of Unca not, due to munition's failsafe kicking in.

Round 3, The defender doing another 2 bank, is now in range to switch AI to attack. The fighters are still out of range, and so did a 2 straight. Doc did a 3 bank away from the fighters, putting the Decimator in his rear, while Spot did a 3 hard, and Unca did a 3 bank the other way. Spot switched his tl to Red-1, while Unca switched his to Green-1. Doc using Squad leader, gives Spot a Focus action.

The decimator did a 1 bank, keeping the target locks where they were. Deals 1 more shield damage to Doc (now no shields left), and stripped the st shield and did 1 hull damage to spot. Unca missed his shot at Green 1, while Spot misses Red-1. Doc misses shot on Decimator (2 blanks). Green 1 and red 1 both strip 2 shields from Unca.. Things not looking good for our rebel heroes.

Round 4, Green 1 bumped unca, while red-1 bumped into the defender. Unca does a 4k to get in behind the fighters, while Spot bumped into red-1. The Decimator did a hard 2 but had to go the other way to avoid running over a debris field. Doc banks back inward, and due to everyone being out of range, gives another focus action to Spot. The decimator misses his shot on spot, and can't shoot unca for his 2 nd one. Spot just out of arc to shoot Green 1, and due to bumping red-1 can't shoot it, so has no shot. Unca shoots and deals 1 damage to Red-1.

Round 5, both fighters split up. Red doing a 1 bank + barrel roll, while green goes 2 right. The defender does a 4k, and focuses on Unca. Unca does a 2 straight, clearing his stress, and TL's green-1 again. Doc 3 banks inward, doing a focus. While the Decimator again 1 banks, to where its now out of range. Spot shoots and kills fighter red-1, while Green 1 gets shot by both Y-wings taking 1 hull damage.

Round 6, Falcon's Avenger squad shows up on Token 4, putting Spot right in their front. Green 1 does a 2 hard, while the defender does a straight + barrel roll. The advanced black 2 moves and bumps spot, while Blue 2 moves to just far enough forward to put spot out of arc. Unca moves to avoid an asteroid, giving him no shot. Doc shoots and misses Black 2. Unca shoots and deals 2 shield damage to black 2. Spot misses green-1. Decimator shoots and misses unca. No other shots.. MAN the rebels are missing all over the place.

Round 7, Defender runs over debris field, loses a shield in process. Green 1 moves around another obstacle. Doc swoops around the same obstacle, keeping It in range of his turret. Spot once again bumps into green-1, while Unca flanks it. He shoots and deals a 2 nd hull damage to green-1. The decimator has no shot. Doc misses his shot on an advanced. Then gets hit by blue 2, taking 2 more hull (now at 3 hull out of 5). Spot has no shot.

Round 8, Green-1 bumps into Doc, The others move in similar fashion to last round. The Decimator kills Doc before he can get off a shot. It's 2 nd shot deals Unca an Engine crit. Unka kills Green-1 finally. Unca strips 2 nd shield off of defender, while in return the Defender deals a 2 nd hull to spot while ionizing him.

Round 9, no bumps. The Decimator almost kills Unca, leaving him with 1 hull. However, he loses that last hull in simo fire with Black-2. His return fire, strips off both shields and gives a cockpit fire crit to black 2. Spot gets killed by Blue -2 and misses his return shot.

Imperial victory more cause of real poor rolls on rebels part, great rolls on imperials part.

Next running, will switch to 2 X-wings and 1 Y-wing. And have the tactics differet.

This was initiall posted, also on the 8th of december..

2 nd running.

Went with 2 X-wings, Spot and Groot. Both Spot and Groot have Plasma torpedos, Spot has a R5-K6 astromech, while Grood has a base R2, and Munitions failsafe. The Y-wing Unca has a Base R3 mech, no turret or mod but a Proton torpedo. Squad leader placed on Spot..

Set up the same, Imps Alpha squad was 2 fighters (mag 1 and Mag 2), 1 Defender (Red-1), and the Decimator. All 3 imperial fighters showed up on #1 on the range ruler, all the way down in the bottom right corner, unlike the Decimator. Had all 3 rebel fighters line up opposing the imperial fighters. The decimator sports a “weapons engineer crew (allowing it to maintain 2 Tls) and a flechette torpedo”.

R1, the imperial fighters all went 2 straight with a barrel roll, while the defender did a 4 straight (completely forgot about the “they are on patrol AI, so only move 1-2 till shot” aspect). Rebel fighters all did a 3 straight, while the decimator did a 3 bank taking it alongside one of the debris fields.

No shots as everyone was out of range.

R2, I had the rebels all plan for a 2 straight. The fighter's all did a 3 bank taking them to no fire arc, while the defender did a 5 straight and target locked Spot. The Decimator did a 4 Straight and again had no shot (as yet). Unca tl'ed Mag-2, while Spot and Groot Tl'ed the defender.. All 3 rebel ships shoot the defender, and even with spot spending his TL, he only did 1 shield damage. Grood dealt it two more (so its now out of shields), and Unca hit it for 2 hull damage. The Defender's counter shot stripped both shields from Spot AND gave it a hull damage, while tie Mag-2 stripped 1 shield from Unka.

R3, The rebels all planned a 2 bank into where they hoped the fighters would be. All ties did a 5 straight. The Defender a 4k, putting it behind the rebels. After their move, they were close to being out of it's arc, but still was able to shoot. Unka TL's the decimator, then Spot bumped into Grood. The Decimator did a 3 bank and put it's first TL onto Unka, and it's 2 nd onto Grood. Its first shot stripped the remaining shields from Unka, while it's second did only 1 shield damage to Grood. All rebels combine fire with torps, and strip all 4 shields off the Decimator AND give it 4 hull damage (so its now down to 8 hull, 3 away from forcing it to retreat). Neither Mag-1 or Mag-2 have a shot, but the defender shoots and ionizes Spot (giving him his 2 nd hull damage.. things not looking good for him right now).

R4, Unka plans a 4k hoping to get behind the decimator, while Grood plans a 2 hard to right. The tie fighters both do a hard right, and focus as they have a shot. The defender though, did a 3 hard causing it to bump Mag-2, losing it's action. After the rebels move, the Decimator does a 3 hard to it's left, keeping it's first TL on Unka, and switching its second to spot. Its first shot gives 1 hull damage to Unka, even after spending it's tl (rolled 2 blanks and a hit, and the reroll of the blanks were still blank). Unfortunately Spot was not so lucky, taking 3 criticals when he only has 1 hull left.. So went Boom!

Unka deals 3 more hull to the Decimator, causing it to shift to a Flee AI. Groot unfortunately has no shot. Both Mag-1 and Mag-2 shoot at Groot but miss, thanks to his Focus token. The defender has no shot.

R5, Groot plans another 2 hard, while Unka plans a 2 straight, so he can clear his stress. Both ties hard 1 back into the thick of things, but this causes Mag-1 to bump the Decimator, while the Defender bumps Mag-2 again. After doing his 2 hard, Grood has no shot again (should have done a 4k), while Unka takes his action to barrel roll to get out of the Defender's arc. He shoots his proton torp killing the defender. Both Mag-1 and 2 however deal 2 more hull to Unka, while he took a 4 th hull from the Decimator's 1 st shot and his 2 nd stripped a shield from Grood.

R6, The two Tie advanced Elite in Falcon squad show up, At #3 spot, putting it close to Unka and the Decimator. Unka goes with a 1 straight and preps to enter hyperspace, while Grood 3 banks to start getting out of dodge. Unfortunately for Unka, the Decimator's shot on him, kills him with 2 hits and a crit taking out his last hull before he got a chance to make his hyperspace roll. The Ties Mag-1 and 2 try to shoot Grood, but miss due to a debris field in the way, while his bank took him out to where he had no counter shot.

R7, Grood escapes the board, while the Decimator's fleeing puts it in range, to where it would have fled the next round.

SOLID imperial victory. Maybe next time I shouldn't go head to head with the 3 fighters like I did.. Plus Several great rolls for the enemy early on, put the rebels in a world of hurt.

3 rd running.

Keeping Grood's X-wing, but changing the other one out for Gruff (a base R3 astromech and vectored thrusters), and replacing Unka's Y-wing with Doc (R7-T1 droid, Dorsal Turret and Vectored thrusters).

Imperials the same as before. Squad leader on Grood.

Imperials set up had the fighters on 1, the defender on 3 this time. The rebels faced off slightly angled in from straight on, but still facing the decimator.

R1, All the rebels did a 4 straight, giving a stress to Doc but not the others. The fighter's did a 2 straight, while the defender did a 2 bank. The Decimator did a 3 bank barely avoiding running over the nearest debris field. All ships out of range (barely half a CM between the rebels and the decimator from being IN range).

R2, all 3 rebels plan a 2 straight. The tie fighters did a 3 straight (again forgot the 1-2 move AI till fired on), while the defender did a 3 bank with barrel roll (so it wouldn't run over the debris field next round). The decimator did a 2 straight, putting it at range 1 of the rebels. He Tl's both X-wings, while they all Tl'ed him. Even after spending his TL, he missed Gruff, but stripped both shields off of Grood. Their counter fire (thanks to the range 1 boost), stripped all 4 shields and dealt 6 total hull damage to the Decimator (4 hull +1 crit which was a 'direct hit, treat as 2 damage'). The fighters and defender still too far to shoot.

R3, All rebels plan a move to get behind the decimator. The fighters all did 4 straights while the defender did a 5 straight, and barrel rolled to get a shot on Doc. The Decimator 3 banked to the left. Tls Doc and re-locks gruff. 1 st shot strips 2 of the 3 shields doc has, while Gruff loses both of his. Doc's shot misses the defender, while Grood and Gruff both miss fighter Mag-2.

R4, All rebels plan a 3 bank to the right. Both tie fighters did a 3 bank to their right, while the defender did a 3 straight and runs over a debris field losing a shield. The decimator did a 3 hard taking him barely out of range to shoot the rebels. Doc strips a 2 nd shield from the defender, but neither grood or gruff have a shot.

R5, Doc plans a 2 hard while the two X-wings plan a 3 hard. Both fighters do a 3 bank, giving them an obstructed shot, but they take a focus. The defender does a 3 hard with barrel roll. The decimator did a 3 bank, and shoots doc stripping his last shield and giving him 1 hull damage. Misses Gruff though. Both X-wings shoot and give 4 more hull damage to the decimator (now down to 2 left, so it will shift to flee AI), but before it can do so, Doc shoots and kills it after giving it a blinded pilot crit and a 'direct hit' crit'. Due to obstruction, neither fighters or the defender hit.

R6 the Two advanced of Falcon show up on #3 again. Both X-wings plan a 4K to hope to give them a shot on the defender OR the advanced. Doc plans a 2 hard. The fighters do a 3k, while the defender does a 2 bank bumping into Mag-2. The advanced both roll a 5 forward, one missing the debris field, the other running into it losing a shield. Black-3 (the advanced that didn't hit the obstacle) shoots doc but misses thanks to being range 3 and having an obstacle in the way. Counter fire from the rebels strips the last shield off of blue-3, while doc deals 2 hull to Mag-2. Return fire from the fighters miss.

