Play test, new story 4, mission 3.

By LTuser, in X-Wing Battle Reports

Wow.. Down to my last 2 missions to get play tested..

Play test, Story 4, Mission 3 notes;

This mission is played in Hostile terrain, on a 3x4 space map, with 10 asteroids, placed in a 'lazy' S format, that the Lambda shuttles (Two), go through. The Far left (West) in the middle, are tokens 3 and 4, while in each of the corners, are tokens 1, 2, 5 and 6. The Lambda's start on tokens 3 and 4, while all imperial reinforcements come in on one of the others.

The Two Lambda's do NOT roll for maneuvers, but instead have Assigned movement.

Along the southern edge, are 4 'ion storm' cloud markers, that the rebels are hiding in. One rebel fighter, at the 3 player testing, hides in each of the first three clouds, while the HWK is in the 4 th one (from the western edge).

Once this shifts up to 5 rebel players, Player 1 and 4 use the 2 nd cloud, Player 2 and 5 use the 3 rd cloud, while player 3 uses the 1 st cloud, to hide in. They remain hidden, till THEY CHOSE TO ACTIVATE, OR an imperial ship gets within range 1 of them, then they are forced out of the cloud.

NOTE: IF IN mission 2, Jericho or Gamma squad, got at least one ship that managed to flee successfully, there are additional imperial forces!. This does not apply to any of the "Three" player play-tests, but does to play-test 4 and 5, at five players. This adds in Charlie squad, and shifts all reinforcement squads down, to arriving earlier than normal. Beta shifts to round 2 vice 4, Charlie is added in round 3, Delta shifts to round 5 vice 6, and Gamma shifts to round 7 vice 8.

The rebels come into play with a HWK-290. IT only starts moving, Once the rebels have IDENTIFIED which of the two shuttles are carrying the prisoners. One the HWK has gotten the POW's on, ONLY it needs to escape the map (via any map side not including the clouds), for the rebels to win.

For our rebel pilots, we have:

The Ships are;

A-wings

Blue-thunder - PS still 4, Intensity and Push the limit EPTS, Concussion missile with munitions failsafe, Vectored Thrusters.

Drogo - PS is still 5. Predator and Outmaneuver EPTs, Ion pulse missile, Hull and shield upgrades, and the named pilot of Roark Garnet.

Gruff - Still PS 6, EPTs of Determination and Lone wolf, named pilot of Bohdi Rook, Assault missile, Hull upgrade, stealth device and muntions failsafe

and Red-bull - PS is still 4, Debris gambit and Predator EPTs, Assault missile, Auto-thrusters and hull upgrade, with the named pilot of Tarn Mison.

B-wings

Doc - PS still 6. Sensor jammer system, Mangler cannon, Ordinance of Ion torpedo, Plasma torpedo or Proton bomb, Crew slot of Sabine Wren, Stealth device and Engine upgrade, EPT of Predator and named pilot of Gemmer Sojan.

Grood - Unchanged. Still PS 6, Plasma and advance proton torpedos for ordinance, Heavy laser cannon, Fire control system, Munitions failsafe, Hull upgrade, stealth device, Intimidation EPT and the named pilot of Nera Dantels.

Shunt - Unchanged. Still PS 6. Ordinance of Ion or Plasma torpedos, Seismic or Proton bombs, Crew of Sabine Wren, Heavy laser cannon, Trajectory simulator system (may look to replace). EPt of Wingman and named pilot of Etahn Abaht.

Spot - Unchanged. Still PS of 6, Ion cannon, Sensor jammer system, ordinance of Plasma and Proton torpedos, Gunner crew slot, Munitions failsafe, Shield upgrade, Intensity EPT and Named pilot of Sabine Wren (different than crew slot!)

and Wilt - Also unchanged. Still PS 6. Ion cannon with sensor jammer system, Advance proton and plasma torpedos for ordinance, Hull and shield upgrades, with munitions failsafe, and EPTS of Expertise and Outmaneuver.

X-wings

Tin-bok - PS is now 6, R7-T1 astromech, Ordinance of either a plasma or advance proton torpedo, Extra munitions, stealth device, shield upgrade, Outmaneuver EPT and the named pilot of Sabine Wren.

Reign-Fire - PS is now 5. R5-K6 astromech, Guidance chip and stealth device mods, ordinance of a plasma torpedo, Marksmanship EPT and named pilot of Thane Kyrell.

Squeaky - PS still a 7, R2-D2 astromech, Vectored thrusters, munitions failsafe, shield upgrade, Plasma torpedo for ordinance, Intensity and outmaneuver for EPTs and the named pilot of Arvel Crynyd.

Jinn - Unchanged. PS still 7. R3 astromech, Stealth device, Shield and hull upgrades, Plasma torpedo for ordinance, Outmaneuver and Saturation salvo EPTs, and the named pilot of Jake Farell.

And Chaka - Also unchanged - PS still 7. R2 astromech, Stealth device, shield and Engine upgrades, Proton torpedo for ordinance, Determination and Predator EPT, and named pilot of Dutch Vander.

And lastly Y-wings.

Unca - PS increased to 7, R3 astromech, Twin laser turret, Proton torpedo, Seismic and Proton bombs for ordinance, Predator EPT, Extra munitions and munitions failsafe, stealth device, and named pilot of Zeb Orelios.

Dozer - PS still 7. R5 Astromech, Sync turret, Vectored thrusters, shield upgrade, stealth device, ordinance of a proximity mine, plasma torpedo or seismic bomb, EPTs of Expert handling and outmaneuver, named pilot of Dutch vandar.

Crack - PS now 7. R7 astromech, Sync turret, Stealth device, shield upgrade and extra munitions. Ordinance of Proton torpedo, proximity mine and Seismic bomb. EPT of intimidation and saturation salvo. No named pilot as of yet.

Cmoz - PS still 6. R7-T1 astromech, dorsal turret OR Ion turret, Vectored thrusters, shield upgrade and guidance chip. Ordinance of Plasma and proton torpedo, seismic bomb and a cluster mine. EPTs of determination and Wingman. No named pilot as of yet.

and lastly Imo-thep. PS still 5. R7-T1 astromech, ion cannon turret, stealth device, shield upgrade. Ordinance of a plasma and proton torpedo, Seismic and proton bomb. EPT of Predator and named pilot of Chewbacca.

If needs to use alternate ships, from home campaign, they are;

A-wing Shatter – PS 6, Assault missile, EPTS of Wingman, Predator and outmaneuver, Mods of Vectored thrusters, Shield upgrade and Stealth device.

B-wing Twitch – PS 7, Ion cannon, Sensor jammer system, crew slot of Sabine wren, Cluster mine, Proton torpedo, Plasma torpedo, EPT of Predator, and named pilot of Nera Dantels and Garven Dreis.

Y-wing Snoopy – PS 8, twin laser turret, EPT of Expertise, Named pilots of Etahn Abaht and Dash Rendar, Ordinance of Ion bomb, Proton bomb or seismic bomb, or Ion torpedo, or proton torpedo. Stealth device, and Shield upgrade, with Extra munitions.

X-wing of Koresh (replacing Shrek, who died in the home campaign). PS4. R7-T1 astromech, shield upgrade, Outmaneuver EPT and proton torpedo.

Ship assignments for 3 players:

1st running. A-wing Drogo, X-wing Reign-fire, and B-wing Grood (PS averages to 5)

2nd running. A-wing Gruff, X-wing Tin-bok and B-wing Shunt (PS averages to 6)

3rd running. A-wing Blue-thunder, X-wing Chaka and Y-wing Dozer (PS averages to 6)

4th running. X-wing Squeaky, B-wing Wilt and Y-wing Unca (PS averages to 6)

5th running. A-wing Red-bull, Y-wing Cmoz and B-wing Spot (PS averages to 5)

6th running. X-wing Jinn, and the Y-wings of Imo-thep and Crack. (PS averages to 6)

NOTE: IN NOT ONE of the runnings at 3 players, did anyone in Gamma or Jericho squadron get to escape, so in none of the "Three player" play tests, will the empire be 'on alert'.

Edited by LTuser

Imperial Forces:

( As none of the 3 player missions included any instances of Gamma or Jericho fleeing, None of the six play tests will include Charlie squadron).

At 3 rebel players, the imperial forces are:

Starting out;

Cargo 1- one lambda with +1 shields

Cargo 2- one lambda with +1 shields.

Alpha squad – Two Tie advance. Each tie Advance has a Homing missile Alpha squad also has the Accuracy corrector System. They have either an Escort or Attack AI. Until they are fired on, they are in Escort AI, moving in unision with the shuttles, and performing protect actions on them. Once attacked, detecting a rebel at range 1, or if the imperials got alerted, they shift to Attack AI.

Reinforcements consist of;

Beta squad – Turn 4. 1 Tie advance. Similar to Alpha squad, they have a homing missile. However they start with the Sensor Jammer system.

Delta squad – Turn 6. One tie defender. It has a Mangler Cannon.

Gamma squad – Turn 8. One Tie advance-prototype, shifting up to an elite at PS6+. It has a Concussion missile.

Both Lambda's shoot anyone that gets in their way, or in their rear, as they've been modified to have an 'auxiliary rear fire arc', much like with the ARC-170's. The rebels must scan each lambda, to find which has the prisoners on. Once located they must disable it, and only then will the HWK try to dock. . Other than the "auxiliary rear-fire arc, each lambda comes equipped with a Sensor Jammer system. As neither are Elite, do not bother with an AI pilot card for them.

ONCE THE PRISONER transport lambda has been uncovered, the OTHER lambda will 'go off script', and can move normally (as per its AI maneuver card), to run interference and help defend the other shuttle.

Alpha squad, no-matter what, Ignores shooting the HWK, even if its at range 1, and they have no other shot, Where as BETA squad, is Free to shoot the HWK, if its at range 1. ALPHA SQUAD only - IF AT RANGE ONE of the shuttles, they Will perform Protect actions on the Lambda's.

Alpha squad's Tie advance, use the AI pilot card starting with the Accuracy Corrector. Beta's however shifts to using the AI pilot card starting with a Sensor Jammer.

Charlie squad, IF THEY SHOW UP, have a straight up attack AI, and can shoot at any rebel, even the HWK. They do not have any priority order, unlike Alpha and Beta do. They use the AI pilot card starting with a Cluster missile.

Delta squad has a Strike AI focusing on the HWK, but WILL shoot rebel fighters, if at range 1, Even if they have a shot on the HWK at range 2 or 3. They use the Ai pilot card starting with a Mangler Cannon.

Gamma squad's Advance-Prototype, will SHOOT any Disabled Lambda shuttle, in an attempt to deny the rebels getting the prisoners. IF the HWK is already docked, OR has already un-docked, because they have the POWS already aboard, they shift to trying to destroy the HWK. They use AI pilot card #3, that starts with the Concussion missile, shifting to Extra munitions at PS 5.

Mission Goals:

1 -Locate the Lambda carrying the prisoners

2 -Disable that lambda

3 -The HWK must dock and complete its mission.

Secondary goal – Destroy the cargo carrying lambda.

Penalty - IF EITHER LAMBDA exits the map safely, the players lose their most expensive EPT Or named pilot.

Bonus - +1xp to the rebel pilot performing the Scan action.

To locate it, place a #12 and #11 number token into a baggy, and when a player's ship performs a Scan action on a shuttle, draw one token. IF ITS the #12, that is the shuttle carrying the prisoners. Alternately you can roll any type of numbered die. Odds its the Cargo shuttle, Evens its the prisoner transport.

Once located, the rebels, After removing all of the shuttle's shields, must either A) Strip it down to 2 remaining hull, OR B) GIVE IT TWO Ion tokens, to disable it. Once done, the HWK needs TWO FULL Rounds docked with the shuttle, to transfer all prisoners over, THEN the HWK must 'escape' for the rebels to have their victory via Exiting the map via any side that does not have the ion clouds they started in. NO SHIPS CAN EXIT into hyperspace, on this map.

Similar to mission 2, it has +1 shield per two rebel pilots.

When it shifts up to testing at 5 rebels:

So far, Test # 4 and 5 at five rebels, there has been someone escaping, to alert the empire. So only for tests 4 and 5, will beta squad be shifted to entering in round 2 vice round 4, and will Charlie come in.

At 5 rebels, the ship assignments are;

1 st run – All A-wings; Shatter , Drogo, Gruff, Red-bull and Blue-thunder. (PS averages to a 5).

2 nd run – All X-wings; Squeaky, Jinn, Chaka, Tin-bok and Reign-fire. (PS averages to a 6).

3 rd run – All B-wings; Spot, Doc, Wilt, Shunt and Grood. (PS will average to a 6).

4 th run – All Y-wings; Dozer, Crack, Cmoz, Unca and Imo-thep (PS averages to a 6).

5 th run – Two X-wings (Squeaky and Tin-bok), 2 B-wings (Shunt and Spot) and 1 Y-wing (Imo-thep) (PS averages to a 5).

6 th run – Two Y-wings (Crack and Unca), 2 A-wings (Blue thunder and Red-bull) and 1 X-wing (Reign-fire). (PS averages to a 5).

7 th run – Two B-wings (Doc and Twitch ), 2 Y-wings (Dozer and Snoopy ) and 1 A-wing ( Shatter). (PS averages to a 6).

8 th run – Two A-wings (Drogo and Gruff), 2 X-wings (Koresh and Jinn) and 1 B-wing (Grood). (PS averages to 5).

The imperial forces shift to;

Cargo 1 and 2, add in a 2 nd bonus shield.

Alpha squad adds a third Tie advance, one increased to elite at PS 6+, a 2 nd to elite at PS 8+. So far only running, 2, 3, 4 and 7, each have One of the Advanced shifting up to an elite.

Reinforcements

Beta squad adds in a 2 nd tie advanced, which is an Elite since all eight runnings, have a PS 5+ average.

Charlie squad, coming in on round 3. (ONLY for the 4 th and 5 th runnings) , Three tie bombers, One shifted to Elite for the 4 th running, as it has a PS6+ average.

Delta squad adds in 2 more tie defenders, making 3 total, one of which is elite.

Gamma squad adds in a 2 nd Tie advance prototype. One is elite for running 1, 4, 5 and 8. Both are elite for runnings, 2, 3, 4 and 7.

For the rebels.

The HWK is represented by a PS 2 operative, using AI pilot card #5, starting with the Ion cannon turret, and Moldy Crow Title. IT has a bonus of 1 shield Per 2 rebel pilots, similar to how it was in mission 2..

If the group's PS is 5+, upgrade the PS4 line with Thane Kyrell

If the group's PS is 7+, upgrade to Elite PS 6 with the Wookiee commando crew and hull upgrade.

If the group's PS is 9+, upgrade to the PS 8 line with Lando and a Stealth device.

Edited by LTuser

1 st running at 3 rebels

Using the A-wing Drogo (PS5, ion pulse missile), the X-wing Reign-fire (PS4, plasma torpedo) and the B-wing Grood (Advance proton torpedo, plasma torpedo, heavy laser cannon, PS 6). Grood starts in cloud 3, Reign in cloud 2, Drogo in cloud 1. Squad leader on Grood.

Alpha squad's two tie advance, are either side of the two lambdas, with Alpha-1 being to the north, and Alpha-2 being to the south. Gamma squad's Tie advance-prototype is NOT shifted up to elite.

Round 1. None of the rebels plan to make themselves known.

Alpha 1 straights 3, evades. Alpha-2, straights 2, protects Cargo 2. Cargo 1 straights 1, Coordinates Alpha-1, he protects the Lambda. Cargo 2 also straights 1, coordinates Alpha-2, he evades.

No rebels move. No shots.

Round 2. All 3 rebels plan to show themselves this round. Drogo plans a 5 straight, 4 straight for Reign and 2 straight for Grood.

Alpha-1 straights 2 this time, protects Cargo 1. Alpha-2 straights 2 again, protects Cargo 2. Cargo 1 straights 1 again, and coordinates Alpha-1, he evades. Cargo 2 straights 1, coordinates Alpha-2, he evades also..

The rebels move. Reign-fire locks onto Alpha-2, Grood focuses, Drogo performs a scan action on Cargo-2. Cargo 2 is NOT the prisoner transport shuttle, its the cargo-decoy. Drogo then shoots it stripping off two shields. Grood strips off both shields from Alpha-2. Reign's torpedo blows Alpha-2 up. XP 2 Drogo (one for the hit, one for the scan), 1 Grood, 3 Reign.

Alpha-1 and Cargo 1 both no shots. Cargo 2 shoots Reign but misses.

Round 3. The HWK can now activate. It plans a 3 straight. 3 bank right for Reign (hopes to clear the lambda), 2 straight Grood, 2 bank right Drogo.

Alpha-1 tries a 3 turn right. Bumps into Cargo-1. No lock or action. Cargo-1 moves 1 straight and focuses. Cargo 2 locks Reign, then rolls a 2 turn left, has to shift to a 2 bank left to avoid landing on an asteroid.

The rebels move. The HWK takes a focus, both Grood and Drogo lock onto Alpha-1, Reign activates marksmanship. Grood's plasma torpedo fails to fire. Drogo's ion pulse missile barely hits, stripping one shield off Alpha-1, and giving it two ion tokens. Grood reacquires his lock via FCS. Reign strips two shields off Cargo 1. XP now 4 for Reign, 3 for Drogo, 1 still for Grood.

