TIE group 1:
Initiative
:
2eA
0 successes, 4 advantage
TIE group 2:
Initiative
:
2eA
2 successes
TIE group 3:
Initiative
:
2eA
2 successes, 1 advantage
Interdictor Initiative*:
Initiative
:
1eP+1eA
0 successes, 2 advantage
Vindicator Initiative*:
Initiative
:
1eP+1eA
1 success, 1 advantage
Lancer Initiative*:
Initiative
:
1eP+1eA
2 successes
*I'm trying a new way of dealing with capital ships. I'm basically treating them as a single NPC with skill ranks in the relevant skills, though gunners will still use the standard minion rules.