R 7, Both rebel x-wings plan a 1 bank, while doc plans a 4k. Mag-1 performs a 1 bank, while Mag-2 does a 2 straight with barrel roll. The defender does a 1 bank as well but bumps into Mag-2. After the rebels move Grood has bumped into advanced Blue-3, but this is literally 3 millimeters before running onto the debris field!.. Both advanced do 4ks. The first one shoots but misses Grood, the 2 nd shoots and deals 1 hull to Doc. With their EPT of swarm leader they activate Mag-2 but his shot fairs no better. Doc gives 1 hull damage to Blue-3, while Gruff kills mag-2, Grood misses the defender. The defender had no counter shot.

R8, Gruff plans a 4k, while Grood a 2 bank and Doc a 2 straight. Doc bumps into Blue-3 and both X-wings move unimpeded. Grood tl's the defender, while the advanced both do another 4k, but black-3 has to abort and do a 3 bank to avoid the debris field. This gives him no shot. Doc shoots but misses Blue-3, while Grood fires torp and misses (thanks to his Munitions failsafe, its not used). Gruff fires and misses as well. The defender's counter shot does not giving a console fire critical to Grood.

R9, Grood plans a 4k, gruff a 2 bank and Doc a 2 straight. Mag-1 does a 3k, while the defender does a 3 hard. Gruff and doc barely avoid bumping one another. Blue-3 does a 3k, while black-3 does a 5 straight, defaulting to a 4 straight to avoid another debris field. Even due to the accuracy corrector Blue-3's shot misses Gruff. Doc misses Mag-1, while Grood misses the defender. Gruff has no shot.

R10, Rebs plan a 3 straight for doc, 2 bank for Grood and 4k for Gruff. Mag-1 does a 1 bank, while the defender does a 2 hard to the right taking it away from Grood. Advanced Blue-3 does a 3 straight after the rebels move, while Black-3 does a 4k. This gives Blue-3 no shot, but black-3 does however he only deals 1 hull damage (now at 3) to Doc. Due to swarm leader this activates Mag-1 who deals a 2 nd hull damage to Grood. Grood's counter gives Mag-1 a hull damage, while Gruff again misses the defender. Doc hits blue-3 for 1 shield.

Rebels win, no losses to them and they killed the decimator!.. Better..

This was posted on the 10th of december..

4 th Running

Went with 3 X-wings, Spot with a Plasma torpedo and a R5-K6 astromech, Gruff with an R3 astromech and vectored thrusters, and Grood with an R2 astromech, Plasma torpedo and Munitions failsafe.

As before the Imperials had 2 tie fighters in Alpha squad (red and green-1), 1 Defender (Blue-1) and a Decimator starting out. The fighters showed up in the middle of the Imperial's board edge, while the defender started on the opposite edge from the Decimator. The Rebels all lined up facing off towards the Decimator.

Spot had Squad leader..

R1, all the rebels planned a 4 straight, while the Fighters did a 3 straight. The defender did a 3 bank with barrel roll to avoid the nearest debris field. The rebels then moved, while the Decimator did a 3 bank like usual. No shots.

R2, All 3 rebels plan a 1 bank, but the Decimator's 3 straight bumping into Gruff. Groot Tl'ed Tie fighter red-1, while Gruff and Spot Tl'ed the Decimator. His bumping made Gruff unable to shot him (or get shot back), so the Decimator target locked Spot (pri) and Grood (sec). His first shot even with spending his TL, stripped 1 shield from both Spot and Grood. Spot stripped 2 shields from the Decimator. Gruff and Grood shot red-1 but get no hits. The fighter's counter attack also missed Grood.

R3, Spot plans a 4k to try and get behind the Decimator, while both Gruff and Grood plan a 3 bank, taking them past the Decimator, and making a B-line towards the fighters. The fighters move gives them a 5 straight, causing Green 1 to bump into the decimator and Red-1 bumpped him. The rebels move, putting them out of the fighter's firing arc, then the Decimator moves, running over the debris field. This stops him taking an action and stresses him, but he can still shoot. Spot's 4k put him along side the rebel fighters, giving neither him NOR the 2 fighters a shot. Grood and gruff Tl the defender who in turn Tls Grood. The Decimator's 1 st shot strips last shield off of Grood, while his 2 nd misses Spot. Grood's plasma torpedo strips 2 shields from the Defender (1 from the hit 1 from the torpedo), but gruff misses it. However, the defender was BARELY out of arc to shoot Gruff in return.

R4, All rebels plan a 1 bank, fighter red 1 does a 4k, and green 1 bumps him, preventing his 4k. The Defender bumps grood after trying a 2 hard. Grood moves past the Decimator with his 1 bank, but Gruff bumps him. The Decimator's move causes him to bump Grood again. The Decimator Tls Spot and Gruff. His first shot strips both shields and does 1 crit (console fire) to Gruff. His 2 nd misses spot. Spot does 2 hull to Red-1, while Gruff strips last shield and gives 2 hull and a crit (minor explosion) to the Decimator. Grood has no shot. The Defender ionizes Spot, while Green 1 gives him a hull damage. The “Minor explosion” has no impact on the decimator.

R5, Due to being ionized Spot has only a 1 straight, while both Grood and Gruff plan a 3 hard. Fighters red 1 does a 2 straight, while green 1 does a 3 hard. The Defender does a 2 bank. The Rebels move, and when the Decimator moves it bumps Gruff once again. His Primary shot kills Grood, while his secondary shot misses Spot. Gruff has no shot, while Spot misses Green 1.

The defender has no shot, while the fighters both miss gruff.

R6, the advanced of Falcon show up at #3. Gruff plans a 2 hard to the left, while Spot does a 3 hard. Fighter Red-1 bumps into the Defender, while Green-1 bumps Spot. The rebels move, and the Decimator bumps Gruff a 3 rd time. The Advanced do a 2 bank, which causes Green-2 to bump grey-2. The Decimator's shot (only has 1) misses spot due to the obstructing Debris field and being range 3. Gruff shoots Red-2 and gives him 1 hull. The counter fire from both Red-1 and the Defender kill Gruff with 5 critical hits!!! OUCH.

R7, spot starts planning his escape with a 3 hard taking him close to the board edge. The imperials all close in, but he survives the round with 2 hull remaining.

R8 Spot escapes....

Another imperial victory. Advanced of falcon had no real effect, and the rebel fighters closed in too fast to use their torpedos on the Decimator. That plus poor rolls led to their quick defeat.

Next up the running of 3 Y-wings, Wilt (minus his upgrades from his prior play tests), Unka and a new one, Shunter, sporting a R5-K6, Seismic bomb and Sync turret. Will try doing a 2 straight for the first 2 rounds on them, so when the Decimator closes in, he won't be right into their face, and they can at least use their torpedoes.

Made 1 edit to the mission after getting an email from a gaming comrade.. Have re-wrote it, that should the Decimator be destroyed by the rebels, not just forced to flee, All the remaining imperial ships shift their AI to Flee. Fighters will try to escape the board via the side they came in on, Defenders and Advanced will try to enter hyperspace.. So Did a 5th running after making that edit with the 3 Y-wings as i planned...

5 th running;

Rebels used – Unca sporting a R3 astromech, Proton torpedo and Munitions failsafe (Gold), Wilt sporting a R5 astromech, Plasma torpedo and Sync turret (Grey), and Shunter sporting an R5-K6 astromech, Sync turret and seismic bomb (Green). The Imperials as were before.

The Defender starts in spot 3, the Fighters in spot 2. Squad leader on Shunter.

R1, all rebels plan a 1 straight move, the Fighters do a 3 hard to the right, while the defender does a 3 straight with barrel roll to avoid debris field. The decimator does a 2 bank. NO shots as everyone out of range.

R2, rebels plan same 1 straight maneuver. Fighters do a 3 bank towards the rebels, the Decimator also does a 3 bank. After the rebels move, the Decimator does a 2 Straight. Puts a TL on both Wilt and Unca (they couldn't TL him as he was out of range when they did their maneuver, so all rebels focused instead). Decimator shoots and strips 1 shield from both Unca and Wilt. Rebels return fire, stripping all 4 shields from the Decimator.

No other shots as Defender and fighters are out of range.

R3, rebels plan a 2 bank. The tie fighters do a 3 straight and evade as still out of arc to shoot. The Defender also does a 3 straight and focuses. The rebels do their 2 bank and all TL the Decimator. The Decimator does a 3 hard and re target locks Unca and Wilt. 1 st shot strips the last 2 shields from Wilt and gives him a 1 hull damage. His 2 nd shot takes both shields from Unca. Their counter shots deal 6 hull damage total to the Decimator (bringing it down to 6 left). Defender ionizes Wilt, while both fighters combine to do 1 hull to Unca.

R4, Wilt plans a 1 straight, while unca and shoot both plan 3 bank. The fighters perform a 3 straight both bumping into the decimator. The Defender rolls a 3 straight, but due to debris field in way, has to do a 3 bank instead, taking him out of arc to shoot. The rebels do their moves, with wilt bumping the Decimator The Decimator tries it's move which is a 1 hard to the left, but can't as it bumps into Red-1. As has no action, can't re-target lock, so only gets secondary shot, which goes out towards shunt striping him of all his shields and doing 1 hull damage. With both Wilt and Unca touching the decimator they have to shoot the fighters with their main guns, but as its range 1, get a +1d bonus. Wilt rolls 3 criticals vs no evades, while Unca rolls 2 criticals and 1 hit vs 3 focuses.. Both fighters KIA. Shunt deals 7 th hull damage to the Decimator, forcing it into a Flee AI now.

R5, the rebels plan; Wilt 2 hard to right, Unca 2 bank to right and shunt 2 bank. Decimator does 3 bank to left, while defender does 2 hard (red) around debris field). Unca's move takes him behind (bumps) decimator), while Shunt's moves him to not having shot. Wilt can shoot either Decimator or defender, ops to shoot decimator. Decimator's shot deals 3 hull to wilt (putting him at 4 hull damage) and 2 more to Shunt (3 hull damage overall). Unca's shot gives 1 hull and 2 crits (engines and thrust control) to the Decimator bringing it to 1 hull left. Wilt can't shoot as has no shot.

R6, the Advanced of Falcon show up at spot 5 (bottom right corner). Rebels plan- Unca a 1 bank, Shunt a 2 bank and wilt a 2 hard. Decimator does a 3 bank (and due to the thrust control its a red so can't do action to reacquire tl on anyone). Advanced do 5 straight. Red-3 Tls Unca while Grey 3 Tl's shunt. Red 3 shoots and kills Unca, while Grey 3 gives 4 th hull damage to Shunt. Decimator shoots shunt and misses. Wilt gets off torpedo shot killing the decimator. This instantly shifts all remaining imperials to Flee AI (as only defenders/advanced left, all will try to hyperspace out). Shunt misses shot on Grey 3.