Cargo-1 has no shot. Cargo-2 strips one shield off Reign, and neuters his stealth device. Alpha-1 then strips off the last two of Reign's shields. EEK.

Round 4. Beta's single advance shows up on tab 1, all the way over in the NE (Top right) corner.
The HWK plans another 3 straight, 1 str Drogo, 3 turn right Reign, 1 bank right Grood.

Alpha-1 cannot clear his ion, as he can't get past the Lambda. No lock, no action. Beta-1 straights 4, no one in range, so evades. Cargo 1 banks right one locks Drogo then uses Coordinate to Alpha-1, he takes a focus. Cargo-2 re-locks Reign-Fire then Red backs 3 right. No action.

The rebels move. The HWK focuses again. Reign focuses after barely getting by Cargo 2. Grood also focuses, and Drogo locks Alpha-1. Grood's torpedo takes the last shield off Alpha-1, and hulls it once. Reign-fire hits Cargo 1 taking two more shields (now down to 2 shields). Drogo kills Alpha-1. Shifts up to 7xp, 5 for Reign, 2 now for Grood.

Cargo-1 misses his rear arc shot on Drogo, Cargo 2 has no shot, neither does Beta-1.

Round 5. Reign plans a 3 turn right, 1 bank left for the HWK, 2 bank right for Grood, same for Drogo.

Beta-1 straights 3, barrel rolls right. Cargo-1 locks Reign-fire this time, straights 1, focuses. Cargo-2 locks the HWK, then banks 2 left and focuses.

The rebels move. The HWK locks Cargo-2, Drogo focuses, then uses Roark Garnet to boost Reign's PS up. Reign activates Marksmanship, Grood locks Cargo-1. Reign then strips two more shields of Cargo 2, Grood takes one more shield off of Cargo 1, Drogo takes it last shield, gives it 1 hull and a Direct hit critical, disabling the prisoner transport. The HWK takes one more shield off Cargo-2, gives it 1 ion token (not enough to ionize it). XP now 8 for Drogo, 6 for Reign and 3 for Grood.

Beta-1 takes a shot on the HWK, missing. Cargo-2 no shot.

Round 6. Delta squad's defender shows up on Tab-3.

The HWK plans a 2 straight to dock with Cargo-1, Reign a 2 turn left, 2 straight for Grood, 5k for Drogo.

Delta-1 straights 5. Focuses as is too far to lock anyone. Beta-1 straights 3, locks Drogo and focuses. Cargo-2 re-locks onto Reign-fire and hard turns 2 left. No action.

The rebels move. The HWK docks on Cargo-1. Drogo, takes a stress. Grood locks Beta-1 and Reign-fire focuses.

Grood misses his shot. Drogo has no shot.

Cargo-2 misses Grood.

Reign takes the last shield off Cargo-2. XO now 7 for Reign, 3 still for Grood and 8 still for Drogo.

Beta-1 takes the first two shields off Drogo. Delta-1 no shot.

The HWK is now docked. 2 rounds of sitting there before the POW's are taken off it.

Round 7. Reign plans a 4k, will stress. 1 bank right for Grood, 4 straight for Drogo to clear his stress.

Delta-1 straights 4, then locks the HWK. Beta-1 re-locks Drogo then banks 1 right and focuses. Cargo-2 locks Grood, then rolls a hard stay.

The rebels move. Reign-fire takes a stress, Drogo clears his stress then focuses, Grood focuses. Grood's shot deals only 1 hull to cargo-2. Drogo takes the first of 3 shields off Delta-1.

Cargo-2 whaks off 3 shields from Grood (OUCH).

Reign-fire then deals a minor-hull breach critical to Cargo-2. XP shifts up to 4xp for Grood, 8 now for Reign and 9 for Drogo.

The HWK gets stripped of all shields by Delta-1, and Beta-1 misses.

Round 8, the HWK will be done at the end of this round, acquiring the POWS. Gamma-1 shows up in the NW corner on tab 2. WAY Out of position.

Reign will keep his stress as he plans a 3 bank right, 3 straight for Grood, 3k for Drogo.

Delta-1 re-locks the HWK, then bumps into Drogo doing a 2 straight. Beta-1 locks onto Grood, then bumps the HWK doing a bank 1 left. Cargo-2 locks Grood then bumps him doing a 1 straight. No action either. Gamma-1 straights 5 and boosts forward.

The rebels move. Reign is boosted up to PS12 via Drogo's named pilot moves, keeps stress. Drogo takes a stress, while Grood focuses again. Reign's shot strips a 2 nd shield off Delta-1's defender. Drogo takes its last shield and gives it 1 hull damage. Grood kills Cargo-2. XP now 7 for Grood, 9 for Reign and 10 for Drogo.

Gamma-1 has no shot. Beta-1 misses, Delta-1 hulls the HWK for 3 hull damage.. OUCH.

Round 9. The HWK can now move. Plans a 3 bank left (will stress, but thankfully still has one focus token remaining). 2K for Grood (will stress), 2 straight for Drogo and 1 bank left for Reign both to clear stress.

Delta-1 re-locks the HWK, then banks 1 right and focuses. Beta-1 rolls a 2 straight, but can't clear either Reign or the HWK. No move, no action or lock. Gamma-1 straights 5, locks the HWK then boosts forward.

The rebels move. The HWK takes a stress. So does Grood. Drogo bumps into Gamma-1, so can't clear his stress, while Reign bumps into Delta-1, so can't clear his stress. Grood out of range to shoot. Drogo kills Delta-1 with two straight critical hits. Shifts up to 13xp. Reign misses Gamma-1. The HWK also misses, doesn't waste his focus token.

Gamma-1 hulls Reign once, Beta-1 gives him a 2 nd hull. Wowsa..

Round 10. The HWK plans a 2 bank right, will keep stress. 2 straight for Grood, 1 bank left for Reign to clear his stress, and 3 straight for Drogo to do same.

Gamma-1 re-locks the HWK then bumps Cargo-1 trying a turn 1 left. No action. Does not have arc to shoot the HWK. Beta-1 re-locks Reign, then does a 4k.

The rebels move. Reign clears his stress, but has no shot. Grood clears his stress and locks Beta-1. Drogo clears his stress, but as he has no shot he simply evades. His shot barely connects, taking the first shield off of the advance. The HWK manages to Ion Gamma-1, taking its first shield.

Beta-1 then strips the last shield off Drogo. XO now 14 for Drogo, 8 for Grood. 9 still on Reign.

Round 11. The HWK plans a 3 straight (will keep stress), 1 bank left Grood, 3k Drogo, will stress again, and 2 turn right Reign.

Gamma-1 can't clear ion as can't pass Cargo-1. Beta-1 bumps Drogo after doing a 2 straight.

After the rebels move, Grood blows Gamma-1 up with four straight unanswered hits.. Shifts up to 11xp. Drogo takes the last shield off Beta-1. Now at 15xp. Reign no shot.

No imps with shots.

Round 12. The HWK escapes.

Solid rebel win, but it was tight at the end. XP rather high, with 15 for Drogo, 11 for Grood and 9 for Reign. Making 12xp average. May need to re-think having Alpha AND beta squad both being Tie advanced. Might shift Alpha squad to being regular Tie fighters, with some shifted Up to advanced if the PS is high enough. Also will shift Alpha and Beta squad's tie advance to having a homing missile each and changing up Gamma squad's advance-prototype to having a concussion missile.

Will see how the XP pans out from the 2nd running to see if i need to make that change.

2 nd running at 3 rebel ships

Using the A-wing Gruff (PS6 with Assault missile), the B-wing Shunt (PS 6, goes with both seismic and proton bombs), and the X-wing Tin-bok (PS now 6, with the advance torpedo for ordinance with extra munitions). PS averages to a 6. This means Gamma squad's AP will be elite (PS5 level). The HWK and Lambda stay the same. Squad leader on Gruff.

Tin-bok will hide in the first cloud, then Shunt, then Gruff. Shunt will use Trajectory simulator as soon as he comes out, to shoot a proton bomb out there.

Round 1. All rebels will remain hidden.

Alpha-1 straights 3 and protects Cargo 1. Alpha-2 straights 2 and protects cargo 2. Cargo 1 does his 1 straight, uses Coordinate to give Alpha-1 an action, he evades. Cargo 2 does the same.

No shots.

Round 2. All 3 rebels plan to come out. Gruff plans a straight 5, 1 straight for Shunt (Will use Trajectory simulator to launch his first proton bomb out there), and 2 bank right for Tin-bok.

Alpha-1 does the same 3 straight and Alpha-2 does another 2 straight. Both protect their respective lambda's. Cargo-1 straights 1, coordinates Alpha-1, he evades. Cargo-2 does the same for Alpha-2, he also evades.

Shunt comes out, pushes out his proton bomb, and then locks Cargo 2. Gruff locks Cargo 1. Tin-bok uses Sabine to boost forward, banks then scans Cargo-2. Cargo 2 is NOT the POW ship (again, its #1). Shunt's bomb goes off, Strips off one shield and gives a stress device to Cargo-2 via a Thrust control fire critical. Gives a Console fire crit to Alpha-2. Uses his Sabine Wren crew slot to take a shield.

Since that came BEFORE combat, Alpha-2 then loses a 2 nd shield to the Console fire. Shunt then whiffs his shot (Three blanks and 1 focus, then 3 focuses and 1 blank) vs Cargo-2. Bok takes 2 shields off of it, then Gruff hits with his assault missile, taking a 3 rd shield off Cargo 2, Two shields off of Cargo-1 and one from Alpha-1. Shunt at 1xp, with Gruff, 2 for Tin-bok.

Cargo 1 and 2 both miss Gruff. Alpha-2 hits Shunt taking his stealth device and 2 shields. Alpha-1 no shot.

The HWK can now come out of hiding, but plans to stay till Beta squad comes in.

Cargo-2 now free to move.

Round 3. Gruff plans a 4 straight, 2 straight for Tin-bok and 1 straight for Shunt.

Alpha-1 banks right 3, locks onto Gruff then barrel rolls left. Alpha-2 turns right 3, flips Console fire critical over. Now at 1 hull. Cargo-1 does his next 1 straight, locks Gruff then coordinates Alpha-1, he focuses. Cargo-2 tries a 2 bank right, bumps into Shunt. Doesn't clear his stress.

Shunt cannot clear Cargo-2, but does not get ionized. Gruff boosts left, getting out of Alpha-1's arc, while Tin-bok locks Cargo-1. Shoots it taking two more shields (now down to 3). Shunt takes a 4 th , Gruff misses. XP now 2 for Shunt, 3 for Tin-bok and still 1 for Gruff.

Cargo-1 misses Gruff, but Cargo 2 doesn't, taking 2 of his shields and his stealth device. Alpha-1 misses Shunt, Alpha-2 has no shot.

Round 4. Beta-1 shows up over on Spot 6 in the South-east corner. Shunt plans a 3 straight, 3k for Gruff, 2 straight for Tin-bok and 3 straight for the HWK.

Alpha-1 locks onto Shunt, does another 3 bank right, and protects Cargo-1. Alpha-2 locks Gruff, then 4ks. Beta-1 too far to lock, straights 3 and evades. Cargo-1 banks 1 left after locking onto Gruff, then coordinates with Alpha-1 again, who focuses. Cargo-2 can't lock, (still stressed), rolls a two left turn, but has to shift it to a 2 left bank, to avoid an asteroid. No action, as didn't clear stress.

The rebels move. The HWK takes his first focus. Shunt drops his first seismic bomb, then barrel rolls right, Tin-bok uses Sabine to barrel roll left, moves, locks Alpha-2, and boosts right via droid.

Shunt's bomb goes off, taking 1 more shield off of Cargo 2, uses Sabine to make It 2 more. Tin-bok then kills Alpha-2, taking him up to 6xp. Shunt then takes 2 more shields off of Cargo-1, Gruff however misses. XP now 3 for Shunt, Gruff still at 1.

The HWK rolls a miss, decides to keep focus (via title!).

Cargo-2 no shot. Beta-1 no shot. Alpha-1 no shot. Cargo-1 takes a 3 rd shield off of Shunt.

Round 5. Gruff plans a 4 straight to clear his stress, 1 bank right for Shunt, and 2 straight for Tin-bok. The HWK plans a 2 bank left.

Alpha-1 locks Shunt again, then turns right 2 and focuses. Beta-1 straights 5, still just out of range to lock any rebel fighters, so evades. Cargo-1 locks onto Shunt, does his straight 1 and focuses. Cargo-1 hard turns 2 left, no action as still can't clear stress.

The rebels move. The HWK takes a 2 nd focus, Gruff clears stress, boosts right, Shunt focuses and Tin-bok uses Sabine to boost right, moves, locks onto Cargo-2, and boosts forward. Deals it a structural damage critical and 1 hull. Shunt Disables Cargo-1 with 3 hull hits. Gruff adds a 3 rd hull to Cargo-2. XP now 2 for Gruff, 4 for Shunt, 7 for Tin-bok.

Cargo-2 has no shot. Cargo-1 hits Shunt taking a 4 th shield, Alpha-1 and Beta-1 no shots.

Round 6. The Defender in Delta shows up on tab 1, up in the NE corner.

Tin-bok plans a 3 bank left, 2 bank left for the HWK, 2k for Shunt, and 3 bank left for Gruff.

Delta-1 straights 5, is out of range to lock onto the HWK, so focuses. Alpha-1 locks onto Gruff, turns right 2 then barrel rolls right to get arc to shoot. Beta-1 locks onto Tin-bok, banks right 3 and focuses. Cargo-2, straights 1, bumping into Beta-1, still can't clear its stress!

The rebels move. The HWK takes a 3 rd focus, Tin-bok uses Sabine to barrel roll left, locks Beta-1, then boosts left getting further away from him. Gruff takes a right barrel roll, Shunt drops his 2 nd proton bomb, then stresses. The Bomb goes off dealing a Direct hit critical to Alpha-1, which he uses his Sabine Crew slot to kill it off, shifting him up to 7xp. Tin-bok has no shot, Gruff kills Cargo-2, Shunt has no shot. Gruff now up to 5xp, 7 still for Tin-bok.

Beta-1 takes a first shield off Tin-bok, and his stealth device. Delta-1 misses.

Round 7. The HWK plans a 4 straight (will stress, and will dock). Gruff plans a 4 straight, 4k for Tin-bok (will stress), and Shunt plans a 1 bank right to clear his stress.

Delta-1 straights 5 again, then barrel rolls right, after locking the HWK. Beta-1 locks Gruff and turns 2 left and evades as has no arc.

The Rebels move. The HWK bumps and starts docking with Cargo-1. Gruff boosts left, Tin-bok takes a stress, and Shunt clears his stress and he locks Beta-1. Tin-bok then takes a shield off of Delta-1, Gruff takes a 2 nd . The HWK takes the third and ions him. Shunt misses. XP now 8 for Tin-bok, 6 for Gruff, 7 still on Shunt.

Delta-1 no shot, same for Beta-1.

Round 8. Gamma squad's advance-prototype, shows up on tab 6 in the SE corner.

Tin-bok plans a straight 1, 2 turn left Shunt, 3 turn right Gruff.

Delta-1 bleeds his ion off. Cannot barrel roll to gain arc on the HWK, so focuses. Beta-1 locks Shunt, then banks right 1. Has no arc on him, so evades. Gamma-1 straights 5. Is not in range to lock onto the HWK or Cargo 1, so just barrel rolls right, to avoid an asteroid next round.

The rebels move. Shunt locks Delta-1, Tin-bok clears his stress and focuses, while Gruff Boosts right. Gruff's shot strips off one shield from the advance-prototype. Shunt deals 1 hull to Delta-1, which Tin-bok then finishes off. XP now 11 for Tin-bok, 7 for Gruff and 8 for Shunt.

Gamma-1 retaliates and strips the last shield off of Gruff. Beta-1 has no shot.

The HWK has achieved one of the 2 rounds needed to secure the rebel POWS.

Round 9. Shunt plans a 3 straight, 3k Gruff and 1 bank right for Tin-bok.

Beta-1 re-locks Shunt then does a 4k. Gamma-1 locks Cargo-1 after doing a 3 straight, then focuses.

The Rebels move. Gruff takes a stress, Shunt locks Gamma-1, uses Wingman to remove the HWK's stress, while Tin-bok focuses. Shunt's heavy laser cannon RIPS apart the prototype with 4 straight hits, vs NO focuses. Neither Gruff or Tin-bok have shots. Beta-1 has no shot.

The HWK now has the POWs. XP is now 12 for Shunt, 8 for Gruff and 12 for Tin-bok.

Round 10, the HWK plans a 2 turn right, 2k Shunt, 4 straight Gruff and 2 turn left for Tin-bok.

Beta-1 banks left 3, locks Shunt then focuses.

The rebels move. All miss their shots (or had none).

Round 11, Gruff kills Beta-1. The HWK is within 1 round of escaping, has to do a 4 straight and will stress, but will make it off the board.. JUST in the nick of time in the 12th and final round.. Phew.

Ending XP 11 Gruff, 12 both Tin-bok and Shunt. Still too easy.

Edited by LTuser

Am making the following modifications.

Alpha squad, shifting to starting with 2 Tie fighters (Shifting one up to either a Tie interceptor or Striker at PS 7+). Beta, shifting to being One Tie advance, coming in on round 2.

