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.