R7, With the Decimator now dead, the imperials are now at a Flee AI. The Defender can do a 2, 3 4 or 5 straight to enter hyperspace (roll d8, 1 or 5 he does a 2 straight, 2 or 6 he does a 3 straight, 3 or 7 he does a 4 straight and 4 or 8 he does a 5 straight), while the Advanced have either a 1 bank or a 1 or 2 straight to get a green needed to get into hyperspace (Roll d6, 1 or 4 its a 1 bank, 2 or 5 its a 1 straight, 3 or 6 its a 2 straight). Red-3 runs into problem with debris field in path, so has to do a 2 bank to avoid running aground, so can't try to hyperspace this round, TL's shunt instead. Grey 3 does a 1 bank, while the defender does a 5 straight. Both try to enter hyper space but fail. Shunt drops his seismic bomb causing 1 damage to the defender, and after his 3 bank, is just outside of Red-3's firing arc. Tls Red 3. So does Wilt. Defender rolls 2 crits and enters hyperspace. Grey 3 rolls 2 blanks and fails. Both rebels even with spending their TL, get misses on Red-3.

R8, Red 3 retries to enter hyperspace, so does Grey 3. Red-3 runs INTO grey-3, and bumps him, stopping his entrance to hyperspace again. Both rebels move, only Wilt has shot, but strips only 1 shield from Red-3. Grey 3 enters hyperspace.

R9, Red-3 re-starts his entering hyperspace attempt. Wilt moves to almost bumping him in the rear. Shunt just heads towards the rebel start side. Wilt misses shot due to 3 blanks vs 3 evades.

R10, Red-3 enters hyperspace before wilt gets off his shot.

REBEL victory.

And from the 11th of December..

6 th running.

Used a new Xwing known as Shaka. Shaka had a base R2 astromech, and a Stealth device, Shunter as before for the Y-wing, and Spot the X-wing. Imperials as before, the Defender's showing up at spot #7 while the fighters were on spot #2.

Shaka had squad leader.

R1, like before, the rebels had a 2 straight. Decimator did a 2 straight, while the fighters did a 3 straight, and a 3 straight + barrel roll for the Defenders. NO shots.

R2, Rebs planned a 2 straight. Fighters did another 3 straight, so did the defenders. The defenders took a focus (since they were still out of range but in arc), while the fighters took an evade. The decimator did a 3 bank and barely avoided running onto the debris field. Shaka had Tled the defender Green2 while Spot Tled Red-2. All shots missed (lots of blanks for the to hits even with target locks being spent, and 2 or more evades on every group of defense dice rolled.

R3, the rebs all planned a 2 bank inward for the X-wings while the Y-wing planned a 3 straight. The tie defenders all did a 4k while the fighters did another 3 straight. Rebs move. Shunter TK'd Green2 again, Sport shifted his TL to the decimator, while Shaka Focused. The Decimator tried a 2 bank, but had to default to a 2 straight to avoid another debris field. Target locked Spot (pri) and Shaka (secondary). Took both shields off of Spot, but total wiff on Shaka. Shunter got 1 hit and 1 cit on Green-1 (cockpit fire), while Spot's shot at the Decimator had not one hit let alone any focus... (man are my to hit dice messin up). Shaka missed his shot even with a focus.

The fighters missed their shots. The defenders hit Shunt stripping 1 shield and that's it.

R4, shunter planed a 2 straight, while both X-wings planned a 1 bank Both defenders did a 4k again, but Green-2 bumps spot. Fighters do a 3 hard in towards the fight. The rebls move, Shunt Re target locks Green-2, while Shaka target locks the Decimator again. Sport uses action to give a protect to Shaka. Decimator 3 banks and bumps into one of the fighters. As it bumped it had no TL action but still had it's 2 nd shot, stripping another shield from Shaka. Shunt misses his shot even with spending his TL, while shaka took 2 more shields off the decimator. Spot had no shot. The fighters and defenders had no shot (out of range or out of arc).

R5, the X-wings both plan a 4k, while Shunt plans a 2 bank. The fighters do a 4k, while the defenders do a 2 hard and a 1-hard. The rebels move, and all take focuses vice target locks. The decimator does a 3 hard and TL's shaka and shunt. It's shots take 1 shield from each leaving Shaka shieldless, and shunt down to 1. The rebels for their part stripped the last 2 shields from the decimator (finally getting some decent hit rolls in), and gave it 2 crits (both being direct hits). Decimator now at 4 hull damage out of 12 hull.

The fighters shoot and miss spot, the defenders have no one in arc to shoot.

R6, the advanced show up on spot 2 in the top right corner. Rebels plan 2 straight for spot, 1 straight for shaka and 2 hard for shunt. The deciamator moves but bumps fighter blue-1. It's shot due to being obstructed misses Shaka. Gets hit by both Shaka and Spot taking 5 more hull damage now at flee AI.

Fighters shots give 1 hull damage to both X-wings while the defenders Ionize Shunt.

R7, the Decimator kills spot, then dies to 3 straight crits (2 direct hits and an engine disabled) from shaka. All imperals shift to flee AI. Several shots taken at shunt but all missed..

R8, the advanced try to go into hyperspace, with red-4 making it but black-4 not. Of the defenders, 1 exits the board with a 5 straight, the other (debris field in the path) did a 1 bank and tried to go into hyperspace, but ate 2 shots stripping it of shields and killing it from both Shunt and Shaka.

R9, the other advanced goes into hyperspace, the two tie fighters are now a 2 speed bank away from exiting their map side.

R10, the rebels try booking it at 4 straights to catch the fighters before they flee, but alas they exit before any shooting is done.

Rebel victory again...

6 playings, 3 rebel victories. Consider this mission good. AT 3 ships. Now i am getting back to this mission/story series, its time to hit it up at 5 ships...

So, did a little revision to the pilot roster, upgrading them to where they are at after the XP earned by everyone from play tests of Story lines 1 and 2 (all 3 missions from each)..

Spot, Grood and Wilt are shifted up to being in B-wings.

For the rebel ships in use

B-wings: Grood, Wilt and Spot all shifted over to B-wings.

Wilt is PS4, has the Sensor Jammer System, an Ion cannon, An Advance proton torpedo and Plasma torpedo, a Stealth device and Shield upgrades, and the EPT of Expertise.

Grood is PS4, has the Fire control System, Munitions failsafe, a Hull upgrade, Advance proton and Plasma torpedos, and the EPT of Intimidation.

Spot is PS4, has the Sensor Jammer system, an Ion cannon, Munition's failsafe and Shield upgrades, a Plasma torpedo and the Debris Gambit EPT.

For X-wings – (Grood and Spot left these ranks), all X-wings are at PS5

Squeaky has An R2-D2 astromech, Vectored thrusters, a shield upgrade, Plasma torpedo and the Lone wolf EPT.

Jinn has an R3 astromech, a Stealth device and Shield upgrade, a Plasma torpedo and Proton torpedo, and the EPTS of Saturation Salvo and Outmaneuver.

Gruff has an R3 astromech, a Hull upgrade and Munitions failsafe, a Proton torpedo and the EPTS of Determination and Lone wolf.

Lastly Chaka has an R2 astromech, a Stealth device and Shield upgrades, a Proton torpedo, and the EPTS of Determination and Predator

For Y-wings (Wilt left these ranks),

Unca is PS4, has an R3 astromech, Twin laser turret, Munitions failsafe and Stealth device modifications, a Proton torpedo and Seismic bomb munitions, and the Predator EPT.

Shunt is PS4, has an R5-K6 astromech, a Sync turret, Stealth device and Extra munitions modifications, a Seismic and Proton bomb, and a Plasma and Ion torpedo munitions, and the EPT of Wingman.

Dozer is PS5, has an R5 astromech, a Sync turret, Vectored thrusters and Shield upgrades, a Seismic bomb, Proximity mine and Plasma torpedo ordinance, and the Expert handling EPT.

Doc is PS4, has an R7-T1 astromech, a Dorsal turret, Vectored thrusters and a Stealth device modification, Proton bomb Ion and Plasma torpedo ordinance, and the EPT of Predator.

Lastly, Crack is PS4, has an R7 astromech, Blaster turret, Stealth device and Shield upgrades, Seismic bomb, Seismic and Ion torpedo ordinance, and the EPT of Intimidation.

At 5 players, the enemy forces upgrade to

Alpha – 3 tie fighters

Beta – 3 tie Defenders (none yet elite), all sporting Ion cannons.

Charlie – 1 Decimator. Has the Weapons engineer crew slot (so is able to place 2 target locks)

Falcon (in Round 6) – 3 Tie advance elite, all with Accuracy corrector system upgrades.

1 st running will have all 4 X-wings, and the B-wing Grood.

2 nd running will have 4 Y-wings (Unca, Shunt, Doc and Dozer) and the B-wing Wilt,

3 rd running will have 1 B-wing (Spot), 2 X-wings (Squeaky and Jinn), and 2 Y-wings (Crack and Unca)

4 th running will have all 3 B-wings, 1 X-wing (Chaka) and 1 Y-wing (Shunt).

Mission Parameters;

Played on a 3x3 space mat. 4 Debris fields are near the center, in a 'range 4' square box'. Using 3 range rulers, mark one edge. Each range marks 1, to 9 along that edge. The “9” mark, (top right corner), is where the decimator always starts, facing somewhat towards the debris field box. Marks 1 to 8 are where Alpha and Beta squadron start (roll d8), and they cannot be on top of one another (so if they roll the same number, reroll one of them).

Then place 6 “ticks”. Tick 1 and 2 are at range 1 / 3 respectively along the top edge, so are tick 5 and 6 along the bottom edge. Ticks 3 and 4 are equal distance from each of the corners along the right edge. These mark the arrival location of Falcon squad's Tie advance.

NOTE: If the Decimator is destroyed before Round 6, this prompts Falcon squad to NOT SHOW UP. All PC's gain +1xp, on top of the +2xp for destroying the Decimator.

Objectives:

Primary – Survive all 10 rounds of Combat

At least one rebel fighter must remain up and active by round 10

Bonus – If all imperial fighter forces are destroyed, +1xp to everyone

Bonus – if the decimator is forced to flee, +1xp for all. If its destroyed, +1 extra. If this stops Falcon squad showing up, +1 extra.

1 st running at 5 players;

Went with the B-wing Grood (PS4), and all 4 of the X-wings (all at PS5). Squeaky, Chaka and Gruff line up directly in the middle of the left side, Grood and Jinn towards the bottom left. The Tie fighters all show up in 'spot 3', while the Defenders of Beta show up in “spot 4”.

Squad leader is on Chaka.

Round 1, all rebel fighters plan a 3 straight.

Alpha squad all does a 3 straight, and evade. Same for Beta squad. The Decimator does a 4 straight, and focuses.

The rebels move, no one has shots.

Round 2, Grood and Jinn both plan another 3 straight, while Squeaky, Chaka and Gruff plan 3 right banks to take them towards Alpha squad and (hopefully) away from the Decimator.

Alpha squad all 2 banks to the right, with Alpha 1 and 2 focusing (in range to shoot), while Alpha 3 evades (just out of range). All in Beta 3 straight again. Beta-1 is now close enough to lock onto Squeaky, and focus. Beta 2 locks Chaka and focuses. Beta -3 just focuses.

The Decimator 3 straights, its first lock is on Gruff, while is second goes on Chaka. Then it focuses.

Grood moves, locks Alpha 1. Jinn Locks Alpha 3, Gruff locks Beta 1, while Chaka and Squeaky both lock Alpha 2. Gruff misses, Chaka gives Alpha 2 a direct hit crit, which then Squeaky finishes it off. Jinn and Grood also miss, but Grood, due to his advanced targeting system, gets an auto re-lock on the fighter.