Delta shifting its entrance time to Round 5, or 4 if alerted. Gamma shifting to Round 7, or 6 if alerted. Keeping Charlie as being a round 3 entrance.

Will now re-do the first two runnings with these modifications made.

So for making sure everything's straight, the 3 player info is:

Ship assignments for 3 players:

1st running. A-wing Drogo, X-wing Reign-fire, and B-wing Grood (PS averages to 5)

2nd running. A-wing Gruff, X-wing Tin-bok and B-wing Shunt (PS averages to 6)

3rd running. A-wing Blue-thunder, X-wing Chaka and Y-wing Dozer (PS averages to 6)

4th running. X-wing Squeaky, B-wing Wilt and Y-wing Unca (PS averages to 6)

5th running. A-wing Red-bull, Y-wing Cmoz and B-wing Spot (PS averages to 5)

6th running. X-wing Jinn, and the Y-wings of Imo-thep and Crack. (PS averages to 6)

NOTE: NOT ONE of the runnings at 3 players, did anyone in Gamma or Jericho squadron get to escape, so in no runnings, will the empire be 'on alert'.

Imperial Forces:

( As none of the 3 player missions included any instances of Gamma or Jericho fleeing, None of the six play tests will include Charlie squadron).

At 3 rebel players, the imperial forces are:

Starting out;

Cargo 1- one lambda with +1 shields

Cargo 2- one lambda with +1 shields.

Alpha squad – Two Tie fighters, shifting one to either a Tie interceptor or Striker if the PS is 7+ which none of the play tests will.

Reinforcements consist of;

Beta squad – Turn 2. one Tie advance. Use either AI card 1 with the Accuracy Corrector, or #3 with the Sensor Jammer. Either way, it has a homing missile.

Delta squad – Turn 5. One tie defender. IT targets the HWK.

Gamma squad – Turn 7. One Tie advance-prototype, shifting up to an elite at PS6+. It has a Concussion missile for ordinance. Targets either the HWK OR Cargo-1 if its already disabled.

Both Lambda's shoot anyone that gets in their way, or in their rear, as they've been modified to have an 'auxilliary rear fire arc', much like with the ARC-170's. They prefer shooting targets in their Front arc vice those in the rear arc, unless the rear arc target is closer!

The rebels must scan each lambda, to find which has the prisoners on. Once located they must disable it, and only then will the HWK try to dock. .

For the Lambda's use AI pilot card #7, with the Sensor Jammer and Tactical officer.

IF the rebels PS averages 5 or more, shift it up to the Ion projector and Wingman EPT.

If they average 7 or more, shift it to Commander Kenkirk, with an ion cannon.

And if they average 9 or more, shift it up to Kath Scarlet, and the recon specialist crew slot.

ONCE THE PRISONER transport lambda has been uncovered, the OTHER lambda will 'go off script', and can move normally (as per its AI maneuver card), to run interference and help defend the other shuttle.

Alpha squad, no-matter what, Ignores shooting the HWK, even if its at range 1, and they have no other shot, Where as BETA squad, is Free to shoot the HWK, if its at range 1. Beta squad though, has a priority order of B-wings, then Y-wings, then X-wings and lastly A-wings.

Both alpha and beta squad will try to perform Protect actions if in range on the shuttles.

Charlie squad, IF THEY SHOW UP, have a straight up attack AI, and can shoot at any rebel, even the HWK. They do not have any priority order, unlike Alpha and Beta do. They use AI pilot card #.

Delta squad has a Strike AI focusing on the HWK, but WILL shoot rebel fighters, if at range 1, Even if they have a shot on the HWK at range 2 or 3. They use AI pilot card #2, starting with the Mangler Cannon, moving up to Kath Scarlet if elite.

Gamma squad's Advance-Prototype, will SHOOT any Disabled Lambda shuttle, in an attempt to deny the rebels getting the prisoners. They exclusively focus on the prison transport shuttle, Till its destroyed, but then are free to engage rebel fighters or the HWK, whom ever is closest to them. They start with the AI pilot card #8, starting with the Tie V-1 title, moving up through “Wampa” at PS 5. If they have no shot on the HWK or which ever cargo is the POW transport, they can shoot rebel fighters at range 1.

Edited by LTuser

1 st running at 3 rebels

Using the A-wing Drogo (PS5, ion pulse missile), the X-wing Reign-fire (PS4, plasma torpedo) and the B-wing Grood (Advance proton torpedo, plasma torpedo, heavy laser cannon, PS 6). Grood starts in cloud 2, Reign in cloud 1, Drogo in cloud 3. Squad leader on Grood.

Alpha squad's two Tie fighters split either side of Cargo-1 and 2. Beta- squad will do the same when they enter on tabs 3 and 4. Gamma squad's Tie advance-prototype is NOT upgraded to an Elite.

Round 1. All rebels to remain in hiding.

Alpha 1 straights 2. Protects Cargo-1. Alpha-2 also straights 2, and protects Cargo-2. Cargo-1 straights 1, coordinates with Alpha-1, he evades. Cargo-2 does same to Alpha-2.

No shots.

Round 2. Beta-1 shows up between tabs 3 and 4, splitting both lambdas up.

All rebel fighters plan to come out of hiding. 4 straight for Reign, 2 straight for Grood, 5 straight for Drogo.

Alpha-1 straights 3, then protects Cargo-1. Alpha-2 straights 2 again, protects Cargo-1. Beta-1 straights 2, protects Cargo-1. Cargo-1 straights 1, re-coordinates with Alpha-1, he evades. Cargo-2 does same again with Alpha-2.

Reign moves, starts scanning Cargo-2. Drogo moves and focuses, Grood locks Cargo-2. Reign's scans are complete, Cargo-2 is POW carrying transport (+1xp). Grood's shot then strips off two shields and the lambda's evade token with his main guns. Re-locks via Fire Control System. Drogo then takes 2 more shields with a pair of critical hit rolls (so its sensor jammer can't do anything against it!), Reign's shot strips the last 2 shields off Cargo-2. XP now 2 for Reign, 1 ea for Drogo and Grood.

Cargo-1 no shot. Cargo-2 misses Drogo (Barely, he had to spend his focus to avoid being hit), Alpha-1 no shot. Beta-1 misses Grood, and luckily so does Alpha-3! (two evades vs 3 focuses!! YAY).

Round 3. Grood will stress doing a 2k. 3 straight for the HWK, same for Reign and a 3 bank right for Drogo. Drogo boosts up Reign via Roark Garnett .

Alpha-1 does a bank 3 right, can't clear path for Cargo-1, so protects it. Alpha-2 bumps into Grood trying a 3k. Beta-1 locks Grood then does a 4k. Cargo-1 also locks Grood, then bumps Alpha-1 trying a bank 1 right. Cargo-2 does its straight 1 after locking Drogo, then Coordinates Alpha-2, he focuses.

The HWK moves, and takes its first focus. Grood Stresses, Drogo barrel rolls left, and Reign locks Alpha-1. His Guidance chip equipped torpedo barely strikes Alpha-1, dealing It a Console fire critical.

Grood pops off his Advance-proton torpedo, ripping into Cargo-2, disabling it with 2 hull hits and a weapons disabled critical. (Glad it wasn't the console fire crit on it!). Drogo then takes one shield off Cargo-1. XP now 3 for Reign, 2 ea for Grood and Drogo. The HWK no shot. Banks its focus.

Cargo-1 has no shot, Cargo-2 disabled so can't shoot. Beta-1 smacks Reign for two of his shields, and both in Alpha have no shots.

Round 4. Grood plans a straight 2 to clear his stress, 4k for Reign, who will take a stress, 3 straight again for the HWK, and 3 turn right for Drogo.

Alpha-1 turns right 1, flips over Console fire critical. Now at 1 hull. Alpha-2 rolls a 4k, but shortens it to a 3k to avoid landing on an asteroid. Beta-1 locks Reign, then bumps him doing a straight 2. Cargo-1 re-locks Grood, then bumps into Alpha-1 trying a red Three bank right. No action.

The HWK locks Alpha-2. Drogo barely clears Beta-1, focuses, Grood clears his stress, and via Nera Dantels locks onto Cargo-1, to shoot it with his plasma torpedo. Reign stresses. Reigns shot them misses Cargo-1. Grood's plasma torpedo doesn't, stripping off 2 shields (now down to 3), Drogo takes two more, leaving Cargo-1 at one shield! XP now 3 ea. The HWK then ions Alpha-2, dealing it one hull and one ion token. Lock not spent.

Beta-1 no shot. Cargo-1 hits Grood taking his first shield and stealth device. Alpha-1 misses Grood, but Alpha-2 doesn't, stripping him for 2 more shields.

Round 5. Delta-1's defender shows up way up In the NW corner, on tab 2.

Reign plans a 1 bank right to clear stress, 3k for Drogo (will stress), 2 turn left for Grood, 3 straight for the HWK.

Alpha 1 rolls a 1 turn right, but can't move as it won't clear Cargo-2. No action. Alpha-1 fails to clear ion as it bumps into Grood. Delta-1 rolls a 4 straight, barrel rolls left. Too far to lock the HWK. Beta-1 locks Drogo, then banks 1 right and as it has no shot, it evades. Cargo-1 can't move, so no lock or action. Rolled a hard 2 turn right, and it wouldn't clear Cargo-2.

The Rebels move. The HWK takes a focus, Drogo takes a stress, Grood has no shot, so protects the HWK, and Reign clears his stress, then Focuses, but he doesn't have to spend it (rolled FOUR CRITICAL HITs, wow!!). His shot smacks Beta-1 taking off both its shields its evade token AND gives it a Structural damage critical. Drogo then hits it giving it a Minor hull breach critical. Grood no shot. XP now 4 ea for Drogo and Reign, 3 for Grood.

Cargo-1 hits Grood taking a 4 th shield.

The HWK gives a 2 nd hull and 2 nd ion token to Alpha-2.

Delta-1, Beta-1 and Alpha-1 all no shots. Alpha-2 misses Reign, thanks to him having a focus token to spend on defense. The HWK, Grood and Reign still have locks. YAY!

Round 6. The HWK will dock with a 1 straight, 2 bank right Drogo to clear stress, 3 turn left for Reign and 2 bank left Grood.

Alpha-1 does a 4k. Alpha-2 bumps Cargo-2, still can't clear its stress), Delta-1 straights 3 bumping into Reign. No lock or action. Beta-2 tries a 2 turn right, after locking onto Reign, bumps into Delta-1. No action. Cargo-1 then locks Drogo and hard turns two left. No action.

The HWK moves and docks. Unfortunately for Grood he bumps the HWK, as he couldn't clear it due to Cargo-1 in the way. Reign turns and activates marksmanship while Drogo clears his stress and focuses. Reign's shot blows up Alpha-1, now at 6xp. Grood's spends his lock after initially rolling 3 focuses and a blank, and the re-roll gets four solid smacks (two hits, 2 crits), taking the last shield off Cargo-1, and giving it two critical hits. One a direct hit crit, and the 2 nd a Thrust control fire, making it have 3 hull damage and a stress token. Drogo finishes off Beta-1. Now sits at 7xp, 4 for Grood.

The HWK docks.

Cargo-1 misses the HWK barely. Had it had a focus, it would have dealt 2 hits..

Alpha-2 takes the last shield off Reign. Delta-1 no shot.

Round 7. Gamma-1's tie advance-prototype shows up in the SE corner on tab 6. WAY out of the way (almost got a tab 3, start spot, but the die was cocked as it was sitting partially on Cargo-2's base plate). Drogo plans a 2 turn left, 2 bank left Grood, and 2 turn left Reign.

Alpha-2 finally bleeds its first ion token, focuses. Delta-1 straights 5, bumping into Cargo-1. Was just out of range to lock the HWK, but can't lock it now!. Gamma-1 straights 4 and evades. Cargo-1 does another red turn two left. No clears stress.

Drogo moves, then boosts left. Reign bumps into Alpha-2. No action. Grood locks Delta-1. Grood's shot strips off all 3 shields from the defender. Drogo misses.

Cargo-1 hits the HWK taking 1 shield.

Reign then kills the Defender, before it can fire with a direct hit critical and damaged cockpit critical.

Gamma-1 no shot, Alpha-2 misses Drogo.

XO now at 9xp for Reign, 5 for Grood and still 7 for Drogo.

1 st of 2 turns for the HWK docked, to gain the POWs.

Round 8. 2 turn right Grood, 3 turn left Reign, and 1 turn left Drogo.

Alpha-2 can't clear Reign, so can't clear its 2 nd ion token. Gamma-1 straights 4 again, then barrel rolls right, to get around asteroid. Cargo-1 rolls a red 2 turn left, but even a bank left, lands it on an asteroid. Keeps with the move, and takes a 4 th hull damage from landing on the asteroid.

The rebels move (Reign is boosted up via Drogo). Drogo barrel rolls right, Grood focuses, and Reign activates marksmanship. His shot kills Cargo-1. Taking him up to 12xp. Grood now has no shot. Drogo misses. Both stay at 5 and 7xp respectively.

Alpha-2 strips the last two shields off of Drogo. No one else has shot.

The HWK is done getting the POWs.

Round 9. The HWK plans a 3 bank right (will stress)< 2 turn left both Reign and Grood, 3 bank right Drogo.

Alpha-2 bumps into Drogo this time, fails again to clear its 2 nd ion token. No action.

The HWK moves, takes a stress. Drogo boosts left. Reign activates Marksmanship.

Gamma-1 straights 5 again, just out of range to lock the HWK, so takes an evade.

Grood moves, and focuses. Reign takes the first shield off the AP elite.

Gamma-1 takes 1 more shield off the HWK.

Grood then hits, taking the last shield, and deals 2 hull to Gamma-1. Drogo gets in the kill shot.

Alpha-2 no shot. Grood now at 7xp, 14 for Reign, and 11 for Drogo.

Round 10, the HWK plans a 2 bank left, will keep stress. 2 turn right Grood, same for Reign, 3 bank left for Drogo.

Alpha-2 finally clears its last ion. No shot, so evades.

The rebels all move. Reign misses, Grood kills Alpha-2. Takes him up to 9xp.

Round 11 and 12 the HWK moves, all rebels unopposed. The HWK escapes safely.

Solid rebel win, even with the shifting of Alpha to being tie fighters, Beta to being an advance and coming in at round 2, right behind Alpha/Cargo-1 and 2. Ending XP, 9 for Grood, 11 for Drogo, 14 for Reign.

Averages out to 11xp average.

May have to add in a 2 nd advance in beta squad. Will see how the 2 nd re-do goes.

Wow. the 2nd re-run, went REAL bad.. Lasted only 7 turns, before the rebels lost..

2 nd running at 3 rebel ships

Using the A-wing Gruff (PS6 with Assault missile), the B-wing Shunt (PS 6, goes with his plasma torpedo and proton bombs for ordinance, with extra munitions), and the X-wing Tin-bok (PS now 6, takes his plasma torpedo for ordinance with extra munitions). PS averages to a 6. This means Gamma squad's AP will be elite (PS6 level). The HWK and Lambda stay the same. Squad leader on Gruff.

Tin-bok will hide in the first cloud, then Shunt, then Gruff. Shunt will use Trajectory simulator as soon as he comes out, to shoot a proton bomb out there.

As with the 1 st running, Alpha squad will start with the two Cargo shuttles in between them. When Beta shows up in round 2, they be 'in-between' cargo 1 and 2..

Round 1. No rebels are revealing themselves.

Alpha-1 straights 2. Protects Cargo-1. Alpha-2 straights 3, just out of range to protect Cargo-2, so evades. Cargo-1 straights 1. Coordinates with Alpha-1, he evades. Cargo-2 also straights 1, coordinates with Alpha-2, he then protects Cargo-2.

No shots.

Round 2. Beta-1 shows up, splitting the two shuttles. Shunt plans a bank 1 left, after using is Targeting sychronizer to launch his first proton bomb. Gruff plans a 5 straight, 3 for Tin-bok.

Alpha-1 this time does a 3 straight. Protects Cargo-1. Alpha-2 straights 2, protects Cargo-2. Beta-1 straights 3, and protects Cargo-1. Cargo-1 straights 1, coordinates Alpha-1, he evades. Cargo-2 straights 1, coordinates Alpha-2, he evades.

Shunt comes out of hiding, launches his first proton bomb, then locks Beta-1. Tin-bok moves, performs scan on Cargo-2. Gruff locks Cargo-1. Tin-bok's scan is complete, the POW shuttle is cargo-1. Shunt's bomb goes off, dealing a Direct hit critical to both Cargo-2 and Beta-1, and a minor hull breach critical to Alpha-2. He then uses the crew of Sabine to take a 3 rd shield off Cargo-2 (Beta-2 is now shieldless!). However his Heavy laser cannon's shot, then whiffs, even with spending his lock. Gruff's assault missile fails to fire, thanks to munition's failsafe. Tin-bok misses Alpha-2. BOOO.

Cargo-1 and 2 both shoot at Gruff, but miss. Alpha-1 and Beta-1 no shots. Alpha-2 hits Tin-bok, taking his stealth device and his first shield. XP 1xp for Gruff, and for Tin-bok. 0 for Gruff.

Round 3. Gruff plans a 4 straight, hopes he won't bump any fighters (should clear Cargo-1 though). 2 turn right for Shunt, 3 straight for the HWK and 1 bank right for Tin-bok.

