Ok, so now with the first mission of my 3rd new story done, its time to get onto mission 2.
This is played on a 3x3 generic planetary map, with the planet in the 'bottom left' corner, so the atmosphere goes left (north) to right (south). The north (top) edge is the player's entrance zone. Along the right side, place 3 range rulers. On the 2, 4, 6, and 8 (mid spot) range marks, put 4 numbered tokens. These mark the entrance ticks for the reinforcement squadrons that show up.
On the edge of the planet's atmosphere are 2 large asteroids, 2 apart from one another. There's no mines or debris fields.
Out on "Patrol" are Alpha (tie fighters) and Beta (Tie interceptors)squads, placed starting even with range 3 and 2, along the atmosphere's edge, on the right of the planet, and on the other side is 1 Lambda (charlie squad). Placed at Range 2 from the bottom left corner. The Fighters and interceptor are in a 'patrol' AI, so like in mission 1, they only move 3 or lower speeds, TILL they are at range 2 of a rebel ship, or ANY imperial is fired upon (even if it misses). The Lambda, similar to the Decimator in M1, can move any speed.
If the lambda's knocked down to 2 hull, it shifts to a flee AI, and can exit via the right side of the map, OR hyperspace out if outside the planet's Atmosphere. If its destroyed BEFORE round 6, Falcon and Gamma squad (the Tie advance or defenders) do not show up. IF it's destroyed after they've shown up, the Advance and Defenders shift to a "Flee" AI, trying to hyperspace out as well, or if close enough to the right side of the map, will exit via it.
This is neutral territory, with a 12 turn time limit.
Mission goals are
Primary - Scout the area out
Secondary - 1) Destroy the Lambda or force it to flee.
2) Eliminate all fighters
3) Survive all 12 turns.
BONUS - if all enemy fighters are killed, +1xp for all.
At 3 players, As mentioned above, Alpha squad has 2 Tie fighters, and Beta has 1 interceptor with a hull upgrade. AS an option, if the DM has one, he can substitute a Tie Striker for the interceptor.
The Lambda has +` shield (so has 6). Coming in on round 6, Falcon squad, is 1 Tie advance elite (PS4, with a proton rocket, Advance sensors and the Intimidation EPT), and coming in on round 8, Helios squad, are 2 Tie defender elites (PS3, Mangler cannon, shield upgrade and Calculation EPT).
Once this mission shifts up to 5 players, the imperial forces become
Alpha - 3 tie fighters
Beta - 1 regular and 1 elite interceptor
Lambda with +3 shields
Falcon - 1 regular and 1 elite advance
and Helios - 3 elite defenders.
For our rebels, including the XP spent from playing M1 we have
B-wings - Spot, still PS4, Sensor jammer system upgrade, Debris gambit EPT, Ion cannon, and both a Plasma and Advance torpedo, and a hull upgrade along with munitions failsafe.
Grood - now PS5, Fire control system, plasma and regular proton torpedo for ordinance, the Intimidation EPT and a Hull upgrade along with Munition's failsafe.
Wilt, still PS4, Sensor jammer, Ion cannon, Plasma and Advance proton torpedo for ordinance, Expertise EPT, and a shield and stealth device upgrades.
For our X-wings we have
Gruff, PS5, R3 astromech, Proton or Plasma torpedo, Lone wolf and Determination EPTs, Hull upgrade and munitions failsafe mods.
Jinn, PS5, R3 astromech, Plasma or proton torpedo, Saturation salvo and outmaneuver EPTs, Stealth device and shield upgrade mods.
Chaka, PS5, R2 astromech, Proton torpedo, Determination and Predator EPTs, Shield upgrade and Stealth device mods.
Squeaky, PS5, R2-D2 astromech, Plasma torpedo, Intensity and Outmaneuver EPTs, Vectored thrusters and Shield upgrade mods.
and the two newly created ones (both with 30xp for their builds)
Drogo, PS4, Plasma or Proton torpedo, Predator EPT, Engine and Shield upgrades, and the R5-K6 astromech
Tin-bok, PS4, Plasma torpedo, Vectored thrusters and shield upgrade mods, Outmaneuver EPT and the droid of R7-T1
Lastly we have our Y-wings
Shunt, PS 5, R5-K6 astromech, Sync turret, Seismic and Proton bombs, Ion and plasma torpedos, Wingman EPT, Stealth device and extra munitions mods.
Doc, PS 5, R7-T1 astromech, Dorsal turret, Proton bomb, Plasma and Ion torpedo, Predator EPT, Vectored thrusters and a stealth device modsn.
Dozer, PS5, R5 astromech, Sync turret, Seismic bomb, Proximity mine, Plasma torpedo, Expert handling and Outmaneuver EPTs, Vectored thrusters and shield upgrade mods.
Unca, PS5, R3 astromech, Twin laser turret, Proton torpedo and Seismic bomb, Predator and Intimidation EPTs, Stealth device and munitions failsafe mods.
Crack, PS5, R7 astromech, Sync turret, Seismic bomb, Seismic and Flechette torpedo, Intimidation EPT, Stealth device and shield upgrade mods.
and the new one of
Cmoz, PS4, Proximity mine, Proton torpedo, Determination EPT, R7-T1 astromech, Dorsal turret, Vectored thrusters and shield modifications.