The Decimator's first shot on Gruff takes a shield and neuters his stealth device. His second on Chaka takes a shield, and neuters His stealth device. Then Chaka loses a 2 nd shield and takes an ion damage from Beta 1, while Beta 2 and 3 miss. Alpha 1 strips a shield from Grood, Alpha 3 takes 1 shield from Jinn.

Round 3, Grood plans a 2 left bank, 4k for Jinn, 1 straight for Chaka (ioned), 3 left turn for both Gruff and Squeaky.

Both Alpha 1 and 3 do a 2 straight, and focus. All of Beta bank left 2. Beta 1 bumps Chaka, no action, Beta 2 locks Gruff and focuses, and Beta 3 locks Chaka and focuses. The Decimator winds up running over a Debris field, and loses 1 shield taking its action to focus (after locking Gruff and Chaka) doing a 3 left bank (3 straight or turn would also have ran over it).

The rebels move. Grood bumps into Alpha 1, so can't take an action. Jinn stresses. Gruff focuses, Squeak uses his action to Barrel roll, and then uses his Intensity EPT to take an evade token. Chaka focuses. Neither Squeaky or Gruff have anyone in arc to shoot. Chaka does, but misses. Jinn deals Alpha 1 a damaged cockpit crit, while Grood deals 1 hull to Alpha 3.

The Decimator's 1 st shot takes another shield of Chaka, while his 2 nd misses Gruff. Beta 1 and 2 have no shot, but Beta 3 takes the last shield off of Chaka and ions him again. Alpha 1 no shot, Alpha 3 barely misses Chaka..

Round 4, Grood plans a 2 left turn, 1 straight Jinn (to clear his stress), 3 left turn Squeaky, 2 left turn Gruff and 1 straight Chaka (ioned again).

Alpha 1 does a 3k, no action. Alpha 3 rolls a 5 straight, runs over another debris field, does not take damage evading.

Beta 1 rolls a 4k, completes it, then locks Chaka and focuses. Beta 2 and 3 bump, no action.

The Decimator 4 straights, bumping into Beta 2. Loses its action, though it still gets to lock Gruff and Chaka.

The rebels move. Grood shifts his lock to the Decimator, so does Squeaky. Gruff focuses, Jinn locks Alpha 1 and Chaka focuses. His shot on Beta 3 however misses. Jinns torpedo kills Alpha 1, Squeaky's torpedo takes 3 shields off the Decimator, Groods takes the last 2. Gruff has no one in arc.

The Decimator's first shot misses, his 2 nd takes a shield off Gruff and damages his cockpit (so acts as if his PS dropped to 0).

No other imperial has a shot.

Round 5, Gruff plans another 2 right turn, 2 right bank Squeaky, 2 Straight Chaka, 1 straight Grood and 2 straight Jinn.

Alpha 3 does a 3k. Beta 1 right banks 3, then locks Chaka (man is he popular). Beta 2 and 3 both 3 turn to the left, Beta 3 has no shot, so just focuses. Beta 2 however locks Grood and focuses.

The Decimator then moves 2 straight, locks Grood and Jinn then focuses.

The rebels move, Grood and Jinn both focus, Chaka, Gruff and Squeaky shift locks to the Decimator.

Squeaky's shot gives the Decimator 3 hull, which then increases to 4 + two crits (a damaged engine and stunned pilot) from Chaka. Then Jinn takes 2 shields off Beta 3. Grood then shoots and gives it 3 more hull. Gruff rolled suckily, and even with spending his lock misses..

The Decimator's 1 st shot takes 2 more shields off of Grood, while his second takes Jinns last shield. Beta 3 has no shot, Beta 2 gives an ion token and 1 hull to Jinn, while Beta 1 gives Chaka a 2 nd hull. Alpha 3 misses.

Gruff's torpedo then kills the Decimator, causing Falcon squad to now not show up, and all the remaining imperials to shift to Flee AI. Though I completely forgot about Gruff's EPT of Determination, which would have had him discard the crit he suffered.. Oh well.

Round 6, Jinn has a 1 straight (ioned), 2k for Grood, 2 left bank for Chaka, 2 left turn Gruff and 4k Squeaky.

Alpha 3 does a 5 straight, and can't avoid landing on a debris field. Takes no action doing a focus. Beta 1 left 3 banks, and focuses, Same for Beta 2 and 3, though Beta 2 bumps Jinn before completing his move.

This causes Jinn to not be able to move, so he doesn't clear his ion damage. Grood and Squeaky take their stress, Chaka lands on a debris field and declines to take an action. Gruff locks Beta 1.

Chaka's shot misses, so does Gruff and Grood. Jinn has no shot, but Grood gives a blinded pilot crit to Alpha 3.

No imperial has a shot.

Round 7, Jinn again tries a 1 straight to clear his ion, 1 left bank for Grood (to clear his stress), 2 straight for Squeaky (to clear his stress), 3 left bank for Gruff and a 4k for Chaka.

Alpha 3 and Beta 2 both 5 straight, while Beta 1 and 3 both left 3 bank. All focus (or evade in Alpha 3's case).

The rebels move, Beta 3 is the only one hit, losing 2 shields.

No imp has a shot.

Round 8, Beta 1 escapes before getting shot at. Only shot that hits is against Beta 2 taking one of his shields.

Round 9, all other imps escape before being shot.

Solid win for the rebels. Need to edit out that all imperials flee, once the Decimator's killed. Also need to edit in, that all imperial fighters in range 1 of the Decimator use their action to give it a protect action. Will re-run with the same rebels after this change is made, to see how that alters the playing...

Xp, Chaka 5, Grood 8, Squeaky/Gruff/Jinn 7. 7xp (rounded up) average.

Hey @LTuser ,

Does your campaign have a name yet? If I read this correctly, you will have 10 missions total (3 + 3 + 4). Do you plan to publish your campaign once everything is play-tested and balanced?

Its not its own campaign, but an expansion or the heroes of the Aturi Cluster. I just call it Star fighters of Aturi...

Ran 2 tonight. Did a line item change to remove out the info on "All imperials on the board shift to flee AI if the decimator's killed.. Then did a quick re-run using the same guys..

1 st redo after making above changes

Kept with the same line up of rebel ships, Chaka still had Squad leader. Lined up Squeaky, Grood and Jinn to the north, heading straight towards the Decimator, Chaka and Gruff in the middle.

Tie fighter squad Alpha started on 'spot' 1, while the Defenders of Beta started on 'Spot 6.

Round 1, all rebel ships plan a 3 straight.

All fighters in Alpha bank 3 right, and evade. All 3 defenders 3 straight, then barrel roll left to avoid the debris field in their front. The defender 3 straights, after rolling initially, a 4 straight, would have landed on the debris field. Focuses.

The rebels all move, and focus. NO one has a shot (too far).

Round 2, Grood, Squeaky and Jinn all plan a 2 straight, 3 straight for Gruff and Chaka.

All in Alpha squad, 2 left bank, then evade again. All in Beta 3 straight, Beta 1 and 2 are in range, so all focus (no locks yet). The Decimator 4 straights, barely misses (the template that is) going over the Debris field, locks Squeaky and Chaka, then focuses.

The rebels move. Grood, Squeaky and Jinn all lock the Decimator, Gruff and Chaka both focus, now they are at range 1 of the defenders. Gruff's shot however, misses, but he doesn't waste his focus token, as it would have been wasted (3 evades, vs 1 hit and 2 focuses). Chaka's shot barely scrapes Beta-2 taking just one shield. Now its out of the group. Squeaky's plasma torpedo, smacks into the Decimator, taking 4 shields, while Jinn's barely hits, taking just 2, stripping the decimator defenseless. Grood then shoots his main guns (saving his plasma torpedo for the defenders), giving 1 hull and an Injured pilot crit. As the Decimator has no EPT's, it counts as a 2 nd hull.

The Decimator's first shot on Chaka, takes 1 of his shields, his 2 nd on Squeaky takes all3 of his shields (OUCH). Chaka now has no stealth device.

Beta 1's shot into Gruff, takes both of his shields, while Beta 3 gives him 1 hull and an ion damage. Beta 2 strips Chaka of his last 2 shields.

Alpha 1 and 3 have no shot, while Alpha 2 does, but he misses.

Round 3, Gruff has only a 1 straight due to being ioned. Chaka plans a 4k, same for Squeaky, while Grood and Jinn both plan 2 right turns.

All in Alpha 3 bank to the right, then all barrel roll right to avoid another debris field.

Beta 1 and 3 roll a 2 straight. Beta 1 bumps into Gruff, Beta 3 bumps Beta 1. Neither get actions, but both still locked Gruff. Beta 2 then rolls a 1 left bank, and bumps Beta 3. He locked Chaka before moving. The Decimator locks Squeaky and Chaka again, then rolls a 4k, so has no action.

Squeaky takes a stress, so does Chaka. Jinn locks Beta 2, while Grood focuses. Gruff was unable to move so couldn't bleed off his ion damage. Squeaky's shot gives only a 3 rd hull to the Decimator. Chaka takes a 2 nd shield off Beta 2, Gruff totally whiffs his shot vs Beta 3 (rolled for blanks vs 2 evades and a focus). Jinn takes the last shield of Beta 2. Grood's shot then gives 3 more hull to the Decimator.

The Decimator's first shot gives 1hull to Chaka, while his 2 nd misses Squeaky (thanks to being at range 3 now). Beta 1 has no shot, Beta 2 misses, but Beta 3 gives 2 more hull to Gruff. All 3 fighters in Alpha, some how miss a side on shot... Gruff barely survives with 1 hull left.. Yeoowza..

Round 4, Squeaky plans a 1 left bank to bleed off his stress. Chaka and Gruff 1 straights (for ion or stress bleeding), while Grood a 2k, and 4k for Jinn.

All 3 fighters in Alpha roll a 4k, however none complete. Alpha 1 bumps Gruff, Alpha 2 bumps Beta 3, and Alpha 3 bumps him!.

Beta 1 and 3 also roll a 4k, Beta 1 making it, so re-locks Gruff and focuses, Beta 3 bumps Gruff, as there's not enough space behind him. Beta-2 then rolls a 3 right bank, bumping Beta 1. The Decimator rolls a 3 bank, but bumps Beta-2 before completing. Man its' congested here!!.. He still got his lock on Chaka and Gruff but no action otherwise.

The Rebels move. Jinn Bumps the Decimator, after Grood couldn't pass Jinn, so neither get an action (and Jinn still stresses), then Squeaky moves barely missing Grood, clears his stress and locks the Decimator. Gruff still can't move, no action, and no bleed off of his ion. While Chaka Also bumps and can't clear his stress. Man lots of bumping!!

Gruff's bad luck continues, as he whiffs a range 1 shot on the Decimator (3 blanks and a focus), Chaka though hits, adding a 7 th hull, which then quickly becomes 10 hull after it gets raked by Squeaky. Jinn misses his shot on Beta-3, but at least uses his R-3 astromech to take one of his 3 focus results to give him an evade token. Then Grood shoots, and scores the kill on the Decimator. Falcon squad now no show up. +3xp to all rebels, +2 from killing the Decimator, +1 for stopping Falcon.

Alpha 1 and Beta 2 and 3 all have no shot. Beta-1 however does, killing Gruff (RIP!!) Then Alpha 3 hits Jinn taking 1 shield and neutering his stealth device.