Alpha-1 turns 3 right, can't barrel roll out of Cargo-1's path, so protects it instead. Alpha-2 does a 4k, takes a 2 nd hull damage from the hull breach critical. Beta-1 locks Shunt, then bumps Cargo-2 doing a 2 bank right. Cargo-1 bumps into Alpha-1 after locking Gruff. Cargo-2 also locks Gruff, moves then coordinates Alpha-2, he focuses.

The HWK moves and focuses. Shunt barrel rolls right, Tin-bok locks Alpha-1, Gruff Bumps into Alpha-1. His shot then on Cargo-1, takes only its first shield. Shunt misses Beta-1 again. ( Man my dice are sucking) . Bok deals only 1 hull to Alpha-1. Tin-bok increases to 2xp, 0 still on Gruff, 1 still for Shunt.

Then the return shots Strip him shieldless, AND give him 1 hull damage, from both Alpha-s and Beta-1. Cargo-1 strips two shields off Gruff, and his stealth device. Cargo-2 misses.

Round 4. Gruff plans a 5k. 2 turn right Tin-bok, 1 bank right Shunt, and another 3 straight for the HWK.

Alpha-1 does a 4k. Alpha-2 banks right 3 and focuses. Beta-1 locks Tin-bok, then bumps Alpha-2 trying a 4k. Cargo-1 locks onto Shunt, does his 1 bank left, then focuses. Cargo-2 locks onto Tin-bok, then rolls a hard stay.

The rebels move. The HWK locks onto Cargo-2, so does Tin-bok, then he boosts right via his droid. Gruff takes a stress. Shunt launches his 2 nd proton bomb, then locks Beta-1. His bomb kills Alpha-2, and deals a Console fire critical to Cargo-1, and since that comes BEFORE combat starts, Cargo-1 loses a second shield from the console fire. His shot on Beta-1 however, misses. Tin-bok takes 2 more shields off Cargo-2, and Gruff misses. This takes the XP up to 3 for Shunt. Gruff stays at 0 and Tin-bok stays at 2.

Cargo-1 misses a shot on Shunt, but Cargo-2 doesn't, taking his first shield and his stealth device. Beta-1 misses with his homing missile, Alpha-1 takes a 2 nd shield off Shunt.

Round 5. Delta's defender shows up on tab 3. EEK Bad starting spot. The HWK plans a 2 bank right, 2 turn left for Tin-bok 1 bank left for Shunt and 2 bank left for Gruff to clear his stress.

Alpha-1 does another 4k (man he seems to be yo-yoing). Delta-1 straights 4 and focuses, just out of range to lock the HWK. Beta-1 then re-locks Tin-bok, and 2 straights bumping into Cargo-2. Cargo-1 re-locks Shunt, goes 1 straight and clears its console fire critical. Now carrying one hull. Cargo-2 also locks Shunt, rolls a 2 turn right (red). No action.

The Rebels move. The HWK locks Cargo-1, Gruff clears his stress and focuses, Tin-bok uses Sabine to barrel roll right, moves, then locks onto Beta-1, and boosts away from him due to his droid. Shunt then locks Cargo-1. Tin-bok's shot strips one shield off Cargo-1, Shunt strips off its last 3 shields, then Gruff puts it to 2 hull damage (****, 1 off disabling it!)

Cargo-1 then strips a 3 rd shield off of Shunt, while Cargo-2 gets a shot off killing Tin-bok.

The HWK then disables Cargo-1 with his ion turret. GRR not in time... This takes the XP to 2 now for Gruff, 3 for Tin-bok and 4 for Shunt.

Beta-1 no shot, same for Delta-1, Alpha-1 misses.

Round 6, the HWK plans a 3 straight to start docking, 1 turn right for Gruff, and a 2k Shunt (will stress).

Alpha-1 bumps into Beta-1 trying a 2 bank left. Delta-1 bumps Shunt doing a 4 straight. No can lock or take action. Cargo-2 banks left 1 and focuses, had no one in range to lock onto. Beta-1 does a 4k after re-locking Shunt.

The rebels move. The HWK docks. Shunt stresses and Gruff locks Delta-1. Gruff takes the first shield off it, Shunt though misses. 3Xp now for Gruff, Tin-bok died at 3xp, and still 4xp for Shunt.

Cargo-2 no shot. Beta-1 misses, and Alpha-1 no shot. Delta-1 takes the first shield off the HWK.

Round 7. Gamma-1 shows up on tab 4.. Yet another bad starting spot for our rebels. Gruff plans a 3 turn right, 1 straight for Shunt to clear stress.

Alpha-1 does a 3k, Delta-1 locks the HWK then hard turns 1 left (no action). Beta-1 locks Gruff, then hard turns right 3. Cargo-2 hard turns 2 right. No action. Gamma-1 straights 5, locks onto Cargo-1, then focuses.

The rebels move. BUT as neither can shoot before Gamma-1, they cannot prevent him killing Cargo-1, thus making the mission a loss for the rebels.. However, Gruff dealt 2 more hits to Cargo-2, and Shunt manages to blow it up, gaining a few more XP...

This started out ok, but man the dice were PAINFUL for the rebels.. Either the couldn't get many hits, OR the imperials got lots of evades... Shunt's bombing was very good though.

Ending XP 3 for Tin-bok, 4 for Gruff, and 7 for Shunt. 5Xp average.. BOO.

3 rd running @ 3 rebel ships

A-wing Blue-Thunder (PS4, Concussion missile), the X-wing Chaka (PS7, proton torpedo), and Y-wing of Dozer (PS7, sync Turret, takes his plasma torpedo and seismic bomb). Chaka has squad leader. PS averages to 6. Chaka hides in the 2 nd cloud, Dozer in the 1 st , and Blue-thunder in the 3 rd .

Alpha squad does not get upgraded to having any interceptors or strikers. Gamma's advance-prototype is elite (at the PS5 line).

Round 1. All rebels will remain hidden.

Alpha 1 and 2 both perform a straight 3. Alpha-1 is still in range to protect Cargo-1, Alpha-2 has to evade. Cargo-1 straights 1, Coordinates Alpha-1, he evades. Cargo-2 straights 1, coordinates Alpha-2, he protects the shuttle.

No shots.

Round 2. All 3 rebel fighters plan to come out. Beta-1 shows up, between Tabs 3 and 4.

5 straight for Blue-thunder, 2 straight for Chaka, and 3 bank right for Dozer.

Alpha-1 and 2 both straight 2. Alpha-1 protects Cargo-1, Alpha-2, again is out of range to protect Cargo-2, so evades. Beta-1 straights 3, protects Cargo-2. Cargo-1 straights 1, and coordinates Alpha-1, he evades. Cargo-2 straights 1, coordinates Alpha-2, he protects Cargo-2. (making the 2 nd evade token Cargo-2 has).

The rebels move. Blue-thunder boosts forward, then uses Push the limit to lock onto Alpha-1. Takes a focus via Intensity, however took a stress using PTL. Dozer takes his action to scan Cargo-2. Chaka locks onto Cargo-2, and via Dutch Vandar allows Dozer to gain a lock, he locks onto Alpha-2. Scan complete, Cargo-2 is the POW carrying shuttle. +1xp Dozer.

Dozer then deals 1 hull to Alpha-2 with his turret, lock had to get spent though. Chaka fires his main guns into Alpha-2, blowing it up. 2Xp both now for Dozer and Chaka.

Cargo-1 fires at blue and totally whiffs (2 focuses vs 3 evades and a focus). Cargo 2 just misses (had one crit and 1 hit, but Blue had two evades)..

Blue thunder then launches his Concussion missile into Alpha-1, dealing it 1 hull and a weapons malfunction critical. Now at 1xp.

Beta-1 and Alpha-1 both miss return shots on Blue-thunder...

Intensity is now flipped over.

Round 3. The HWK can now come out of hiding. Plans a 3 straight. 2 bank left Dozer, 1 straight Chaka, 4 straight Blue-thunder to clear his stress.

Alpha-1 banks right 2, clears his crit, now at 2 hull. Beta-1 locks Dozer, then does a 4k. Cargo-1 locks onto Blue-thunder, then bumps Alpha-1 trying a straight 1. Cargo-2 also locks Blue-thunder, then bumps Beta-1, trying a 1 straight. Neither get to act.

The rebels move. The HWK takes a first focus. Blue clears his stress then banks left. Dozer Just clears Cargo-2's base, then locks him. Chaka takes a focus. Both Chaka and Dozer, each strip two shields off Cargo-2. This takes both to 3xp. Blue has no shot. Same for the HWK.

Cargo-1 has no shot. Cargo-2 misses Dozer (barely). However Beta-1, doesn't stripping one of Dozer's four shields, and removing his stealth device.. Alpha-1 no shot.

Round 4. Chaka plans a 3 bank right, 1 turn left for Blue-thunder and 1 bank right for Dozer. Another 3 straight for the HWK.

Alpha-1 does a 3k. Beta-1 re-locks Dozer, then does another 4k. Cargo-1 locks onto Blue again, then hard turns 2 left. No action. Cargo-2 locks onto Dozer, banks 1 left, bumping Alpha-1.

The rebels move. The HWK locks Alpha-1. Blue-thunder focuses, Dozer locks Beta-1, and via Dutch allows Blue to also lock him. Chaka locks Cargo-1. His proton torpedo strips only 2 shields off the shuttle. Dozer strips one shield off Beta-1.

Cargo-2 then misses a shot on the HWK, Cargo-1 misses Chaka.

Blue-thunder takes the last shield off Beta-1, and deals it a blinded pilot critical. This unfortunately does NOT stop it shooting Dozer, due to its Accuracy corrector. The HWK kills Alpha-1. XP now 2 for Blue, 4 ea for Dozer and Chaka.

Dozer loses a 2 nd shield to Beta-1.. BOO HISS.

Round 5. Delta 1 shows up on Tab 1, up in the NE corner.

3 bank left Blue-thunder, 2 Straight for the HWK, 2 turn right both Chaka and Dozer.

Delta-1 straights 5. No one in range, so focuses. Beta-1 re-locks Dozer, then bumps him doing a 1 bank left. Cargo-1 locks Chaka, then hard 3 banks left. Cargo-2 moves 1 straight after locking Dozer, and takes a focus.

The rebels move. The HWK locks Cargo-2, Dozer drops his seismic bomb, then re-locks Beta-1. Chaka locks Cargo-2, Blue-thunder boosts left, getting out of the bomb's blast radius, takes a focus.

Dozer's bomb goes off, dealing a 2 nd hull to Beta-1, then his turret kills it. Shifts to 7xp. Chaka strips off the last two shields off Cargo-2.

Cargo-1 misses Chaka again. Cargo-2 misses Blue-thunder.

Blue-thunder then deals 2 hull to Cargo-2 via a Direct hit critical. The HWK then disables it. XP now 3 for Blue. Blue spends his focus, flips Intensity back over.

Delta-1 no shot.

Round 6. The HWK plans a 2 turn right, will dock, 3 bank left for both Chaka and Dozer, 5 straight for Blue-thunder.

Delta 1 straights 4, still just out of range to lock the HWK, so focuses. Cargo-1 locks onto Dozer, Hard turns 2 left (shifted from 2 bank or straight, so doesn't run off map). No action.

The HWK moves, and starts docking. Blue-thunder boosts left, then uses PTL to barrel roll left, (takes stress). Takes a focus via Intensity. Dozer locks Delta-1, and Chaka boosts forward, and courtesy of Dutch , gets to lock Delta-1 too. Dozer's shot takes all the shields off the defender with his plasma torpedo. Chaka misses. Doesn't spent lock.

Cargo-1 no shot.

Blue-thunder then deals a console fire critical to the defender. Did not need to use focus token, so flips Intensity back over.

Delta-1 then takes two shields off Chaka and his stealth device in return fire.

Xp now, 4 for Blue-thunder, 8 for Dozer, 5 for Chaka.

Round 7. Bad news for the rebels, as Gamma-1 shows up in the NE corner, on tab 2. Blue-thunder plans a 2 straight to clear his stress. 2 turn left for both Chaka and Dozer.

Delta-1 bumps into Chaka trying a 4 straight, no got to lock the HWK or take an action or gets to clear his console fire critical!. Cargo-1 too far to lock anyone, hard banks 3 left (shifted up from being a 2 bank, as that would have landed him on an asteroid). No action.

The HWK starts round 1 of 2 gathering the POWs, and Blue clears his stress then locks Delta-1.

Gamma-1 straights 4 (was a 5 straight, but slowed down due to an asteroid in path), then barrel rolls left to get around it.

Dozer moves, and barrel rolls left, clearing a path for Chaka. Chaka boosts left. Neither have shots. Gamma-1 also as none, same for Cargo-1.

Blue-thunder kills Delta-1 before it can shoot the HWK. Takes him up to 7xp. Dozer stays at 8, 7 still for Chaka.

Round 8. Blue plans a 1 turn left, 3 bank left Dozer, 4 straight Chaka.

Cargo-1 locks Dozer, then hard turns 2 left. No action.

Blue-thunder boosts left, uses PTL to take a focus.

Gamma-1 straights 4, then barrel rolls right, to clear a 2 nd asteroid.

Dozer locks Gamma-1, Chaka boosts forward, but due to Dutch also gets to lock the Advance-prototype. Dozer strips both shields off it, taking him up to 9xp. Chaka misses though, even with spending the lock.

Gamma-1 shoots the POW lambda, adding only a 4 th hull to it (thankfully). Cargo-1 no shot.

The HWK finishes off his job, gathering the POWs. Blue has no shot. Gamma-1 now shifts over to targeting the HWK.

Round 9. The HWK plans a 4 straight, will stress. 3 straight for Blue, to clear his stress. 3 turn left Chaka, 2 turn left Dozer.

Cargo-1 re-locks Dozer, then banks 2 left and focuses.

The HWK bumps into Cargo-1, but thankfully does not get ionized via his Ion projector . Takes a strss though anyway. Blue moves, clears his stress and protects the HWK.

Gamma-1 locks onto the HWK, then bumps into Cargo-1 trying to do a 4k.

Dozer re-locks Gamma-1, Chaka bumps into Dozer, but still gets to lock onto Gamma-1 due to Dutch . Dozer's shot then deals it a structural damage critical, Chaka gets in the kill.

This shifts the XP up to 10 for Dozer, 11 for Chaka and 8 for Blue.

Cargo-1 then smacks Blue, taking his stealth device and all three of his shields (OUCH!).

Blue then takes one shield off of lambda. Taking him up to 9xp.

Round 10. The HWK plans a 3 straight, 3 turn left for Blue, 1 bank left Dozer, 2 bank left Chaka.

Cargo-1 then locks Blue, and straights 3 (would have been a hard bank 3 left, but that would have landed him on an asteroid), no Action as he bumps Blue.

The rebels move. Blue clears out of the shuttle's fire arc by boosting left, the HWK moves and keeps its stress, Dozer focuses, Chaka locks. Dozer strips 2 more shields off the shuttle, Chaka takes the last and deals it two hull.

Then Cargo-1 hulls Chaka once in return fire.. Ouch.

Blue has no shot. XP now 9 still for Blue, 12 for Chaka and 11 for Dozer.

Round 11. The HWK plans another 3 straight, gets one round away from escaping. Dozer plans a 1 straight, same for Chaka, 3 turn left for Blue.

Cargo-1 rolls a hard stay after locking Chaka.

Dozer deals a 3 rd hull, unlucky. Chaka whiffs. XP now 12 ea for Chaka and Dozer.

Chaka then gets sent EVA by the shuttle, hitting him with a Minor explosion critical and munitions failure criticals.. BOO HISS.

However, Blue, who boosted left after moving, took a pot shot, and scores a Direct hit critical of his own, on the shuttle, blowing it up. Taking the XP to 13 ea for Chaka and Dozer, and him up to 13 himself.

Round 12, the HWK escapes.

Wow, a tight rebel win. One hit more from Gamma-1 on the POW carrying shuttle, and it would have been a loss..

XP very high at 13 average for all..

4 th running at 3 rebel ships.

Using the B-wing Wilt (PS 6 still, Ion cannon, plasma and advance proton torp for ordinance), X-wing Squeaky (PS 7, plasma torpedo), and the Y-wing Unca (PS7 as well, Twin laser turret, Proton torpedo and proton bomb with extra munitions). PS averages to 6. Unca has squad leader. Hides in the 2 nd cloud, Wilt in the 1 st and Squeaky in the 3 rd .

Alpha squad does not get upgraded, but Gamma squad is one elite. Beta squad back to being the Advance with the Sensor Jammer AI pilot card.

Round 1. All rebels stay in hiding.

Alpha 1 straights 2, protects Cargo-1. Alpha-2 straights 3, evades. Cargo-1 straights 1, coordinates with Alpha-1, he evades. Cargo-2 straights 1 as well, coordinates with Alpha-2, he protects Cargo-2.

No shots.

Round 2. Beta-1 shows up, splitting the two cargo's. All rebel fighters plan to come out of hiding. 3 straight for Unca, 4 straight for Squeaky and 2 straight on Wilt.

Alpha-1 straights 3, protects cargo-1. Alpha-2 straights 2 and protects cargo-2. Beta-1 straights 3 and protects cargo-2 as well. Cargo-1 straights 1 again, coordinates with Alpha-1, he evades. Cargo-2 likewise moves and coordinates with Alpha-2, he evades (So there's five evade tokens out!)..