Wow, not even ½ way into things, and 1 rebel dead.. Not good.

Round 5, Jinn plans a 3 right bank, hoping to clear the mass of ships, while Grood plans a 2 left bank, hoping to do the same. Chaka plans a 2 straight this time, hoping to clear his stress.. Squeaky plans a 1 right bank, so he can regenerate a shield, and gets a debris field in his side, so he gets the +1 evade die vs shooters.

All in Alpha roll a 2 straight. Alpha 1 and 2 evade, 3 bumps into Beta 3.

Beta 1 then locks Jinn and rolls a 3 left bank bumping Jinn. Beta 2 then tries a 4k, locking Chaka and focusing, while Beta-3, also rolls a 4k, bumps Alpha 1, so gets no action.

The Rebels move, Grood has no one in arc, and too many too close to bother barrel rolling so just takes a focus. Jinn bumps Alpha 2, Squeaky regenerates his shield, but like Grood has no arc, to shoot so just focuses. And Chaka clears his stress, and focuses. Jinn misses his shot, while Chaka takes 2 shields off Beta 1.

Beta 1 returns the favor taking a 2 nd shield off Jinn, and giving him an ion token. Beta 2 gives a 2 nd hull and 1 ion token to Chaka, Beta 3 however has no shot.

Alpha 1 also no shot, Alpha 2 misses Squeaky thanks to the debris field in the way, while Alpha 3 does, killing Chaka with a pair of crits (munitions failure and damaged sensor array). DOH, 2 of 5 rebels KIA, only the Decimator destroyed.. Things not looking good.

Round 6, Grood plans a 2k, hoping to get an arc on someone this round, 3 left turn for Squeaky, and Jinn just has a 1 straight due to his ionization.

Alpha 1-3 all do a 4k. No action anyone. Beta 1 banks 1 right, after locking Jinn. Bumps him again. Beta 2 rolls a 4k, and after locking Grood, he then runs into his butt.. So can't focus. Beta 3 does a hard 2 right turn, no action.

Jinn can't move as he can't clear anyone, so doesn't bleed his ion damage off. Squeaky bumps into Beta 2, but still has an arc to shoot, while Grood stresses. Squeaky barely misses Alpha 3, while Jinn takes 2 shields off Beta-3, now all are damaged somewhat. Grood then hits and gives a Console fire crit to Beta 2.

Not one ship in Beta can shoot, 2 due to bumping 1 due to no arc.

Alpha 1 takes Jinns last shield, and then Alpha 2 hits Squeaky, taking off his recently regenerated shield. Alpha 3 misses..

Round 7, Grood plans a 1 straight to clear his stress, Jinn tries another 1 straight (ion), and Squeaky plans a 4k.

Alphas all 2 straight. Alpha 1 bumps Beta 3, Alpha 2 bumps Squeaky, while Alpha 3 focuses. Beta 1 does a 4k, re-locks Jinn and focuses. Beta 2 hard left turns 1, not able to clear crit. Beta 3 does a 4k behind Squeaky, and locks him, and focuses.

Grood moves, locking Beta 1, Squeaky takes his stress, and Jinn clears his ion, but has no shot so focuses.

Grood then takes the last shield and gives 1 hull to Beta-1. While Squeaky misses.

Beta 1 then gives a hull to Jinn, while Beta 3 gives a 2 nd hull to Jinn and ions him again. Beta 2 rolls a hit from his Console fire, so is now at 2 hull. Alpha 1 kills Jinn, Alpha 2 misses, while Alpha 3 has no shot.

Round 8, Both Grood and Squeaky plan 1 straights, so can try to hyper out, considering this mission a loss.. All the imperials move. Beta 2 fails to clear his critical again.

The rebels move, and neither gets the 2 hits needed to hyper away. Beta 1 has no shot, Beta 2 ions Grood and takes his first shield, while Beta 3 gives 2 hull damage to Squeaky. No Alpha ship has a shot.

Round 9, Squeaky makes it safely into hyperspace, but Grood fails, after bumping. Takes 3 more shields damage.

Round 10, Grood again fails to enter hyperspace, and dies to the combined guns of Beta 1, 3 and all 3 in Alpha.


Rebel loss. 1 st loss since did re-write.

Xp earned, 10 Grood, 6 Jinn, 6 Squeaky, only 3 for Gruff and 7 for Chaka. 6.3xp overall, rounded down to 6. Eva rolls would have been costly. Grood would have lost both his most expensive upgrade and his most expensive EPT. Jinn would have just lost his most expensive EPT, while Chaka made out the best, with only losing ½ his xp. Gruff though rolled a pair of blanks, so would have lost nothing, thankfully..

This one was a LOT harder with that change..

And then..

2 nd running at 5 ships .

Will go with the 4 Y-wings, Unca, Shunt, Doc and Dozer. Unca, Shunt and Doc are all PS4, Dozer's PS5. Also will have the B-wing Wilt, who's also PS4. Shunt will take both of his bombs,, Doc will take his proton bomb and Plasma torpedo, while Dozer will take his seismic bomb and plasma torpedo. The fighters of Alpha start in spot 5, the defenders of Beta start in spot 4.

Round 1, all rebels plan 3 straight.

Alpha and Beta all 3 straight. The Decimator also 3 straights. NO shots.

Round 2, Wilt plans a 2 straight, so does Unca. Dozer, Doc and Shunt, 3 left banks.

All in Alpha 3 straights again. All focus. Those in Beta do the same. All lock Doc and focus.

The Decimator 3 right turns, locks Unca and Wilt, and focuses.

All the rebels move. All but Shunt lock the Decimator, Shunt locks Alpha 2. Dozer's torpedo nets 4 unopposed hits. Due to it being a plasma torpedo, this takes 5 of the 6 shields the Decimator has. Shunt's shot on Alpha 2 deals him 1 hull, however his droid doesn't reacquire his lock. Doc's torpedo takes the last 2 shields off the Decimator. Wilt's advance proton torpedo rips into the Decimator, dealing it 4 hull damage. Unca too close to shoot his torpedo, so uses his TLT to give a 2 nd hull to Alpha 2.

The Decimator's first shot takes 2 shields of Wilt and neuter his stealth device, while his 2 nd only takes 1 of his shield and neuters his stealth device. Then the pain comes. Doc loses all of his shields and gets ripped down to 1 hull left from Alpha 1, 3, and the 3 defenders. While Alpha 2 takes 2 shields off of Shunt and neuters his stealth device.. Doc's a gonner for sure next round.. EEK!

Round 3, Since Doc knows he's gonna die, all 3 of the Y's drop their bombs before moving. He has only a 1 straight due to his carrying 2 ion tokens. Shunt and Dozer both plan 2 right banks, a 4k for Unca and a 2 right turn for Wilt.

Alpha 1 and 3 both do a 2 straight, Alpha 1 bumps into Shunt, while Alpha 3 bumps him. Alpha 2 does a 4k. All no action. All 3 defenders do a 2 straight also, 1 locks Doc (only one in arc), 2 locks Shunt and 3 locks Dozer, then they move. Doc gets bumped by Beta 1, while Beta 2 bumps Shunt. 3 is the only one not to bump, so focuses.

The Decimator rolls a 2 left turn, but bumps Unca, so only gets his free target locks, one on each again.

The rebels move. Doc cannot clear the mass of fighters and defenders, so won't clear any ion, but oh well.. He drops his proton bomb, so does Shunt, while Dozer drops his seismic charge. Wilt locks Beta 2, Shunt and dozer lock the Decimator, and Unca stresses.

Dozer's seismic charge goes off first, killing Alpha 2, giving 1 hull to Alpha 1 and 3, and taking a shield off Beta 2.

Shunt's proton bomb then deals a crit to Alpha 1, 3, and Beta 1 and 2. Alpha 1 takes a munitions failure crit, but as fighters have no munitions, this just becomes a 2 nd hull. Alpha 3 takes a Blinded pilot critical (so is now at 2 hull also). Beta 1 gets a minor hull breach, while Beta 2 takes a direct hit losing his last 2 shields.

Then Doc's proton bomb goes off. This kills of Alpha 1 and 3 instantly (neither can survive a 3 rd hit), deals a Minor hull explosion crit to Beta 1 taking 2 shields off of him, then gives a Stunned pilot crit to Beta 3. Then Doc dies in a blaze of glory..

Dozer's shot then tears into the Decimator bringing him up to 7 hull damage, Shunt makes it 10 after dealing 2 hits and a Console fire crit, while Unca kills it off with 2 crits and a hit (Damaged sensor array and injured pilot). Then Wilt tears into Beta 2, killing him. Wow, down to just 2 imperials left. Due to the Decimator dying horridly, Falcon squad no show up.

Round 4, The rebels do some moving, so do the imperials, then Beta 3 dies. Leaving just Beta 1, though Wilt lost 2 shields, so did Shunt.

Round 5, the rebels combine and kill the last imperial standing...

SOLID Rebel victory. 1 win, 1 loss since 1 st re-write. The swiftness the rebels tore through the imperials with their bombs and turrets really made a difference.. Heck the Decimator got off only 1 round of shots...

XP that would have been earned, 9 Wilt, 10 Unca, 8 Dozer, 6 Shunt and 7 Doc though he'd have dropped to 3 after his EVA roll and would have also lost his most expensive EPT.

That equates to a 8xp average.

3 rd running

Using the B-wing Spot (PS4), X-wings Shatter (PS4, goes with his proton torpedo) and Bash (Ps5, goes with his plasma torpedo), and Y-wings Crack (PS4,Seismic charge and Ion torpedo) and Snoopy (Ps5, Seismic bomb and proton torpedo). SQL on snoopy.

Both Bash and Shatter line up in the middle, while both Crack and Snoopy along with Spot line up on the north.

The Tie fighters of Alpha start on Spot 8, while the Defenders of Beta start on Spot 2.

Round 1, Bash and Shatter plan 3 left banks, 3 straight for Spot, Snoopy and Crack.

All in Alpha 3 straight, so does Beta. The Decimator 2 straights.

NO ONE SHOOTS...

Round 2, Shatter and Bas plan 3 right turns, to engage the Defenders, 2 straight for Spot and 3 banks right for both Snoopy and Crack.

The Alphas all 3 straight again, Alpha 1 and 2 focus, 3 gives a protect action to the Decimator.. Beta all rolls a 3 right turn. Beta 1 and 2 complete ok, Beta 3 has to shift to bank to avoid debris field, and bumps into Beta 2. The Decimator 4 straights, gets in range, so locks both Snoopy and Crack, and focuses.

The rebels move. Shatter barrel rolls right to get out of arc of Beta 1, while Bash locks Beta 2. Spot and Crack lock the Decimator, Snoopy bumps Spot. His ion turret gives 1 hull and 1 ion token to Alpha 2, while Bash's torpedo rips into Beta-2 taking all 3 of his shields. Spot's proton torpedo takes 2 shields off the Decimator (would have been 3 if not for Alpha 3's evade given), while Crack takes 1 more from his turret, declines to waste lock.

The Decimator's first shot takes 2 shields off Crack and neuters his stealth device. Does the same to Snoopy with his 2 nd shot. Beta 2 has no shot, Beta 1 has one but misses, and so does Beta 3.

Alpha 1 also misses Crack, while Alpha 2 takes Crack's last shield. Alpha 3 then gives him 1 hull.

Round 3. Spot plans a 2 right turn, 4k for Snoopy, 2 Bank for Crack, and 4ks for both Bash and Shatter.

Alpha 1 and 3 both 2 straight, and give protect actions to the Decimator. Alpha 2, goes 1 straight, bleeds off the ion token and also protects the Decimator. Beta 1 left turns 3, locks Shatter and focuses. Beta 3 locks Shatter, then rolls a 5 straight, bumping Beta 1. Beta 2 then hards 2 left, no action. The Decimator 4 straights, re-locks Snoopy, and locks Spot, then focuses. Will only be able to do a 2 turn next round to avoid the map edge.

The rebels move. Shatter, Bash and Snoopy all take a stress. Spot moves, then Barrel rolls left to avoid arc of one of the Defenders. Crack locks Beta 1. Bash bumps Beta-1.

Snoopy's shot gives a 2 nd hull Alpha 2. Bash's shot gives a Blinded pilot critical to Beta-2. Crack's flechette torpedo against Beta-1 misses wildly, pity he doesn't have munitions failsafe so it wasn't wasted! Spot then gives 1 hull and 1 ion to Beta-2. Shatter strips 2 shields off Beta 3.

The Decimator's first shot strips 2 shields off of Spot. His second takes Snoopy's last shields. Alpha 1 and 2 both have no shot. Alpha 3 misses. Beta 1 no shot. Beta 2 auto misses due to his blinded pilot critical. And Beta-3 no shot (just out of arc to shoot Spot.)

Round 4, Snoopy plans a 1 left bank to clear stress, 1 right bank for Shatter to do same, and 2 left turn for Bash (will keep stress). Spot and Crack plan 2 straights.

Alpha 1 and 3 both 4k. Alpha 2 straights 1 and bleeds off his ion. Evades as he has no target. Beta 1 also 4ks, locks Bash and focuses. Beta 2 only 1 straights, bleeding his ion token off, and locks Spot and focuses. Beta 3 does another Hard turn, so has no action.

The Decimator 2 turns left, locks Crack and Snoopy, and focuses.

The rebels move. Snoopy and Spot both focus, Shatter locks Beta 3, while Bash has no action due to keeping stress. Crack locks Beta-1. Snoopy unfortunately misses his ion turret shot on Alpha 2, hoped to kill it. Shatter takes Beta-3's last shield and gives him 1 hull. Spot then kills him off. Crack finishes off Beta 2. Bash no shot.

The Decimator's first shot, 3 hulls Snoopy, gives a 2 nd hull to Crack with his 2 nd shot.

Alpha 1 misses, but Alpha 3 doesn't, killing Snoopy. 2 has no shot. Beta 1 misses Spot.

Round 5, Spot plans a 2 right turn, 1 right bank Bash (to bleed his stress), 3 left bank Shatter and 2 right bank Crack.

Alpha 1 and 3 both bank right 2, then focus. Alpha 2 turns left 1 and focuses. Beta 1 hard turns left, no action. Decimator banks 3 left, Locks Spot and Crack and focuses.

The Rebels move. Shatter bumps Beta-1, gets no action. Spot bumps into him. Bash locks Alpha 2, while Crack locks the Decimator, and drops his Seismic bomb off before moving, dealing 1 hull to both Alpha 1 and 2. However, Bash is close enough he also loses a shield in the process (DOH). Bash's shot on Alpha 3 then gives him a Weapons malfunction critical. Shatter strips the Decimator's last shields, Crack and Spot combine to give it 4 hull.

The Decimator's return shot barely scrapes Crack, giving him a 3 rd hull. Takes 2 more shields from Spot with his 2 nd shot. Alpha 1 takes the last 2 shields from Bash, Alpha 2 neuters Shatter's stealth device and takes 1 shield, while Alpha 3 then gives 1 hull to Bash. Beta 1 has no shot.

Round 6, Falcon squad shows up on Tab 3. Bash plans another 4k, 2 k for Spot, 4k for shatter, and 3 right bank for Crack.

Alpha 1 banks 2 right and focuses. Alpha 2 rolls a 3 left bank, shifts it to a 3 turn as there's a debris field in his path and focuses. Alpha 3 banks 2 left runs into a debris field so won't clear crit. Beta 1 rolls a hard left turn, bumps into Alpha 1. The Decimator locks Spot and Crack, then moves bumping into Beta 1 so gets no focus. All in Falcon 3 straight, lock Bash and focus.

The rebels move, Crack locks the decimator, all others stress. Bash misses.

Falcon 1 and 2 have no arc to shoot anyone, and no one's close enough to use Swarm leader on. Falcon 2 gives a structural damage crit to Bash, but his R5 astromech flips it over.

Crack then gives 3 more hull to the Decimator, Spot gives it an 8 th plus a minor hull breach crit. As the Decimator can't do a red maneuver, this crit is ignored and converted to a 9 th hull. Shatter then gives it 2 more hull, barely missing off killing it.. Pity..

Due to Spot's sensor jammer, the Decimator's first shot on him takes only a 3 rd shield. It's 2 nd shot on Crack Whiffs (3 blanks vs 2 evades due to a debris field being in the way, 3 focuses after spending its lock)... Spot then loses his last shields to Alpha 1 and 2. Beta 1 and Alpha 3 no shot.

Round 7, Spot plans a 1 straight, 1 banks for Bash and Shatter to bleed their stress off. Crack plans a 2 right turn.

Alpha 1 4ks, Alpha 2 also rolls a 4k, but has to kick it down to a 3k to avoid landing on a debris field. Both no action. Alpha 3 then 3ks, and kills itself trying to clear his critical. XP goes to Bash who damaged him last.

Beta 1 then 4ks, locks then moves, bumping, so gets no action. The Decimator moves after locking Shatter and Spot, but bumps so can't focus again. Falcon rolls a 2 bank, but Falcon 2 and 3 have to rotate it to avoid a debris field. 1 bumps Beta 1, and 2 bumps him!.. Falcon 3 focuses.

The rebels move. Spot bumps the Decimator, but still cleared his stress. Bash focuses, so do Crack and Shatter. Bash shoots, but only knocks 1 shield off Beta-1. Falcon-1's return shot misses, due to Bash's focus token. Falcon 2 misses Spot due to his Sensor Jammer, 3 has no shot.

Spot takes the last 2 shields of Beta-1, while Crack kills the Decimator, and Shatter kills Alpha 1.

Bash then dies to fire from Alpha 2.

Round 8, with Falcon on the field, and Crack & Spot hurting so bad, all the rebels plan to hyper out, considering the mission a loss... After moving, and a little damage, Crack miraculously survives and safely enters hyperspace, so does Spot. Shatter however failed.

Round 9 Shatter survives barely and safely enters hyperspace.

Poor planning for maneuvers in the first 4 rounds, imo led to them not being able to take the Decimator out before Falcon showed up...

Rebel loss. 1 win vs 2 losses since re-write. Spot would have earned 10xp, 7 ea for Shatter and Bash, 4 for snoopy (halved due to going eva and he'd also have lost his EPT), while Crack would have earned 9. Bash lucks out rolling 2 blanks for his EVA roll. XP averages out to 7.

Well, Finished off the 4 base runnings at 5 ships, each using 1 (or more) B-wings..

4 th and hopefully last running

Will use all 3 B-wings, Grood, Wilt and Spot, the X-wing Chaka, and the Y-wing Shunt. Shunt will take both his bombs. All except Chaka are PS4, he is PS5 so has squad leader. All the B-wings line up north, while Chaka and Shunt line up in the middle. Tie fighters start on spot 4, Defenders down on spot 1.

Round 1, All rebels plan 3 straights. The Defenders all 2 right bank, have to barrel roll left, to avoid debris field in front of them. All fighters then evade after going 3 straight. The Decimator 4 straights then focuses. All rebels move, no one is in range to shoot.

Round 2, All B-wings plan a 2 straight, both Shunt and Chaka plan 3 left banks.

All the fighters and defenders 3 straight. All fighters evade, the defenders focus, none still in range to shift out of patrol AI so none can lock yet. The Decimator 3 straights, locks Spot and Wilt, then focuses.

The rebels move. All lock the Decimator. Chaka fires his proton torpedo, and takes 2 shields only from the Decimator. Grood's advance proton torpedo rolls nothing but blanks, but his munitions failsafe saves it from being wasted. Wilt's APT takes the last 4 shields off the Decimator and gives it a hull damage. Shunt's Sync turret gives 2 hits, making it 3 hull, while Spot only adds a 5 th hull, but gives 3 criticals, a Damaged cockpit (so its PS is now 0), a Damaged sensor array and a Thrust control fire, that causes 1 stress and shifts it to 5 hull damage after the card's flipped over.

The Decimator's first shot on Spot takes 3 of his shields, while his second on Wilt takes only 2, but neuters his stealth device. Beta 1 and 3 just out of range to shoot anyone, now the imperials are engaged, but Beta 2 is in range, and scores a hit on Chaka, ionizing him, taking a shield and neutering his stealth device. All 3 fighters then whiff their shots (lots of blanks and focuses vs lots of evades). ALL imperial fighters now in attack mode.

Round 3, All 3 B-wings plan 2ks, to get behind the Decimator. Shunt plans a 2 right turn, Chaka has only a 1 straight due to being ioned..

The Decimator rolls a 4 straight, even a 3 straight puts it running through a debris field, so sticks with 4 straight, takes a 6 th hull damage trying to clear its damaged sensor array crit. As such will only have one shot. Assuming it survives! All in Alpha squad roll a 4k, so don't get to act. All in Beta straight 5. This causes Beta 1 and 2 to bump into Alpha 3, Beta 3 bumps into Alpha 2. No actions all, but Beta-2 did re-lock Chaka before moved.

The Rebels move. All 3 B-wings get stressed doing their K-turns. Shunt shifts his lock to Alpha 3, while Chaka focuses as he has no shot (needs it on defense). Shunt has to spend his lock to give just one hull to Alpha 3, breaking it out of the squad. Wilt hits the Decimator adding 2 more hull, bring it to 9 overall, Spot adds a 10 th , Grood gets in the Kill shot.

Falcon squad now no longer show up.

Beta-1 has no arc so can't shoot. Beta-3 misses his shot on Chaka, Beta 2 however hits again, takes a 2 nd shield and re-ions him. Alpha 1 and 3 have no shot, while Alpha 2 misses (thanks to the focus Chaka had).

Round 4, All B-wings plan 1 left banks to clear stress, Chaka has only a 1 straight due to being ioned again, and Shunt plans a 3 right bank.

Alpha 1 and 2 both Bank 2 to the left and focus. Alpha 3 rolls a 3 left turn, but can't clear all the mess of ships in his path, so doesn't move. No action.

All in Beta roll a 3 straight. Then Barrel roll to get back in formation and to ensure they are out of the arc of some of the B-wings (before they move that is!).

The rebels move. All B-wings then barrel roll left after moving, so they can clear the debris field in their path. Chaka again focuses. And again has no shot. Shunt re-locks Alpha 3. Even after spending it, still misses. GRRR.