The rebels move. Unca does a scan action on Cargo-2, Wilt locks Cargo-2, Squeaky also locks him. Unca's scan action is complete. Cargo-1 is the POW carrying shuttle. +1xp. Squeaky's plasma torpedo fails to fire at Cargo-1, but did bleed off Its evade token. Wilt fires his advance proton torpedo into Cargo-2, bleeding off both of its evade tokens and takes off two of its six shields. Unca misses a point blank shot into Alpha-3.. DOH.. XP 1 ea for Unca and Wilt. 0Xp for Squeaky.

Cargo-1 misses Squeaky, however Cargo-2 didn't miss Unca, taking his stealth device and two of his shields (OUCH). Beta-1 then smacks the last shield off Unca, and delivers a damaged sensor array critical (DOH). Alpha-2 misses thankfully, while Alpha-1 has no shot.

Round 3. The HWK comes out of hiding with a 3 straight planned. 1 straight for Squeaky, 1 bank right for Wilt, and 3 bank left for Unca.

Alpha 1 turns right 2, barrel rolls left, trying to give enough room for Cargo-1 to move into. Alpha-3 rolls a 4k, but shortens it to a 3k, to avoid an asteroid. Beta-1 locks Wilt, then bumps into Cargo-2 doing a 2 bank right. Cargo-1 bumps into Alpha-1, after locking onto Squeaky. Cargo-2 locks Unca, then moves 1, and coordinates Alpha-2, he focuses.

The HWK moves and takes his first focus. Wilt moves and locks Cargo-2, Unca drops his first proton bomb, catching Alpha-2, then clears his sensor array damage. Now carrying 1 hull. Squeaky barrel rolls right, and using his Intensity EPT takes a focus. Unca's bomb detonates dealing a minor explosion critical, equaling 2 hull to Alpha-2. However his TLT fails to finish it off. Now at 2xp. Squeaky kills Alpha-1 with 4 solid hits vs no evades. Wilt's plasma torpedo rips into Cargo-2 dealing 3 damage (two hits 2 focuses, which the Lambda's sensor jammer converts to 1 hit and 3 focuses, with him rolling one evade. However Wilt has Expertise and since he's not stressed all 3 focuses get converted into hits!) but as it's a plasma torpedo the shuttle loses ALL of its remaining 4 shields.. YES! Now sits at 2xp along with Squeaky and Unca. The HWK has no shot.

Cargo-1 misses Squeaky, but Cargo-2 hits Unca for a Blinded pilot critical (WOOPS). Beta-1 smacks off Two shields from Wilt, even with his sensor jammer (doesn't do anything vs two Critical hit rolls!!) Alpha-2 misses again.

Round 4. The HWK plans another 3 straight, 4k for Squeaky (will stress), 3 bank left for Unca, 1 straight for Wilt.

Alpha-2 straights 2, focuses. Beta-2 re-locks Wilt, then 4ks, but cannot avoid landing on an asteroid (unlike the tie fighters, the advance only has a 4k, no 3k option). No action and cannot shoot this round, but lucks out and takes no damage. Cargo-1 banks 1 left, after locking Squeaky again, Cargo-2 locks onto Wilt, but rolls a Hard stay.

This causes Wilt to bump into Cargo-2 and gets ionized by its Ion projector. DOH!! Squeaky takes his stress, Unca focuses defensively. He auto-misses his turret shot on Alpha-2, and is now carrying 2 hull damage. Squeaky misses, and Wilt takes 2 more shields off Cargo-1. The HWK deals 1 hull to Cargo-2, but doesn't ionize it as he's a large ship, one ion token matters not. XP still 2 for Unca and Squeaky, 3 now for Wilt.

Cargo-1 then hits Squeaky, taking his first shield, and Cargo-2 does the same on the HWK. Beta-1 and Alpha-2 no shot.

Round 5. Delta-1 shows up down in the SE corner on Tab-6. Squeaky plans a 1 bank left, to regenerate a shield and clear his stress, 2 turn left for Unca, and 2 bank right for the HWK. Wilt as he's ioned only has a 1 straight.

Alpha-2 turns right 2, barely misses clipping Wilt. Focuses as he has a shot on Unca right now. Delta-1 straights 4, barrel rolls right so will avoid an asteroid next round. Beta-1 does another 4k, getting off the asteroid, but couldn't lock (as he started on the asteroid, and did a red maneuver). Cargo-1 re-locks Squeaky, does a 1 straight and focuses. Cargo-2 also locks Squeaky, then hard turns 2 left. This unfortunately causes the HWK to bump into him, but luckily he doesn't get ionized.

Wilt clears his ion, locks onto Cargo-1. Squeaky is back up to 3 shields, clears his stress, locks Cargo-1 as well. Unca moves and focuses. His TLT finally connects and finishes off Alpha-2. Squeaky's Plasma torpedo tears 2 more shields off Cargo-1, while Wilt's Plasma torpedo takes the last two shields, and gives it a Console Fire critical hit. The HWK misses. XP now 4 for Unca, 4 for Wilt and 3 for Squeaky.

Cargo-1 misses. Cargo-2, Delta-1 and Beta-1 all no shots.


Round 6. The HWK plans a 2 bank left, 2 straight for Squeaky, 2 turn left for Unca again, and 1 bank left for Wilt.

Delta-1 straights 5, locks the HWK and focuses. Beta-1 re-locks Wilt, Turns 2 left and focuses. Cargo-1 straights 1, clears his console fire. Cargo-2 re-locks Squeaky then hard Stays.

The Rebels move. Both the HWK and Squeaky focus. Wilt bumps the HWK. Unca locks Beta-1. His first proton torpedo steals off both of the tie advance's shields. Squeaky disables Cargo-1 (now the HWK can dock the next round). This gives Wilt no shot. The HWK misses. Xp now 5 for Unca, 4 for Wilt and Squeaky.

Beta-1 smacks off ALL of wilt's remaining shields using his Homing missile (OUCH). Cargo-2 rips off all of Squeaky's shields. Cargo-1 no shot (disabled). Delta-1 hits the HWK taking a 2 nd shield.

Round 7. Gamma-1 shows up on Tab-3. Squeaky plans a 2 turn right. The same for the HWK (hopes to be close enough to dock the following round. MAY NOT get out in time). Wilt plans a 2k, hoping that Cargo-2 clears a path for him, and 2 bank left for Unca.

Delta-1 re-locks onto the HWK, then straights 3 and focuses. Beta-1 re-locks Wilt, Moves and barrel rolls left to get arc. Cargo-2 re-locks Squeaky, then hard banks 3 left. No action.

The HWK moves, just a hairs breadth away from docking. BOO.. Has to focus.

Gamma-1 straights 5 and boosts forward. Just out of range to lock onto Cargo-1.

Squeaky moves and protects the HWK. Wilt unfortunately gets ionized bumping into Cargo-2 trying his 2k. Takes a stress too. Unca Focuses. His TLT takes off both shields from Gamma-1, taking him up to 6xp. Squeaky Smacks the defender, shanking off all 3 of his shields. Taking him up to 5xp. Wilt has no shot. Still at 4xp.

Gamma-1 takes a pot shot at the HWK, but thanks to Squeaky protecting it, it misses.

The HWK deals 1 hull and gives an ion token to Delta-1.

Cargo-2 misses Squeaky. Beta-1 deals a stunned pilot critical to Wilt. Delta-1 yanks the last shield off the HWK and deals it 1 hull..

Things are not looking good for our heroes.

Round 8. Squeaky plans a bank 1 right, to regenerate a shield, 2 bank left for Unca, 1 straight for Wilt (ioned), 1 bank left for the HWK to dock. Hopefully at least!

Delta-1 re-locks the HWK, bleeds off its ion, but cannot barrel roll to get a shot. Focuses as still has shot on Wilt. Beta-1 re-locks Unca, banks right 1 and focuses. Cargo-2 re-locks Squeaky, then hard turns 2 right. No action.

The HWK docks.

Gamma-1 straights 5, locks Cargo-1 and focuses.

The rebels move. Wilt clears his ion, but keeps stress. Squeaky moves, has no shot on Beta-1 or Delta-1, so barrel rolls left, getting more range. Regenerates a shield though. Unca locks Gamma-1. Fires his 2 nd proton torpedo, and barely destroys Gamma-1 (had one critical hit, 2 hits and 1 blank, vs 2 evades!, the crit being a direct hit!).. +1xp all for it being elite. Wilt has no shot. Squeaky has no shot.

Cargo-2 no shot. Delta-1 sends Wilt EVA, and Beta-1 misses Squeaky.

XP now 10 for Unca, 6 for Squeaky and 5 for Wilt.

Round 9. The HWK stays, 1 st of 2 rounds to get the POW's.. It doesn't look like e will be able to make it out in time, so this is going down as a rebel loss. But I will finish it out.

Squeaky plans a 2 turn left, 1 straight for Unca.

Delta-1 re-locks the HWK, banks 1 right and barrel rolls right to get arc. Beta-1 turns 2 left, after re-locking Unca, no shot, so evades. Cargo-2 no lock, hard banks 3 right.

The rebels move. Squeaky focuses, but as its not spent uses it to flip back over Intensity . Unca kills Delta-1, taking him up to 13xp. No other shots.

Round 10. The HWK staying for a 2 nd round to get the POWs. 3 turn left Squeaky, 3 straight Unca.

Beta-1 does another 2 turn right. Evades. Cargo-2 banks 3 left. No action.

Squeaky moves, barrel rolls right. Unca drops his 2 nd bomb, then locks Beta-1. The bomb deals a damaged cockpit critical, then his turret finishes the advance off, shifting up to 16xp. Squeaky no shot. Cargo-2 somehow hits Squeaky at range 3, THROUGH an asteroid, taking off the shield he regenerated 2 rounds back.

Round 11. The HWK can move. Squeaky turns 3 again, 2 straight Unca. The HWK will 2 turn left. BUT even a 4 straight afterwards, won't get it off the board in time. BOOOO...

After Cargo-2 moves, Squeaky gets in the kill.. Taking him up to 9xp.

Mission is a loss, but barely. If I could have gotten the HWK to dock one round earlier, it would have escaped. HAD it been a real mission, Wilt would have lost BOTH his most expensive EPT and his most expensive upgrade from his EVA roll. BOOO..

Ending XP 16 Unca, 9 Squeaky, 5 Wilt. 10Xp average.

2 nd loss, 2 wins. XP still high. May remove Cargo's being elite, and shift Beta to also being base tie fighters (2).. Will see how test 5 and 6 run.

5 th running at 3 rebel ships.

Using the A-wing Red-bull (PS4, assault missile), B-wing Spot (PS 6, ion cannon, plasma and proton torpedo), and the Y-wing Cmoz (PS6, Dorsal turret, Cluster mine and proton torpedos). PS averages to a 5. Squad leader on Spot. Spot hides in cloud 1, Cmoz in Cloud 2, and Red-bull in cloud 3.

Alpha squad not upgraded. Gamma squad's advance prototype is NOT an elite. Beta squad is back to using the Accuracy corrector.

Round 1. All rebels remain hidden.

Alpha-1 straights 2, protects Cargo-1. Alpha-2, also straights 2, protects Cargo-2. Cargo-1 straights 1, coordinates Alpha-1, he evades. Cargo-2 does same for Alpha-2.

No shots.

Round 2. Beta-1 shows up, splitting the two shuttles.

All rebel fighters will come out of hiding. 5 straight for Red-bull, 2 straight for Cmoz, 1 bank right for Spot.

Alpha-1 straights 2, protects Cargo-1. Alpha-2 however, straights 3. Just gets out of range to protect Cargo-2, so evades. Beta-1 straights 3. Protects cargo-2. Cargo-1 moves, Coordinates Alpha-1, he evades. Cargo-2 straights 1, coordinates Alpha-2, he protects Cargo-2.

The rebels move. Red-bull uses Debris gambit, assigns 2 evade tokens to self. Cmoz locks Alpha-2. Spot scans Cargo-2. Cargo-1 is the POW carrying shuttle, Cargo-2 is just the Decoy. He then shoots with his ion cannon, misses, and then shoots again with his main guns (thanks to the Gunner crew slot) , and strips both evades off the shuttle, but nothing else. 1xp. Cmoz's proton torpedo blows up Alpha-2, with 2 hits AND two crits, the fighter's evade only cancels out one hit.. 2xp.

Cargo-1 then shoots Red-bull, missing wildly. Cargo-2 WOULD hit him, if not for his two evade tokens canceling out his one hit and one critical (Red-bull's die roll came up three focuses!!!).

Red-bull then, because of Tarn Mision , gets to lock Cargo-1. His Assault missile strikes true, tearing two shields off Cargo-1, one shield of Beta-1 and Cargo-2, and deals 1 hull to Alpha-1. Now at 1xp.

Beta-1 and Alpha-1 out of range to shoot.

Round 3. Cmoz plans a 3 bank left, 1 bank left Red-bull, 3 straight for the HWK, and 1 straight Spot.

Alpha-1 rolls a 3 straight, can't barrel roll to get into arc to shoot Red-bull, as that would cause him to block Cargo-1's path. So protects Cargo-1. Beta-1 locks Spot, then does a 4k. Cargo-1 locks Red-bull, Straights 1, Coordinates Beta-1, he focuses. Cargo-2 locks Cmoz, Banks 1 right and Coordinates Beta-1. Beta-1 then protects Cargo-1, giving it a 2 nd evade token.

The rebels move. The HWK takes his first focus token (as he has no shots, he can bank it). Red-bull takes a focus, Cmoz drops his Cluster mine, RIGHT UNDERNEATH Cargo-2, to where all 3 mine portions will detonate. Spot uses Sabine Wren named pilot , to barrel roll left, moves then locks Cargo-1. However his Plasma torpedo whiffs vs the shuttle (Though it did bleed off its Evade tokens), but then his Gunner, hits, stripping 2 more shields off Cargo-1. Now at 2xp. Cmoz's Cluster mines, Strip off a whopping 4 shields from Cargo-2. Then his Dorsal turret smacks Cargo-1 taking a 5 th shield.

Cargo-1 misses Spot. Cargo-2 strips two shields off Cmoz.

Red-bull then shoots Beta-1, taking its last shield, and gives him a Damaged cockpit critical. Sits at 2xp, 3 for Cmoz, 2 for Spot. The HWK has no shot. Banks his focus token.

Beta-1, then shoots Spot with his homing missile, Only manages to get one critical hit. Cancels all die, so gets 2 immediate hits, but Spot's one evade and Sensor jammer CANCELS OUT both of those hits!

YEEHAA!

Alpha-1 no shot.

Round 4. The HWK plans a 3 straight, 1 turn left for Red-bull, 2 turn right for Cmoz, and 3 straight for Spot.

Beta-1 locks Cmoz, then does another 4k. Alpha-1 tries a 1 turn right, bumps Cargo-1. Cargo-1 banks left 1, locked Spot, then Coordinates Alpha-1, he protects Cargo-1. Cargo-2 locks Cmoz, rolls a hard 3 bank left, but an asteroid is in way, shifts to 3 straight, focuses. Can perform a 2 turn left, next round, to avoid map edge, so is ok.

The rebels move. The HWK takes another focus, Red-bull barrel rolls left, Cmoz locks Alpha-1, and boosts forward via droid, Spot barrel rolls left via Sabine, then moves, and barrel rolls right, taking a focus via Intensity. Spot's shot disables Cargo-1 with two critical hits, and 2 hits. The Shuttle's sensor jammer converted one hit to a focus, but his focus converts it back into a hit. 1 st hit was evaded by the shuttle's die. 2 nd hit takes its last shield, 1 st crit deals 2 hull (direct hit crit) and 2 nd deals it a structural damage critical. YIPPIE. Cmoz then misses Delta-1.

Cargo-2 takes a shield off Spot.

Red-bull kills Alpha-1. The HWK banks its 2 nd focus token. XP now 4 for Red-bull, 3 still for Cmoz, and 3 for Spot.

Beta-1 smacks the last two shields off Cmoz.

Round 5. Delta-1 shows up on tab 4. Good for the rebels at least!.. They can swarm him!.

The HWK plans another 3 straight, just missing docking on the shuttle, but doesn't want to stress right now. 1 turn left for Red-bull, 2 turn left for Cmoz and 2 straight for Spot.

Beta-1 re-locks Cmoz then banks 1 left and focuses. Delta-1 straights 4, out of range to lock the HWK, so focuses. Cargo-2 locks Spot, then hard turns 2 left. No action.

The HWK locks Cargo-2, Red-bull barrel rolls left, Spot makes use of Sabine to barrel roll before moving, uses Squad leader to give Red-bull to evade. Cmoz locks Beta-1, then boosts left via droid. His shot misses, but burns up the advance's focus token! Spot misses him with his ion cannon, but Smacks him via his Gunner crew slot , blowing Beta-1 up.

Cargo-2 misses the HWK, one of his 2 focus tokens in the bank is spent.

Red-bull then Strips a shield off Delta-1.

Delta-1's return shot misses thanks to him taking the evade token.. Phew!

XP now 7 for Red-bull, 3 still Cmoz and 7 for Spot.

Round 6. The HWK plans a 1 straight to Dock (angles himself to use the north side of the map to escape when he has the POW's on). 2K for Spot, will stress, 3k for Red-bull (he will also stress), 2 turn left again for Cmoz.