Spot hits Beta 2 taking 1 shield and giving him 1 ion token, while Wilt kills Alpha 3. No one else hits on the rebels side.

None in Beta have shot. Alpha 1 hits Shunt taking 2 shields and neutering his stealth device, Alpha 2 takes Chaka's last shield.

Round 5, Spot plans a 2 right bank, Grood and Wilt 2 left turn, 3 left turn Chaka and 2 right turn Shunt.

Alpha 1 and 2 both roll a 4k. No action. Beta 1 and 3 do a hard 2 right turn, so get no action, but did get to lock Spot (free action). Beta-2 then bumps Beta-1 so can't bleed his ion token off.

The Rebels move. Shunt drops his Proton bomb, which gives a direct hit crit =2 hull, to Alpha 2, and a Console fire critical, to Alpha-1. Then he locks Alpha-1. Spot locks Beta 1, while Wilt and Grood lock Beta-3. Chaka again, has no shot, so uses SQL to give Wilt an action he uses to Focus. Shunt's shot misses, but he declines to spend his lock (3 focuses vs 3 evades, no need to waste it). Spot's shot on Beta-1 strips all 3 shields off, while Wilt does the same to Beta-3, and gives 1 hull damage. Grood however misses badly, so doesn't waste his target lock.

Beta-2 has no shot. Beta-1's counter shot strips one shield off spot (thanks to his sensor jammer), Beta 3 does the same for Wilt. Then Alpha-1 strips the last shield off of Shunt, while Alpha-2 misses.

Round 6, Chaka plans another 3 left turn, 2 right bank for Shunt, 2k for Spot, 1 left bank for both Wilt and Grood.

Alpha 1 rolls a 4 straight, fails to clear his console fire critical. Alpha 2 banks 3 right and focuses. Beta 1 banks left 1, bumps into Spot, after locking him. No action. Beta 1 straights 1, clears his ion token and focuses. Beta 3 locks wilt then 4ks behind him and focuses.

The rebels move. Wilt bumps into Alpha 2, gets no action, Grump bumps into Wilt.. GRR.

Shunt drops his first seismic charge, then locks Beta-1. Deals 1 hull to Alpha 1. Spot stresses, Chaka gives a focus to Grood again via SQL. Chaka misses his shot on Beta-1, Wilt misses Alpha 1, Grood kills him, then Spot kills Beta-1.

Alpha 2 then takes 1 more shield off Spot, Beta 2 misses him, and Grood loses 3 shields to Beta 3.

Round 7, Chaka plans a 3 straight, 2K for Wilt, 1 Str for both Shunt and Spot, and 2 left turn for Grood.

Alpha-2 rolls a 5 straight, bumps into Beta-2, gets no action. Beta-2 then banks 1 right, has no arc to shoot anyone, so just focuses. Beta 3 then banks 1 left, bumps Grood and has no action, though locked him before moving.

The rebels move. Wilt takes his stress, Grood barrel rolls to get out of Beta-3's arc, Shunt and Spot lock Beta-3, while Chaka locks Beta-2. Chaka takes his 2 nd shield away, Spot's plasma torp takes 2 shields off Beta-3, while Wilt takes the last one and gives him 1 ion token. Shunt then gives him 2 hull. Grood has no shot.

Alpha-2 and Beta-2 both have no shot. Beta-3 shoots shunt, giving him 3 hull damage (OUCH!)

Round 8, Wilt plans a 1 straight to clear stress, 2 right turn for Grood, same for Spot, 4k for Chaka and 2 straight for Shunt.

Alpha 2 rolls a 3k, barely avoids running off the map (had maybe 3 MM left!) Beta 2 then 4ks, locks Chaka and focuses. Beta 3 bleeds his ion token, moves, then locks Wilt and focuses.

The rebels move, Wilt clears his stress, locks Beta-3. Grood moves and focuses, Chaka stresses, Shunt locks Beta-2 and Spot bumps him. Chaka misses wildly. Then Shunt kills Alpha-2 with his main forward guns. Wilt kills Beta-3. Then Beta-2 kills Chaka with 3 crits!

Round 9, the rebels move, and take Beta-2 down to 2 hull remaining.

Round 10, they kill him and win.

Solid rebel victory. 2 wins, 2 losses.

Everyone would have earned - Shunt 10xp, Spot 11, Chaka 5 (2 after loss of half from EVA roll, he also would have lost his proton torpedo), Wilt 12, and Grood 8. Averages to 9.

Seems a little high on XP awards, Will remove the bonus 2 from destroying the Decimator dropping it to just +1, and removing the "stopping Falcon squad showing up, +1xp) line too. Will run 2 more times. First will go with just X-wings, Jinn, Squeaky, Shatter, Bash and Gruff. Last will go with 5 Y-wings. Crack, Doc, Unca, Snoopy and Dozer.

5th running at 5 ships..

All X-wings. Shatter (PS4), Jinn, Gruff, Squeaky and Bash (all at PS5). Squeaky has SQL. Squeaky and Gruff, line up in the middle, Bash, Jinn and Shatter to the north. All of Alpha start on spot 1, while all in Beta start on spot 2.. NICE.

Round 1, Jinn, Bash and Shatter plan 4 straights, 3 left banks Gruff and Squeaky.

All in Alpha, 3 right bank. Evade. All in Beta roll a 3 right bank too. Beta 1 has to barrel roll left to avoid a debris field, Beta 2 and 3 go right. Beta, now split up. The Decimator 2 straights, and focuses.

All the rebels move. No one in range still, to shoot.

Round 2, All rebels plan a 3 straight. Maybe should have gone 2 instead.. Oh well.

All in Alpha 3 straight, and evade. Beta 1 also straights 3, and focuses. Beta 2 and 3 left bank 3, and focus. The Decimator 4 straights, this winds up causing Bash and Shatter to bump him. He focuses.

The rebels move, Squeaky, Gruff and Jinn lock the Decimator. Jinn shoots, taking only 2 shields off the Decimator, Squeaky's shot is a lot more effective, stripping it fully. Then Gruff's torpedo gives it 1 hull and a direct hit crit, = 3 hull total.

As it didn;t get to lock anyone it has only one shot, which it whiffs vs Jinn. Then all in Alpha are too far to shoot, same for Beta 3. However, Beta 1 and 2, each take 1 shield off Gruff and give him 2 ion tokens. OUCH! All imperials now in Attack AI.


Round 3. Shatter, Bash and Jinn all plan 4ks, 2 right turn Squeaky and 1 straight for Gruff due to his ion.

All in alpha 5 straight and focus. Beta-1 banks 3 right, bumps into Alpha 3, locked Gruff before move, but got no focus. Beta 2 and 3 also bank right 3 after locking Gruff. Beta 2 focuses, but Beta 3 also bumps into Alpha 3. The Decimator rolls a 2 left turn, cannot complete without running into debris field and bumping Shatter, flipping it to a 2 right turn would run it off the board. Shifting to a 2 bank left, would still run it on to the debris field, so it shifts to 2 right bank. Then locks Jinn and Bash and focuses.

The rebels move. Shatter, Jinn and Bash all stress. Gruff bleeds one of his ion tokens off and focuses (has no shot, so thinks of defense). Squeaky shifts his lock to Beta-3. Bash and Shatter both whiff their shots on the Decimator, while Jinn adds 2 more hull (so its now at 5 overall). Still in Attack AI!. Squeaky's plasma torpedo into Beta-3, ****** 2 of his shields.

The Decimator's first shot on Jinn misses, while its 2 nd on Shatter takes a shield and neuters his stealth device. Alpha 1 and 2 no shots, Alpha 3 gives a hull and Minor hull explosion crit to Gruff, the crit does another damage, putting him at 3 out of 4 hull (OUCH!). Beta 1 then kills him. Wa, wa, wa.. Beta 2 and 3 now have no shot.

Round 4, Jinn, Bash and Shatter all plan 1 left banks to clear stress, 2 right turn again for Squeaky.

All in Alpha do a 2 right turn, then focus. Beta-1 banks 2 to the right, bumping Beta-2, but locked Squeaky before moved. Beta 2 turns right 3, also locks Squeaky and focuses. Beta 3, does the same move, and also locks Squeaky and focuses. The Decimator locks Bash and Jinn, then 3 left turns and focuses.

The Rebels move. After Squeaky moves, he barrel rolls left, to get out of arc of Alpha 1 and 3, still has an arc to shoot Beta 1 though. Jinn and Bash lock Beta-2 after bleeding their stress, while Shatter locks Beta 3. Jinn's torpedo into Beta-2 strips 2 of his shields away, Bash snatches his last. Squeaky misses (**** those evades!!), while Shatter also misses (same reason).

The Decimator is just out of range to shoot. Alpha 1, 2 and 3 all miss (luckily for the rebels), so does Beta-1. However Beta 2 smacks Shatter, taking his last shield and gives him 1 hull, then he gets a 2 nd hull from Beta-3.

Round 5, Jinn and Bash plan 3 straights, 4k for Shatter, and a 3 right turn for Squeaky.

All in Alpha roll a 2 bank right. Alpha 1 bumps into Beta-3, Alpha 2 barrel rolls left to get out of the debris fields path. Alpha 3 evades. Both he and Alpha 2 have no arc to shoot anyone. Beta-1, locks Squeaky again then rolls a 4k and focuses. Beta 2 locks Bash then rolls a 2 straight, bumping into Shatter. Beta-3 also locks Shatter, and then rolls a 4k. Then focuses. The Decimator is too far to lock, so just moves, doing a 3 left bank and focusing.

The rebels move. Shatter bumps into Alpha 1, no action. However he gains one from Squeaky, via SQL, so locks the Decimator. Jinn and Bash then move and also lock the Decimator. Bash's plasma torp causes it to take a 6 th hull damage and a damaged engine critical (so is now effectively at 7 hull, 1 more and shifts to flee AI). Squeaky The and Jinn add 2 more, so it now does shift to flee AI. Shatter's torpedo brings it to 11 total hull.. DOH 1 off killing it. Falcon will now show up! UGG!!!

The Decimator's shot on Squeaky misses. Alpha 1 to 3 all have no shot. Beta 1 hits him taking a shield and giving him an ion token. Beta 2 has no shot, and Beta 3 takes 1 shield off Bash and gives him an ion token.

Round 6, Falcon show up on Tab 6.. NOT GOOD for Squeaky.. EEK!

Both Bash and Squeaky only have 1 straights due to ion damage. While Shatter plans a 4 straight, and Jinn a 3 left bank.

All in Alpha 3k. Beta 1 locks Shatter and 4ks again. Beta 2 turns 3 right after locking Bash and fails to complete due to bumping. Beta 3 also locks Bash then 4 straights, bumping Shatter before completing. No action either. All in Falcon 5 straight. None were in range to lock before moving, so all just focus.

The rebels move. Shatter focuses, Bash clears ion token, has no one in arc to shoot so also focuses. Jinn Bumps Bash, then Squeaky can't move due to the Defender in his face, so can't clear his ion token.

Squeaky and Bash have no shots, and Jinn misses.

Then Squeaky gets brought down to 1 hull remaining after being raked by Falcon 1 and 3. Falcon 2 has no shot.

Shatter kills the Decimator.

Alpha-1 misses Jinn. Beta-1, and 2 along with Alpha-3 have no shot. Beta 3 takes both remaining shields off of Bash, and gives him 1 hull.

Round 7, the rebels realize they won't be able to survive all the enemies on the board, so plot their exits. Shatter plans a 2 straight, Squeaky still has only a 1 straight due to ion damage, 1 bank for Jinn and 1 straight for Bash.

Alpha 1 banks 1 right, bumping Beta 2. Alpha 2 and 3 both straight 5, both focusing. Beta-1 locks Squeaky then rolls a 4k, but bumps into Falcon-1 before completes. Beta-2 locks Jinn, then hard 2 turns, running onto a debris field (a bank also would have landed him there). No action, so takes no damage from landing on it. Beta-3 locks onto Shatter then 2 straights and focuses. All advance in Falcon squad, lock Squeaky then all 4k. Falcon-2 bumps Beta-3 before completing, Falcon 2 and 3 both bump as well. None got an action.

The rebels move. Squeaky still cannot pass the imperials so still has his 1 ion token. Bash Bumps into Beta-2. So is in the same boat, and can't make his preps. Jinn and Shatter are both ok. Jinn safely enters hyperspace and flees.

Falcon-1 then hits bash dealing a 2 nd hull damage. Falcon-2 misses, while Falcon-3 kills Squeaky. Shatter then enters hyperspace. Bash dies to the combined fire of Alpha 1 and 2.

Solid rebel defeat. 2 wins, vs 3 losses. More from poor rolls in the beginning, leading to the Decimator surviving as long as it did and the rebels being unable to get ANY of the imperials out of there.. Not a one was destroyed.

Xp that would have been earned – 5xp for Jinn, 5xp for Squeaky (No eva penalty for him, rolled 2 blanks), 3xp for Shatter, 1xp for Gruff (0xp after rolling two focuses), 4xp for Bash (2 after rolling a focus and crit, from going eva, so also would have lost his most expensive ept). 19Xp overall, so 4xp average. A lot lower than before, I changed the xp awards..

6 th and hopefully last running at 5 ships.

Going with all 5 ships as Y-wings. Crack, Doc and Unca are all at PS4. Snoopy and Dozer are PS 5. Dozer goes with his Proximity mine and torpedo, while Crack goes with his Seismic bomb and Seismic torpedo, and Snoopy, who's also PS5, will go with his Proton torpedo and Seismic bomb. Snoopy, Dozer and Crack line up to the north, Doc and Unca to the middle. The Tie fighters start on 'spot' 2, while the Defenders start on 'spot' 7. Will have to split up to make it around the large debris field in front of them. Snoopy has Squad leader.

Round 1, Doc and Unca both plan 3 straights, 2 straights for the others.

All Fighters in Alpha 3 right bank, then left barrel roll to set up for passing by a debris field.

All Defenders in Beta, roll a 3 straight, too far to lock anyone first. Beta-1 and 3 have to shift to a 3-left bank to pass the debris field, Beta-2 banks the other way. He then gives a protect action to the Decimator, while the other 2 focus.

All the rebels move. No one in range to do anything, so no actions, or shots taken.

Round 2, Doc and Unca plan 3 left banks, 2 straights again for the others.

All in Alpha 3 straight, then evade, as still too far to 'shift to attack AI'. Beta 1 and 3 right 2 bank, then focus, Beta-2 left 2 banks and again, does a protect action on the Decimator. The Decimator, then 4 straights, had no one in range to lock, so just focused.

All the rebels move. All lock onto the Decimator. Snoopy, Dozer and Crack too close to use torpedos, so either use main guns or their turrets (Crack and Dozer). Snoopy takes 2 shields, so does Dozer, then so does Crack. Protect action used, on Snoopy taking away a 3 rd hit. Unca's Plasma torpedo deals 3 hull, then Doc's adds another 3 (1 hit and 1 direct hit critical).

The Decimator's first shot on snoopy takes only 1 shield, but that's still enough to neuter his stealth device. His 2 nd on Dozer, takes 2 of his shields. Alpha 2 (the furthest forward) misses Unca,Alpha 3 misses Doc, and Alpha-1 also misses. Beta 1 hits Unca, Stripping 1 shield and giving him an ion token (also neutered his stealth device). Beta-2 misses Snoopy (Darn it, had he had a focus token, he'd have hit!). Beta 3 takes a 2 nd shield and gives a 2 nd ion token to Unca..

Round 3, Unca only has a 1 straight (ion), Doc plans a 2 right turn, 3 right bank for all the other 3.

All in Alpha 4 straight. Alpha 1 and 3 then barrel roll right to get a firing arc. 2 focuses. Beta 1 and 3 lock Unca, then roll a 4k, neither completes. Beta-1 bumps into Unca, while Beta-3 bumps him. No actions. Beta 2 locks Snoopy, then rolls a 1 left bank, and focuses. The Decimator rolls a 4 straight after locking Crack and Dozer, then he focuses.

The rebels move. Crack, Unca, Doc and Snoopy all drop a bomb, Unca knows he's gonna be getting hit by them, would rather thin the enemy herd out if he's gonna be done for. Unca then bleeds off one of his 2 ion tokens, Locks onto Beta 2. Doc locks Alpha 3 and uses his R7-T1 to boost right, so he's out of arc. Crack and Dozer shift lock to Beta-2 as well (the Decimator's too far to shoot with their turrets). Snoopy then moves and uses SQL to give Unca an action he takes to focus (he's going to be getting shot by multiple foes).

Crack and Snoopy's Seismic bombs go off, dealing 2 more hull to the Decimator (now at 8). Unca's Seismic bomb goes off, dealing 1 hull to all 3 fighters in Alpha squad, as well as taking 1 shield from Beta-1. Then Doc's Proton bomb goes off, gives a Blinded pilot critical to Beta-1, An injured pilot crit, which is ignored and turned into a 2 nd hull to Alpha 2, and a Stunned pilot crit to Alpha 1.

Snoopy then shoots, Ions and takes 1 shield off of Beta 2. Dozer rolls poorly vs the Defender's 3 evades so declines to spend his lock. Crack then takes a 2 nd shield off the defender, Doc whiff's his shot vs Alpha 3, hoping to kill it off. Unca then takes the last shield, and using his R3, adds 2 evades to himself (one from each shot off his Twin laser turret). Beta-2 now shieldless!

The Decimator's first shot on Crack, snatches 2 shields and disables his stealth device, while his 2 nd shot takes Dozer's shields and gives him 1 hull damage. Alpha 1 and 2 and Beta-1 all have no shots (no one in arc or range). Beta-3 hits Unca, twice, but his evade tokens take care of that damage. Then he takes 2 hull though, from Alpha-3. Beta-2 barely misses Unca, due to Snoopy's giving him a focus token to spend. Wooa..

Round 4, Unca again has a 1 straight only, as he tries to bleed off his 2 nd ion token. Snoopy plans a 3 right bank, 2 right turns for Doc, Dozer and Crack. Alpha-1 banks right 2, then focuses (will be shooting through a debris field most likely). Alpha 2 does a 4k, while Alpha-3 rolls a 3k, but bumps into Alpha-1 before completing. Beta 1 locks Unca, does a 4k then focuses. Beta 2 only has a one straight due to Snoopy's ioning of him. So he also locks Unca and focuses. Beta 3 locks Unca as well (man he's a hated rebel!), then tries a 1 HARD right turn, bumping into Unca, so can't act.

The Decimator re-locks Dozer and Snoopy, then 2 left turns and focuses..

The Rebels move. Unca is now ion token less, and since he still has his lock on Beta-2 he just focuses. Doc shifts his lock to Alpha 1 then boosts right. Crack bumps into Beta-3, Dozer focuses, and Snoopy again uses his SQL to give Crack an action, he uses to lock onto Alpha-2. Snoopy then hits Beta-3 taking one shield and ioning him. Dozer kills Beta-2. Crack kills Alpha-2, Doc kills Alpha-1. Unca misses, declines again to waste his lock. Yay, 3 imperials down for the count .

The Decimator can't shoot, no one in range to hit.. Beta-1 auto misses due to his blinded pilot crit. Unsure if this becomes a shield loss, or a hull damage, as the card says “Flip it over”.. Going with the hull hit for now, till I hear otherwise. Beta-3 no shot, and Alpha-2 misses his return shot on Unca (thanks to the Debris field in the way!).

One more round for the rebels to try and kill the Decimator, to stop Falcon squad showing up..

Round 5, Unca plans a 2 left turn, 2 Straight for Doc, 2 right bank for Snoopy and Crack, 3 straight for Dozer.

Alpha-2 banks left 1 and focuses. Beta-1 locks Crack then 4 straights, bumping Beta-3. Beta-3 locks Crack, but can't move as he won't clear Beta-1 or Alpha-2. So can't bleed his ion damage or take an action. The Decimator's too far to lock anyone, so just 3 left banks and focuses.

The rebels move. Unca locks Alpha-2, Doc focuses, Crack locks the Decimator, Dozer bumps Alpha-2, while Snoopy gives him an action again, so he locks the Decimator. Snoopy then hits, taking 1 shield and ionizing Beta-1, so both remaining Defenders are now ioned.. Dozer and Crack each add only a single hull each, taking the Decimator to 10 damage, Doc gets in the kill shot. Unca then takes out Alpha-2. Due to the Decimator being dead, Falcon, now won't show up.

Beta 3 then hits and gives 2 more hull to Dozer, taking him to 3 damage. Beta-1 then misses his return shot on Snoopy.

Round 6, Unca and Crack both plan 2 left turns, Doc a 2 right turn, Dozer a 2 straight, and Snoopy a 1 right bank.

Beta-1 locks Snoopy, Beta-3 locks Crack. However, neither can move due to bumping the other (it kinda sucks a 1-straight template does not clear a small ship's base), so neither clears their ion tokens, nor do either act. After all the shooting is done, Beta-1 is dead. Beta-3 then smacks Doc, taking his last shield and ionizing him.

Round 7, The last imperial falls..

Solid rebel victory. 3 wins, vs 3 losses since making the change. Consider this mission now good.

Xp that would have been earned, 6 Unca, 6 Crack, 8 Doc, 9 Dozer and 9 Snoopy. 8Xp average.

With me NOT tracking the XP for mission 1-6 at 3 ships, I have no figures there.

At 6 ships (discounting the first running), we have 6 + 8 + 9 + 7 + 4 + 8 = 42 / 6 = 7xp overall average. Will award every ship used (minus my core ships from the campaign), 7xp for the play test of this mission. Am now bringing in 3 new ships, randomly assigned some XP (not as much as everyone here), 2 X-wings, and 1 Y-wing. They are 'replacing' Grood, Spot and Wilt, all of which whom upgraded to B-wings.

They are – The X-wing Drogo, PS4 (33xp given). Starting with the Engine upgrade modification. Purchased R5-K6 for an astromech, a Proton torpedo, and the EPT of Predator.

Tin-Bok at PS4 as well (26xp given). Started out with Vectored thrusters and the R7-T1 astromech. Purchased a Plasma torpedo, Outmaneuver EPT and a shield upgrade.

And the Y-wing Cmoz, also PS4 (30xp given). Started out with a Dorsal turret, Proximity mine and the R7-T1 astromech. Purchased Vectored thrusters and a Shield upgrade, the EPT of Determination and a Proton torpedo.