Delta-1 bumps Spot doing a 5 straight. No gets to lock the HWK. Cargo-2 rolls another hard turn 2 left, will land on asteroid, losing its last shield. No action or shot allowed..

The rebels move. The HWK docks. Spot and Red-bull stress, Cmoz barrel rolls left via Vectored thrusters. Spot deals the defender a smacking taking its last two shields. Cmoz then deals it a thrust control fire critical and 1 hull. Red-bull misses. XP now 8 for Spot, 4 for Cmoz, 7 still for Red-bull.

Delta-1 thankfully misses the HWK (had it a focus token, things would have been different as the defender ROLLED three focuses!)..

Round 7. Gamma-1 shows up in the NE corner, slap bang facing one of the last asteroids on the northern 'curve'. 1 st of two rounds to gather the POWs for the HWK. 1 straight for Spot to clear stress. 2 bank left for Cmoz to do same, 3 bank left for Cmoz.

Delta-1 locks the HWK, then bumps into Cargo-1 doing a bank 1 left. Can't clear his stress or act. Gamma 1 rolls a 4 straight, but even a 3 straight would land it on the asteroid, and 5 straight would still go through it. Sticks with the 4 straight, losing its action, but not any shields.

Cargo-2 straights 1 getting off the asteroid he was on and takes a focus.

The rebels move. Red-bull clears his stress, then boosts forward (to clear space for Cmoz). Spot uses Sabine to barrel roll right, moves, then locks Cargo-2, and Cmoz locks Delta-1, and uses his droid to boost left. This lets his Dorsal turret get into range 1, and he does good, blowing the defender out of the sky with three hits, the defender though did have to evades.. BUT the one hit getting through is still enough to kill it!! YEE HAW. Spot's proton torpedo deals a blinded pilot critical and 2 hull, via a minor explosion critical to Cargo-2.

Cargo-2 auto-misses cause of the blinded pilot. Now sits at 3 hull.

THIS is key as Red-bull's shot deals (after the sensor jammer is taken into account), one hit and one critical. The hit is ignored but, the crit is not, and the luck shines on the rebels, as its a direct hit crit, killing the 2 nd shuttle. This takes Red-bull up to 11xp, 10 for Spot, and 8 for Cmoz.

Gamma-1 no shot (too far).

Round 8. The last round for the HWK to gain the POWs. Red-bull plans a 3 turn left, 2 bank left for Spot, and 3 straight for Cmoz.

The Tie advance-prototype moves straight 5, locks Cargo-1, then boosts forward, barely staying at range 3.
All rebels move, none have shots, so ALL protect Cargo-1. THIS IS needed as all 3 of the evade tokens means the Concussion missile of Gamma-1 winds up missing..

No change to XP totals.

Round 9, the HWK plans a 3 bank right will stress. 2 turn left for Cmoz, 3 straight for Red-bull and bank 1 left for Spot.

Gamma-1 straights 4, after re-locking the HWK, but bumps into him. No action.

The HWK moves, takes its stress. Red-bull moves, focuses. This causes Cmoz to bump him. Spot focuses. Cmoz's shot strips off one shield. Spot takes a 2 nd , and deals 1 hull. Gamma-1 then strips 2 shields off Red-bull.

Red-bull's shot kills the AP. 15 for Red-bull, 12 for Spot, 10 for Cmoz.

Round 10, and 11, the HWK will straight 3, and escape.

3 rd rebel win, 2 losses. Ending XP was 15 for Red-bull, 12 for Spot, 10 for Cmoz. Averages to 12.

Still high. Will change out Beta to being two tie fighters for the last running. Neither cargo is an elite.

Edited by LTuser

6 th and last running at 3 rebel ships.

Using the X-wing Jinn (PS7, plasma torpdo), and the Y-wings Crack (PS 7, sync turret, proton torpedo and seismic bomb), and Imo-thep (PS5, ion turret, Plasma and proton torpedos). PS averages to 6. Squad leader on Jinn. Jinn hides in cloud 3, Crack in cloud 1, Imo-thep in Cloud 2.

Alpha squad not upgraded. Gamma squad's AP is an elite. Will change out Beta to being two tie fighters. Neither Cargo is going to be elite anymore.

Round 1. All the rebels plan on 'coming out early'.. 3 straight for Imo-thep, 4 straight for Jinn, 3 straight for Crack.

Alpha-1 straights 2, protects cargo-1. Alpha-2 straights 3 and evades. Cargo-1 straights 1, coordinates Alpha-1 he evades. Cargo-2 straights 1, he coordinates Alpha-2, he protects Cargo-2.

The rebels move. Imo-thep scans Cargo-2, Crack locks Cargo-2, and Jinn is just out of range to shoot, so uses SQL to give Crack an action, he focuses. Crack's first torpedo rips two shields off Cargo-2. Imo-thep's can is done. Cargo-1 yet again is the POW shuttle. Then his ion turret misses Alpha-2.

XP 1 Imo-thep and 1 Crack.

Cargo-1 misses, Cargo-2 however strips two shields off Crack, and neuters his stealth device. Alpha-2 takes the other 2. Beta-1 misses, Beta-2 takes one shield off Imo-thep and neuters his stealth device. Alpha-1 misses Jinn.

Round 2. Beta shows up. The HWK plans a 3 straight, 3 bank left Crack, 3 bank right Imo-thep, 3 straight Jinn.

Alpha-1 turns 1 right, bumping into Cargo-2. Alpha-2 tries a 4k, bumping Crack. Beta-1 turns 3 right, protects Cargo-1. Beta-2 tries a 2 bank right, bumps into Imo-thep. Cargo-1 straights 1, focuses. Cargo-2 rolls a 1 straight as well, locks Imo-thep. Coordinates with Alpha-2, he focuses.

The HWK moves, takes its first focus. Imo-thep focuses, so does Jinn, who then boosts forward via Jake Farrell . Crack drops his first seismic charge, then locks Beta-2. Alpha-2 takes one hull from the bomb, but Crack deals only 2 hull to Beta-2. Jinn then strips off a 3 rd shield from Cargo-1 while Imo-thep takes 2 more. Now down to 1 shield on the POW shuttle.

Cargo-1 shreds two shields off Jinn, and neuters HIS stealth device. Cargo-2 critical hits Crack with a Structural damage. Alpha-1 misses, Alpha-2 has no shot, Beta-1 misses, but Beta-2 doesn't, dealing two more hull to Crack..

OUCH, things not looking so good.. Xp now up to 2 for Crack, 2 for Imo-thep and 1 for Jinn.
The HWK banks his first focus token.

Round 3. The HWK plans another 3 straight, 4k for Jinn, 2 turn right for Crack and 3 bank right for Imo-thep.

Alpha-1 straights 2, bumping Cargo-1. Alpha-2 turns 3 left, barrel rolls right to get out of Cargo-2's path. Beta-1 banks 3 left, protects Cargo-2, while Beta-2 does a 3k.

The rebels move. Imo-thep locks Cargo-1, boosts forward via droid. Crack drops his 2 nd bomb, then locks Beta-1. Jinn stresses. His shot at Cargo-1 then whiffs.. Crack kills Beta-2 with his bomb, but misses Beta-1 entirely. Imo-thep misses also..

Crack takes a 4 th hull from Cargo-1, Cargo-2 misses. Jinn loses a last shield to Alpha-2. Alpha-1 and Beta-1 no shot.

The HWK banks a 2 nd Focus. XP now 4 for Crack, 2 still Imo-thep and 1 still Jinn.

Round 4. The rebels all know they are losing, plan to start escaping. The HWK plans a 2 bank left, 2 turn left for Crack to flee the board, 1 bank left Jinn to remove stress, and 3 bank left for Imo-thep.

Alpha-1 does a 3k. Alpha-2 banks 3 left, and barrel rolls right to clear path for Cargo-1. Beta-1 also does a 3k. Cargo-1 banks left 1, and coordinates Alpha-2, which protects Cargo-1. Cargo-2 rolls a hard stay after locking Crack.

The HWK bumps into Cargo-2. No action. Crack escapes, Imo-thep locks Alpha-2, then uses his droid to boost left, getting further away. Jinn focuses and barrel rolls left, and slightly to the rear.

Takes 2 hull damage from Beta-1 and Alpha-1's shot. Alpha-2 strips another shield off of Imo-thep. No rebels hit in return shots, though the HWK ionizes Beta-1.

Round 5. Delta's defender shows up in the SW corner on tab 5. Wow first time they've started there. The HWK plans a 4 straight, will stress. 3 bank left Jinn, 3 straight Imo-thep. Will escape.

After the imperials all move, the HWK takes his stress, Jinn focuses again, and via Jake boosts left. Imo-thep escapes. Jinn gets missed by what shots come his way. The HWK re-ions Beta-1, taking it up to 2 hull now.

Round 6. Jinn escapes with a 4 straight, the HWK plans a 3 straight, will keep stress.

After the imperials move, he kills beta-1, then loses all three of his shields to Delta-1 and Alpha-1's shot.

Round 7, The HWK Gets killed by Gamma-1 before he can escape...

Solid rebel loss..

3 wins, 3 losses. This one had a VERY LOW XP total, 4 for Crack 2 for Imo-thep and 1 for Jinn.. WOW.. 2xp average.

I am considering it OK to go at 3 rebel ships...

Now onto testing at 5.

So running one had 11xp average, 5xp average for the second running, 13xp average for the third running, 10xp average for the fourth, 12xp for the fifth and a whole 2xp for the sixth, AND Removing 2xp ea from the first five runnings after reducing Beta to being tie fighters vice advance, AND no elites for the shuttles, the XP average becomes 9xp average (8.788). Even that's still too high. But I will see how the runnings at 5 rebels goes, before doing any more shifting around..

Testings at 5 rebel ships

Mission Goals:

Locate the Lambda carrying the prisoners

Disable that lambda

The HWK must dock and complete its mission. (Once the HWK escapes the map, the rebels instantly win. If its destroyed, the rebels instantly lose.)

Secondary goal – Destroy the cargo carrying lambda.

IF EITHER LAMBDA exits the map safely, the players lose their most expensive EPT Or named pilot.

To locate it, place a #12 and #11 number token into a baggy, and when a player's ship performs a Scan action on a shuttle, draw one token. IF ITS the #12, that is the shuttle carrying the prisoners. You can alternately, roll 1d4/d6/d8 or d10. On an Even result, they located the Prisoner transport ship, on an Odd result, the cargo convert.

Once located, the rebels must either Strip it down to 2 remaining hull, OR GIVE IT TWO Ion tokens, to disable it.

Once done, the HWK needs TWO FULL Rounds docked with the shuttle, to transfer all prisoners over, THEN the HWK must 'escape' for the rebels to have their victory via going into hyperspace.

Similar to mission 2, the HWK has +1 shield per two rebel pilots.

So far, Test # 4 and 5 at five rebels, there has been someone escaping, to alert the empire.

Once shifts up to 5 rebels, the ship assignments are;

1 st run – All A-wings; Shatter , Drogo, Gruff, Red-bull and Blue-thunder. (PS averages to a 5).

2 nd run – All X-wings; Squeaky, Jinn, Chaka, Tin-bok and Reign-fire. (PS averages to a 6).

3 rd run – All B-wings; Spot, Doc, Wilt, Shunt and Grood. (PS will average to a 6).

4 th run – All Y-wings; Dozer, Crack, Cmoz, Unca and Imo-thep (PS averages to a 6).

5 th run – Two X-wings (Squeaky and Tin-bok), 2 B-wings (Shunt and Spot) and 1 Y-wing (Imo-thep) (PS averages to a 5).

6 th run – Two Y-wings (Crack and Unca), 2 A-wings (Blue thunder and Red-bull) and 1 X-wing (Reign-fire). (PS averages to a 5).

If needed, i will also do

7 th run – Using all 4 of my home campaign ships (Koresh a PS4 X-wing, Snoopy a PS 8 Y-wing, Shatter a PS 6 A-wing and Twitch a PS 7 B-wing), and one randomly selected ship.

Once the testing gets up to 5 rebels, the imperial forces shift up to

Cargo 1 and 2, add in a 2 nd bonus shield. STILL NOT Elites.

Alpha squad, Four tie fighters

Beta squad, 3 tie fighters. For Test 2, 3, 4 and if needed 7, convert ONE fighter to an Interceptor (OR striker).

Charlie squad (which comes in for the 4 th and 5 th running only) Thee tie bombers on Round 3.

Delta squad, Two tie defenders. Neither Elite. Turn 5 show up for the first, second, third and sixth running. Turn 4 show up for running four and five.

And lastly, Gamma squad, Two Tie advance-prototypes, one shifted to Elite for Running one, five and six (and if needed Running 8). Both shifted to elites for Running two, three, four, (and if needed Seven)

Edited by LTuser

1 st running at 5 ships

Using all 5 A-wings. Shatter is PS6 with an assault missile, Gruff is also PS 6 with an assault missile. Drogo is PS 5, with an Ion-pulse missile, and the named pilot of Roark Garnett. Red-bull is PS 4 with an assault missile, with the named pilot of Tarn Mision. Blue-thunder is PS4 with a Concussion missile. PS averages out to 5. Squad leader will be on Gruff.

Shatter and Drogo are in cloud 2. Blue-thunder in cloud 3 on his own, with Gruff and Red-bull in Cloud 1.

Alpha squad's ties are set with Alpha-1 and 3 to the north of Cargo-1, with Alpha 2 and 4 to the south of Cargo-2. Beta squad when they show up in round 2, will be split Beta-1 and 3 north, beta-2 south.

Round 1. Gruff plans a 5 straight, 3 for Drogo, 5 for Blue-thunder, 3 for both Red-bull and Shatter.

Alpha-1 and 3 both do a 2 straight. Both protect Cargo-1. Alpha-2 and 4, each do a 3 straight. Both evade. Cargo-1 straights 1. Coordinates Alpha-1, he evades. Cargo-2 straights 1. He coordinates Alpha-4, Alpha-4 protects Cargo-2.

The rebels move. Blue-thunder, boosts forward, takes a focus via Intensity , then uses PTL to lock Cargo-2, taking a Stress token. All others just lock Cargo-2.

Shatter's Assault missile strikes true, taking the first of seven shields off Cargo-2, one shield off Cargo-1, and dealing 1 hull to each of Alpha-2 and 4. Gruff fires his missile, taking 2 more shields off Cargo-2, a 2 nd off Cargo-1, and dealing a 2 nd hull to Alpha-2 and 4. Red-bull fires his assault missile, taking a Fourth shield off Cargo-2, a 3 rd off Cargo-1, and killing Alpha-2 and 4. Blue-thunder's Concussion missile, strips the remaining shields off Cargo-2. Then Drogo's Ion pulse missile, disables it and gives it 1 hull. Now they just need to Scan it!

XP 1 ea for all but Red-bull, who has 3xp (one for the damage, 2 more for killing Alpha 2 and 4).

Round 2. Beta 1 and 3 show up in the north, behind Alpha-1 and 3, Beta-2 shows up in the south.

3 straight Blue thunder to clear stress, 3 straight Drogo, 2 straight Shatter, 3 bank right Gruff and 4 straight Red-bull.

Alpha-1 and 3 roll a 1, so both straight 3. Alpha-1 takes a focus, (still has arc on Blue-thunder), while Alpha 3, who has arc, does not have range, so evades. Beta-1 and 3 roll a bank 3 right. Beta-1 bumps into Cargo-1, Beta-3 bumps him. Beta-2 banks right 2, has to barrel roll left to avoid an asteroid next round. Cargo-1 locks Blue-thunder, straights 1, and Coordinates Alpha-3, he protects the shuttle.

The rebels move. Gruff locks Beta-3, Blue-thunder clears his stress, boosts forward, then uses PTL to Scan Cargo-1, taking another stress. (Cargo-2, the disabled shuttle is the POW carrying ship. The HWK can start moving in round 3 now! +1xp Blue-thunder). Drogo takes an evade. Shatter barrel rolls left, and due to poor movement planning, Red-bull bumps into Cargo-2. Should have only done a 3 straight... BOOO!

Gruff's shot deals 2 hull to Beta-3. Shatter deals one hull to Alpha-3, then uses Wingman on Blue-thunder to clear his stress. Drogo deals a Thrust control fire critical to Alpha-3, taking him up to 2 hull. Blue-thunder then kills Beta-3. Red-bull missed.

XP now 3 still for Red-bull, 4 for Blue-thunder, 2 ea for Shatter, Drogo and Gruff.

Cargo-1 misses, Alpha-1 and Beta-2 no shots. Alpha-3 takes the first shield off Drogo, while Beta-1 misses.

Round 3. The HWK plans a 3 straight. 5K for both Shatter and Drogo, both will stress. Turn 3 right for Gruff, 2 bank right for Blue-thunder and 2 turn right for Red-bull.

Alpha-1 turns right 1 then barrel rolls left. Alpha-2 turns right 2, can't clear stress. Beta-1 banks 2 right, and focuses, while Beta-2 turns 3 left. Barrel rolls left. Cargo-1 locks Drogo, then bumps into Alpha-3 trying a 2 bank right. No action.

The rebels move. The HWK takes its first focus. Drogo and Shatter take their stress, Red-bull unfortunately bumps Cargo-1 this time, Gruff boosts forward, and Blue-thunder has no shot, so takes an evade.

Shatter then misses his shot on Beta-1. Gruff finishes off Alpha-3, Red-bull misses, and Drogo takes 1 shield off Cargo-1. XP no up to 4 for Blue and Gruff, 3 still on Red-bull, 3 for Shatter and Drogo.

The HWK has no shot. Too far. Blue-thunder's evade was not needed, so flips Intensity back over .

Cargo-1 misses Gruff. Alpha-1 and Beta-2 both no shot. Beta-1 rips into Red-bull taking his two shields.

Round 4. The HWK plans another 3 straight. With where Cargo-2 is, he (if not stopped or destroyed) will dock in the 7 th round, and can just jet right off the western side of the map). 2 straight for both Shatter and Drogo to clear stress, 3 bank right for Gruff and Red-bull, 3 turn right for Blue-thunder.

Alpha-1 straights 3. beta-1 bumps Beta-2 trying a 4k. No action. Beta-2 banks 3 left. Both he and Alpha-1 take an evade. Cargo-1 locks Blue-thunder again, then rolls a 2 right hard turn, bumping Beta-1.

The rebels move. The HWK takes a 2 nd focus. Red-bull boosts forward, Blue-thunder barrel rolls right, then uses PTL to boost forward (takes a stress), Drogo and Shatter clear their stress, both focus, and Gruff uses Squad leader to then give action to Blue-thunder, he locks. Shatter then takes the last 3 shields off Cargo-1. Gruff misses, so does Blue, even WITH spending the lock (GRR). Red-bull no shot. Drogo deals 2 hull damage to Cargo-1. Drogo increases to 4xp, so does Shatter. Gruff stays at 4 with Blue-thunder, and Red-bull stays at 3. (Man the dice hated me this round)

Cargo-1 smacks Blue, taking one of his shields and his stealth device, Loses last two to Beta-2. So he and Red-bull are now without shields!.. Alpha-1 and Beta-1 no shots.

Round 5. Delta's two Defenders show up in the SE corner on tab 6. Interesting.

The HWK plans another 3 straight. Shatter plans a 2 straight, same for Drogo. Blue-thunder and Gruff plan 5 straights, to rush at the defenders, while Red-bull plans a 3 bank right.

Alpha-1 does a 3k. Beta-1 rolls a 3k, but this would land him on an asteroid, shifts it to a 3 bank right, then evades. Beta-2 banks left 2, bumps into Red-bull. Delta-1 and 2 straight 5. Neither in range to lock the HWK, then focus. Cargo-2 re-locks onto Blue-thunder, then banks 3 left and focuses (rolled a 3 bank but that would have landed him on an asteroid, so he slowed it down).

The Rebels move. The HWK locks onto Beta-2 (hopes to ion him). Blue-thunder barrel rolls right after clearing stress, Drogo and Shatter focus, Red-bull boosts forward and Gruff evades. Shatter adds two more hull to Cargo-1, Red-bull misses, Blue and Gruff no shot, Drogo deals 1 hull to Alpha-1. The HWK gets the kill shot in on Cargo-1 (shot it vice Beta-2, easier to hit!). One of his two banked focuses spent. XP shifts to Drog and Shatter increase to 5xp ea, 4 still on Gruff, and Blue thunder, while Red-bull stays at 3xp. This is rather low!..

Beta-1 and 2, and both Delta's no shot. Alpha-1 misses his return shot on Drogo.

Round 6. Gruff, Red-bull and Blue-thunder all plan a 2 straight, 3k for Drogo (will stress), 3 bank right for Shatter. Another 3 straight for the HWK.

Alpha-1 straights 2, barrel rolls right to get out of Drogo's arc (Barely). Beta-1 turns right 1 and evades. Beta-2 turns 1 left, evades. Delta-1 and 2 roll a 4 straight. Delta-2 has to slow it down to a 3 straight due to an asteroid in his path, so barrel rolls left to avoid it, Delta-1 focuses after locking the HWK.. JUST barely got in range to lock it!!

The rebels move, takes a focus. Drogo takes a stress, Gruff and Blue-thunder take evades, Red-bull boosts right to gain side arc on Delta-2, Shatter focuses. Shatter, Blue and Gruff all miss. Red-bull takes 1 shield off Delta-2, and Drogo kills Alpha-1 finally.. XP now 4 for Red-bull, 5 still for Shatter, 4 still for Gruff and Blue-thunder, but 7 now for Drogo.

Delta-1 smacks two shields off Gruff, Delta-2 gives Blue-thunder a blinded pilot critical. Beta-2 and 1 no shots.

Round 7, Is where things all went to heck. Gamma 1 and 2 showed up in the WORST Spot for the rebels possible.. TAB 3 (so were right on top of Cargo-1, their primary target!!)

The HWK planed a 2 straight to dock, 3k for Blue-thunder (will take a stress), 1 turn right Shatter, 2 bank left for Drogo (to clear his stress), 3 turn right Red-bull, and 2 turn right Gruff.

Beta-1 rolls a 1 turn right, will land on asteroid evne with a 2 turn, so keeps the 1 turn, takes No damage though, but can't act or shoot. Beta-2 turns 3 left, bumping into the HWK. Delta-1 straights 5, re-locks the HWK and focuses. Delta-2 rolls 4 straight, bumps into Blue-thunder. No action. Gamma-1 and 2 lock Cargo-2, then bank 1 left, both focus.

The HWK docks. Drogo bumps Beta-2 no clears his stress. Shatter bumps Beta-1. Blue takes a stress, Gruff bumps Delta-2 and Red-bull boosts left. Shoots into the rear of Delta-1 missing. Drogo misses Gamma-2, Shatter and Gruff no shots. Blue-thunder now at 1 hull, as his blinded pilot makes him auto misses. NO changes to anyone's XP. GRR.

The HWK docks on the POW carrying shuttle, AS both Gamma-1 and 2 rip into it, blowing the shuttle up..

Rebels lose.. Started out great, especially with the assault missile barrage! But, eventually the dice turned against me... BOO hiss!!

Ending XP 7 Drogo, 4 Red-bull, 5 Shatter, 4 Gruff, and 4 Blue-thunder.

1 st loss at 5 ships...

2 nd running at 5 ships

Using all 5 X-wings. Squeaky is PS 7 with a Plasma torpedo Has the named pilot of Arvel Crynyd . Jinn is also PS 7 also with a Plasma torpedo with the named pilot of Jake Farrell. Chaka is PS 7 also, but has a Proton torpedo, with the named pilot of Dutch Vandar. Tin-bok is PS 6, and takes his Advance proton torpedo with extra munitions with the named pilot of Sabine Wren , while Reign is PS 5, with a Plasma torpedo and has the named pilot Thane Kyrell.

Jinn and Squeaky show up in Cloud 1, Chaka and Tin-bok in cloud 2, and Reign in cloud 3. Squeaky will have squad leader. Ps averages to a 6.

Alpha squad's ties are set with Alpha-1 and 3 to the north of Cargo-1, with Alpha 2 and 4 to the south of Cargo-2. Beta squad when they show up in round 2, will be split Beta-1 and 3 north, beta-2 south. ONE is shifted up to being a Tie Interceptor (with a hull upgrade), that being Beta-3.

Round 1. All rebels plan to come out of hiding. Tin-bok, Squeaky and Reign all plan 4 straights, 3 straight for Jinn, and 3 bank right for Chaka.

Alpha-1 and 3 straight 2. Both protect Cargo-1. Alpha-2 and 4 straight 3. Both too far to protect Cargo-2, so both take an evade. Cargo-1 straights 1, coordinates Alpha-1 he evades. Cargo-2 straights 1, he coordinates Alpha-4, who protects him.

All the rebels move. Reign locks Cargo-2, Tin-bok boosts forward via Sabine , then locks Cargo-2 as well, Chaka focuses, then locks it as well due to Dutch Vandar . Jinn Focuses, then barrel rolls left via Jake Farrell , and Squeaky performs a Scan on Cargo-2. Cargo-1 is the POW carrying shuttle. Squeaky gives 1 hull then, to Alpha-4, which Jinn adds a 2 nd hit via a Damaged Engine critical Chaka then kills Alpha-2. Tin-bok's first plasma torpedo misses Cargo-2, muntion's failsafe kicks in so it's not wasted. Reign's torpedo however hits, Stripping three shields off of Cargo-2 (man i'm loving his Guidance chip!). Xp now 2 ea for both Squeaky and Chaka. 1 ea for Reign and Jinn, 0 for Tin-bok.

Alpha-1 and 3 no shot. Alpha-4 misses Reign, Cargo-2 also misses him, and Cargo-1 misses Tin-bok.

Round 2. Beta squad shows up. The HWK can now move, plans a 3 straight. 4 straight for Tin-bok, 3 straight for Reign, 4 straight on both Jinn and Squeaky and 1 bank right for Chaka.

Alpha-1 and 3 both roll a 2 bank right. Both Barrel roll left, to get out of Cargo-1's path. Alpha-4 rolls a 4k. Bumps Reign before completing. No action. Beta-1 bumps Cargo-1 trying a 3 bank right. Beta-3 bumps him in the rear doing a 2 bank right. Took its free focus though. Beta-2 Straights 3 and protects Cargo-2. Cargo-1 straights 1, after locking Tin-bok, then coordinates Alpha-1, who protects Cargo-1. Cargo-2 locks Squeaky, tries a bank 2 right, bumping into Beta-2. No action.

The rebels move. The HWK takes its first focus. Reign-fire takes a focus (more thinking defensively than offensively right now). Tin-bok declines to use Sabine , locks onto Cargo-1. Squeaky and Jinn both lock the interceptor, Beta-2. Chaka takes a focus. Squeaky's torpedo fails to fire, thanks to munition's failsafe. Jinn's shot hits, dealing 1 hull and a Minor explosion to Beta-2, taking it up to 3 hull. Chaka kills Beta-2. Shifts up to 4xp. 2 still for Squeaky, 2 now for Jinn. Tin-bok then hits Cargo-1 for one shield, Reign however, strips FOUR shields off it! Reign goes up to 2xp, 1 for Tin-bok.

Cargo-1 then shoots Squeaky in his rear arc, taking one of his shields. Cargo-2 hits Reign, taking one of his shields and his stealth device. Alpha-1 and 4 both have no shots, same Beta-2. Beta-1 and Alpha-3 miss. Beta-3 hits Squeaky taking a 2 nd shield.

Round 3. Squeaky plans a 1 bank right to regenerate a shield, 2 turn right for Reign-fire, 4k for Jinn (will stress), 3 straight for the HWK, 2 bank right for Chaka and 1 bank right for Tin-bok.

Alpha-1 and 3 roll a turn 1 right. Alpha-3 bumps Cargo-1, Alpha-1 barrel rolls left and slightly forward to get out of Cargo-1's path. Alpha-4, kills itself, trying another 4k turn, running through an asteroid (even a 3k would run it onto the asteroid). Squeaky as the last one to damage it gets the kill xp, taking him up to 3. Beta-1 turns right 1, then barrel rolls left getting out of Squeaky's arc (but not Jinn's). Beta-3 takes his free focus, then straights 2. Can't boost or barrel roll to get arc to shoot, but can barrel roll to get OUT of the arc of Squeaky, so does so. Cargo-1 locks onto Squeaky, then straights 1, coordinates Alpha-1, who protects it. Cargo-2 locks Chaka, then hard turns 2 right.

The rebels move. The HWK takes a 2 nd focus. Reign-fire bumps into Alpha-2. Chaka locks Alpha-4, which allows Reign to lock onto it via Dutch Vandar . Tin-bok uses Sabine to barrel roll left, moves locks onto Cargo-2, then boosts forward getting out of Alpha-1's arc via its droid. Squeaky regenerates back up to 2 shields, then barrel rolls right and takes a focus via Intensity , Jinn takes a stress. Then shoots and kills Beta-1. Squeaky finishes off the Interceptor. Chaka's plasma torpedo rips off the last shields of Cargo-1, Tin-bok deals it a weapons malfunction critical, Reign misses. XP now 4 for Jinn, 5 for Squeaky, 5 for Chaka, 2 for Reign and 2 for Tin-bok. The HWK takes a range 3 shot on Cargo-1 but whiffs.. (What do you expect, when it has only 1 attack die at range 3!). Squeaky spends his focus to flip Intensity back over .

Cargo-2 hits Tin-bok, taking his stealth device and 1 shield. Cargo-1 misses. Alpha-1 misses, and so does Alpha-3. The die were NOT friendly to the empire this round! GOOD.

Round 4. The HWK plans a 2 bank right, 1 bank left for Jinn to clear stress, Reign-fire plans a 1 bank right, same for Squeaky (to regenerate his last lost shield) 2 turn right for Chaka, same for Tin-bok.

Alpha-1 bumps Chaka trying a 2 bank right. Alpha-4 turns right 3 and focuses Cargo-1 banks left 1, after locking Tin-bok, then clears its weapons disabled critical. Now at 1 hull. Cargo-2 re-locks onto Chaka, then hard turns 2 right, landing on an asteroid (a 2 bank right would have cleared the asteroid BUT taken the Lambda too close to the map edge for it to have avoided going off and being destroyed). Loses his shot, action and a fourth shield.

The rebels move. The HWK takes a 3 rd focus, Reign-fire also focuses, Tin-bok uses Sabine barrel rolls right, re-locks Cargo-1, and boosts right via Droid to get out of its arc. Chaka Boosts left, Squeaky regenerates up to 3 shields, Locks onto Alpha-1. Jinn clears his stress, takes a focus, and Barrel rolls left via Jake. His shot deals 2 hull to Alpha-3. Squeaky whiff's his shot even with spending his lock (**** the evade die of Alpha-1!!!). Chaka's shot disables the POW carrying shuttle. This gives both Tin-bok and Reign no shot. The HWK misses with its Ion turret on Alpha-3. Reign stays at 2xp, so does Tin-bok, and Squeaky stays at 5xp. Chaka now up to 6xp, and Jinn now at 5xp.

The only imp with an arc to shoot would be the disabled POW lambda, but since it's disabled it can't shoot...

Round 5. Delta's two defenders show up in the NE corner, on Tab 1. The HWK plans a 1 straight, will dock. 2 turn right for Squeaky, 4 straight for Reign-fire, 3 bank right for Tin-bok, 4 straight for Chaka, and 3 bank right for Jinn.

Alpha-1 bumps into Alpha-3 trying a turn right 3. Alpha-3 does a 3k. Both in Delta roll a 5 straight. Delta-1 has to shorten it to a 4 straight, putting him behind Delta-2, so he barrel rolls left out of the way of the asteroid he'd have ran into. Delta-2 takes a focus. Cargo-2 Hard banks 3 right, bumping into Alpha-3. Couldn't re-lock anyone.

The rebels move. The HWK docks. Reign moves. Has no shot, so protects the HWK. Tin-bok uses Sabine and boosts right, moves, then has no shot. Jinn bumps into Alpha-1. Squeaky moves, has no shot, so uses Squad leader to give action to Jinn. He focuses and uses Jake to boost left, getting out of arc to be shot by Alpha-3. No rebels OR imperials have shots. XP stays, 5 for both Jinn and Squeaky, 6 for Chaka, and 2 ea for both Tin-bok and Reign.

Round 6. Jinn and Squeaky both plan 2 turn lefts, the HWK is on its first round of being docked, towards getting the POW's. Tin-bok plans a 2 bank left, 1 straight for both Reign-fire and Chaka.

Alpha-1 does a 4k. Alpha-3 straights 3 and focuses. Delta-1 and 2 both straight 5, both lock the HWK and both then barrel roll right to try and get out the arc of Chaka (though they can't get out of Reign-s arc). Cargo-2 locks Squeaky, turns 2 hard right.

The rebels move. Jinn locks Cargo-2, Squeaky focuses, Reign protects the HWK, Tin-bok uses Sabine barrel rolls left, moves then focuses, and Chaka locks Delta-2, and via Dutch so does Reign. Squeaky's shot strips the last 3 shields off Cargo-2, Jinn gives it 3 hull. Chaka strips all shields off from Delta 2. Tin-bok then hulls it twice. Reign kills it off. Squeaky shifts up to 6xp, 7 for Chaka, 6 for Jinn, 5 for Reign and 3 for Tin-bok.

Delta-1 strips one shield off the HWK. Squeaky loses 2 shields in return fire from Cargo-2 and Alpha-1. Jinn loses one shield and his stealth device to Alpha-3. (Now all rebels are somewhat damaged!).

Round 7. Gamma squads two Advance-prototype elites show up down in the SW corner, on tab 5.

Jinn and Squeaky plan 2 turn lefts again, same for Tin-bok, 4k for Reign, and 1 bank left for Chaka.

Alpha 1 bumps into Squeaky trying a 5 straight. Alpha-3 performs a 3k. Delta-1 re-locks the HWK, then straights 4 and focuses. Cargo-2 re-locks Squeaky, then bumps, trying a 1 bank right.

Reign takes a stress.

Gamma-1 and 2 both roll a straight 5. Gamma-1 has to slow it to a 4, to avoid a debris field, cannot barrel roll left to get out of the debris fields path without landing on an asteroid so evades. Gamma-2 also slows, but can barrel roll right, to get out of its path for next round.

The rest of the rebels move. Chaka locks Delta-1 (even though he has no shot, it allows Reign to get a lock on him via Dutch . Squeaky locks Gamma-1, Tin-bok uses Sabine to barrel roll right and slightly rear-ward, moves, then locks Delta-1 and boosts left gaining an arc to shoot it (barely). Jinn focuses, and uses Jake to barrel roll right. Jinn then takes both shields off of Gamma-1. Squeaky deals it a Damaged sensor array critical. Chaka no shot.

Gamma-1 returns fire, taking a 2 nd shield off Jinn. Gamma-2 no shot.

Tin-bok then strips all 3 shields off Delta-1, Reign then hulls it twice (one hit, and an injured pilot critical, which doesn't matter as the defenders have no EPTs or named pilots). XP shifts up to 7 for Chaka, Jinn and Squeaky, 4 for Tin-bok and 6 for Reign-fire.

Alpha-1 and Cargo-2 no shot. Delta-1 strips the last 3 shields off the HWK. Alpha-3 misses a range 3 shot on Squeaky.

The HWK finishes gaining the POWs. Can move in round 8.

Round 8, the HWK plans a 3 bank right (Will stress). 2 turn right Chaka, 2 turn left Squeaky, 3 turn left Jinn, 1 bank left for Tin-bok, 2 bank left for Reign-fire (Will keep stress).

Alpha-1 straights 2, has no arc to shoot anyone, so evades. Alpha-3 straights 3, in the same boat, so evades as well. Delta-1 re-locks the HWK< then shoots past it doing a 2 straight, so focuses defensively. Cargo-2 re-locks Squeaky, then banks 1 right, Coordinates Alpha-1, he protects the lambda.

Reign moves, no action as he didn't clear his stress. The HWK takes a stress.

Gamma-1 goes through a debris field, doing a 5 straight. Takes no action. Gamma-2 also straights 5, boosts left.

Tin-bok boosts left with Sabine, moves, locks Alpha-1, boosts forward via his droid. Jinn moves, focuses and boosts forward. Squeaky moves, barrel rolls left. Takes a focus via Intensity. Chaka moves. Has no shot, so protects the HWK (even though no imperials will be shooting it).

Squeaky misses Gamma-1 even with his focus. Jinn takes a shield off Gamma-2.

Gamma-1 no shot. Gamma-2 shoots Tin-bok but misses.

Tin-bok's return shot kills Delta-1. Reign now has no shot. The HWK also has no shot.

XP. Squeaky stays at 7, Reign stays at 6. Chaka Stays at 7. Jinn shifts up to 8xp, and Tin-bok shifts to 7xp.

Alpha-3 no shot. Cargo-2 shoots through a debris field, strikes Jinn taking his last shield. Alpha-1 gives him 1 hull damage. No other shots.

Round 9. The HWK plans a 3 straight, will keep his stress. 1 bank right for Reign, to clear stress. 2 turn right for Tin-bok, 3 turn left for Squeaky, 3 bank left for Jinn, and 2 turn right Chaka.

Alpha-1 turns right 2, even a bank right, sends him through the debris field. Keeps his roll, and declines to act. Alpha-3 bumps into Cargo-1 doing a 3 turn left. Cargo-2 re-locks Squeaky, then rolls a hard stay.

Reign clears his stress, and activates Marksmanship.

Gamma-1 straights 5. Fails to clear his sensor array critical. Gamma-2 straights 5, bumping into Cargo-1.

The rest of the rebels move. Tin-bok boosts left via Sabine, moves, then locks Cargo-2. Jinn focuses, uses Jake and boosts left. Squeaky moves, has no shot, so uses SQL to give an action to Tin-bok, he focuses. Chaka protects the HWK again. Both Squeaky and Chaka have no shots. Jinn kills Gamma-2.

Gamma-1 then strips the last shields off Reign-fire and gives him a Damaged Cockpit critical hit (so his PS drops to 0 for the rest of the match).

Reign-s return shot kills Gamma-1, while Tin-bok kills Cargo-2. BOTH ELITES ARE DEAD!! +2xp all. XP shifts up to 9 for Chaka and Squeaky. Jinn ups to 13xp. Reign shifts up to 11, and Tin-bok shifts up to 11xp as well.. WOWSA!

The two imperial tie fighters left, have no shots.

Round 10, the HWK escapes. The rebels moved to where the two ties had no shots..

Solid rebel win. 1 loss 1 victory. Ending XP. 9 for Chaka, 9 for Squeaky, 11 for both Tin-bok and Reign-fire, and 13 for Jinn. XP averages to 11 when rounded up. This one was MORE from how well the dice were, AND where the reinforcements (delta/gamma) came in at, so the rebels had time to get to them before too much damage was suffered by the HWK...

Now off to do the 5 B-wing test!

3 rd running at 5 rebels

Using all 5 B-wings (ALL At PS 6). Doc will go with his Plasma torpedo and ion torpedo, has the named pilot of Gemmer Sojan, and crew slot of Sabine Wren. Grood takes his Plasma and advance proton torpedo, with Nera Dantels as his named pilot. Shunt takes his Proton bomb and ion torpedo, also has Sabine wren as a crew , and the named pilot of Etahn Abaht. While Spot takes his plasma and proton torpedos, Gunner crew slot, and the named pilot of Sabine Wren , and lastly Wilt, takes his Advance proton and plasma torpedo, but has no named pilots or crew slots.

Grood will have Squad leader. Doc hides in Cloud 3, Grood and Spot in Cloud 2, Wilt and Shunt in Cloud 1. PS averages to a 6, so Beta gets one of its fighters upped.

Alpha squad's ties are set with Alpha-1 and 3 to the north of Cargo-1, with Alpha 2 and 4 to the south of Cargo-2. Beta squad when they show up in round 2, will be split Beta-1 and 3 north, beta-2 south.

Beta-3 is converted to a Tie Striker (with the same hull upgrade as Beta-3 had last test).

Round 1. All B-wings plan a 3 straight, to come out of hiding.

Alpha-1 and 3 both Straight 2, both protect Cargo-1. Alpha-2 and 4 both Straight 3. Both just out of range to protect Cargo-2, so both evade. Cargo-1 straights 1, coordinates Alpha-1, he evades. Cargo-2 straights 1, he coordinates Alpha-4, he protects Cargo-2.

The rebels move. Spot uses Sabine (the pilot), to boost left, then locks Cargo-2. Shunt locks Alpha-2, Doc focuses, Grood and Wilt also lock Cargo-2. Doc's shot on Alpha-2, deals it two hull (one hit and an Injured pilot critical, since its a tie fighter that just becomes a 2 nd hull). Shunt's main guns finishes off Alpha-4. Wilt's plasma torpedo strips off 3 shields from Cargo-2 (just 1 hit after the sensor jammer took the 2 nd hit to a focus, but his Expertise converts that back to a 2 nd hit, so 3 shields since it was a plasma torpedo). Grood's Heavy laser cannon takes 2 more shields, Re-locks it via his FCS. Spot's torpedo fails to hit, but thanks to Munition's Fail-safe, is not wasted. His Gunner Crew slot then lets him shoot with his main guns, taking a sixth shield of 7 from the Lambda. XP 1 for all but Shunt, who's at 2.

Cargo-1 misses Wilt, Cargo-2 misses, Alpha-1 and 3 too far to shoot, Alpha-2 however hits Wilt, taking one of his shields.

Round 2. Beta squad shows up. Wilt plans a 3 bank right (Will stress), all others plan 1 straights.

Alpha-1 and 3 roll a 2 bank right. Alpha-1 has to barrel roll left to clear a path for the Lambda. Alpha-3 bumps into it. Alpha 2 rolls a 2 straight, bumping into Wilt. Beta-1 tries a 2 turn right, but bumps Cargo-2. Beta-3 bumps into his back trying a 3 bank right. Took its free focus though. Beta-2, rolls a 3 bank right, but an asteroid in his path causes him to shift it to a 3 straight. He protects Cargo-2. Cargo-1 straights 1, coordinates Alpha-1 who protects him. Cargo-2 also straights 1, he Coordinates Alpha-2, who focuses. Cargo-1 locked onto Doc, while Cargo-2 locked onto Wilt.

The rebels move. Wilt stresses. Doc Scans cargo-2. Spot uses Sabine to barrel roll right, moves then locks Cargo-1. Shunt uses Trajectory simulator to launch his first Proton bomb, then moves, bumping into Beta-2. Grood focuses.

Shunt's bomb explodes, dealing a Console fire critical to Cargo-1, a Structural damage critical to Cargo-2, and a direct hit critical to Beta-2. He then uses his Sabine crew to kill the fighter off. This takes him up to 4xp. Doc then uses His Sabine wren crew slot , to take the first shield off Cargo-1. Doc's scan on Cargo-2 is complete, the POW carrying shuttle is Cargo-1!. Now sits at 2xp.

Doc then shoots, taking the last shield off Cargo-2, and its evade token. Shunt shoots it dealing it 1 hull, Grood kills it off. Wilt then shoots Cargo-1 taking two more shields from it, and Spot's Plasma torpedo strips of 3 more shields, taking it down to 2 shields left. XP now 4 for Shunt, 3 for Doc, 2 for Wilt, Spot and 4 for Grood.

Cargo-1 counter fires, taking another shield off Wilt, Alpha-2 hits Grood stripping one shield and his stealth device, Alpha-1 misses, Alpha-3 misses, Beta-1 misses, but Beta-3 takes another shield from Wilt.

Round 3. The HWK can now move. Plans a 3 straight. 2 bank left Wilt (Will keep stress), 2 bank right for both Doc and Shunt, 1 bank right for Grood and 1 straight for Doc. (man is it looking congested!).

Alpha-1 straights 2, sees no need to barrel roll (as the shuttle won't clear Wilt) so protects it. Alpha-2 does a 4k. Alpha-3 bumps Cargo-1 again, trying a 3 straight. Beta-1 straights 5, focuses. Beta-3 takes his free focus, then banks 3 right. No arc and can't barrel roll to get one, so evades. Cargo-1 re-locks Wilt, then bumps into him trying his third 1 straight. Unlucky for the rebels, the Console fire critical Cargo-1 has, does not damage it, but they know it NEEDS to clear it, before they disable the shuttle, otherwise it might Die before the HWK can collect the POWS).

The rebels move. The HWK takes its first focus. Doc bumps into Beta-1, Shunt takes a focus, same for Grood, Wilt keeps his stress, and Spot uses Sabine to barrel roll, then locks onto Beta-3. His proton torpedo deals it a hull damage and a Structural damage critical hit. Shifting Spot up to 3xp. Wilt kills off Alpha-3 with two solid hits and a Munition's failure critical (which since fighters have no ordinance is just a third hit. YEA!) shifting him up to 4xp. Shunt direct hit crits Beta-1 taking him up to 5xp, Doc deals a Damaged engine critical to Alpha-1, taking him to 4xp, and Grood strips one more shield off Cargo-1 (leaving it at 1 shield). The HWK misses. Grood is now at 5xp too.

Cargo-1 shoots, stripping two more shields off Grood, Alpha-1 no shot, Beta-1 takes a shield off Spot, Alpha-3 misses, Shunt loses his stealth device and his first shield to Beta-3.

Round 4. The HWK plans another 3 straight. 1 bank left Wilt to clear his stress, 2 turn right Doc, 1 straight Grood, 1 bank right Spot and 2k for Shunt (he hopes!).

Alpha-1 does a 4k. Alpha-2 straights 5 and focuses, Beta-1 bumps into Spot trying a 3k, Beta-3 takes his free focus, then banks 2 left. Again can't barrel roll to get arc to shoot, so takes an evade. Cargo-1 locks Grood, banks left 1 and clears its console fire critical (now out of shields)

The rebels move. The HWK takes a 2 nd focus. Wilt clears his stress, has no shot so focuses defensively. Grood bumps into Cargo-1. Stresses (GRR). Doc bumps into Grood. Spot banks right, moves, then barrel rolls left. Also no shot, but focuses defensively as well. Shunt Shunt moves, completes his K-turn, but drops his 2 nd proton bomb. Deals a Damaged cockpit critical to Beta-1, a Blinded pilot critical to Alpha-2, a minor hull breach critical to Beta-3 (now sits at 2 crits and 1 hull, making for 3 out of 5 hull damage). He then uses Sabine to make it a fourth hull, taking him up to 6xp, and Doc kills it off with his Sabine crew. Doc now up to 7xp. Wilt, Spot, and Grood all have no shots. Shunt then misses Alpha-2, while Doc deals a single hull damage to Cargo-1. Two more hits and it's disabled!! .. The HWK misses. Shunt uses Wingman to remove Grood's stress.

Cargo-1's return fire strips three shields off Doc and takes his stealth device, Beta-1 no shot, Alpha-1 misses, and Alpha-2 also misses. Blinded pilot flipped over, now = 1 hull.

XP now 7 on Doc, Shunt 6. 4 still on Wilt, 5 still on Grood, and 3xp on Spot.

Round 5. Delta-1 and 2 show up in the NW corner coming in on Tab-2. Delta 1 can't really avoid running through a Debris field in front of him.. The HWK plans a 2 straight, 2 turn left for Grood, 2 turn right for Doc, 1 bank right for Shunt to clear his stress, 2k for Wilt, and 1 straight for Spot.

Beta-1 (Who's PS is now 0) does a 3k. Alpha-1 does a 2 straight, then barrel rolls left out of Doc's fire arc, while maintaining his own arc to shoot. Both in Delta roll a 4 straight. Delta 1 cannot avoid running though a Debris field. Takes no action to avoid the risk of taking damage. Delta-2 focuses. Cargo-1 locks Doc, then Straights 1 and focuses. No one in range to Coordinate.

The rebels move. The HWK locks onto Cargo-1. Wilt bums into Delta-2, trying his K-turn, takes a stress. Grood locks Beta-1, Doc barrel rolls right, getting out of Alpha-1's arc, Shunt focuses after clearing his stress and Spot focuses. Doc has no shot. Wilt takes 1 shield off Delta-1, Spot takes all 3 shields off Delta-2, Grood takes the last 2 shields off of Delta-1. Shunt misses. XP now 4 on Spot, 6 on Grood, 7 still on Doc, 5 on Wilt, 6 still on Shunt. The HWK disables Cargo-1.

Alpha-2 misses, Alpha-1 takes 1 shield off of Shunt, Delta-2 takes 2 shields more from Grood while Delta-1 takes another from Wilt.

Round 6. The HWK plans a bank 1 right to dock on the Lambda. 2K for doc, 2 bank right for Shunt, 1 left bank for Wilt to clear his stress, 2 turn right for Spot, and Grood's hoping to get in a 2k (will stress).

Beta-1 bumps into Alpha-1 trying a 3 bank right. Alpha-1 turns 1 right, has no arc to shoot anyone so evades. Alpha-2 banks left 2 bumping Shunt. Delta-1 rolls a 3 straight, but has an asteroid in his path, so shifts it to a 3 bank right, bumping into Wilt. Delta-2 rolls a 4 straight, won't clear Wilt or Delta-1, so bumps into 1's back. Is JUST enough to the side, Grood will be able to slide on bye him.

The rebels move. The HWK docks (is angled in such a manner he can flee via the north map side, and won't have to avoid any asteroids!). Shunt moves, barrel rolls right. Doc takes a stress, but drops his proton bomb first. Spot has to use Sabine to boost forward before can move, but this takes him running through the same Debris field Delta-1 did earlier. Takes no action, to avoid taking any damage. Wilt clears his stress, then barrel rolls to his left, and slightly rearward to make it easier to avoid the map edge next round, with a 2 turn. Grood stresses, barely clearing Delta-2.
Doc's proton bomb goes off dealing a blinded pilot critical to Beta-1, a Direct hit critical to Alpha-1 killing it, and a Damaged cockpit critical to Alpha-2. He then uses his
Sabine crew slot to kill off Beta-1, while Shunt uses His Sabine crew to kill off Alpha-2. Doc then misses Delta-1. Still he shifts up to 10xp. Grood deals 2 hull to Delta-1, Doc misses it. Shunt, Wilt and Spot no shots.

Xp now 10 for Doc, 7 now for Grood, 4 still on Spot, 6 still on Shunt and 5 still on Wilt.

Delta-1 takes a shot on the HWK but misses, Delta-2 has no shot.

Round 7. Gamma-1 and 2 show up in the SW corner, starting out on Tab 5. EEK.. Shunt plans a 1 bank left, 1 bank right for Doc to clear his stress, 2 straight for Grood to clear his stress, 2 bank right for Spot, and 2 turn left for Wilt. 1 st of 2 rounds being docked for the HWK.

Delta-1 locks the HWK then banks 3 left and focuses. Delta-2 too far to lock the HWK. Bumps into Cargo-1 doing a 5 straight. No action or lock.

Gamma-1 and 2 roll a straight 4. Gamma-1 boosts forward, Gamma-2 can't boost forward otherwise he'd land on an asteroid. Declines to boost or barrel roll, takes an evade.

The rebels move. Doc clears his stress then locks Gamma-1. Wilt also locks Gamma-1, Grood clears his stress and locks Delta-1, Spot uses Sabine to boost forward, then moves and takes a focus. Shunt also focuses.

Gamma-1 and 2 had no shots.

Doc's plasma torpedo strips off both shields from Gamma-1. Wilt kills it with two hits and a crit (Damaged sensor array). Shunt takes the first shield off Gamma-2. Grood kills off Delta-1. Spot deals 1 hull to Delta-2. XP now 12 for Doc, 11 for Grood, 6 for Spot, 9 for Wilt and 8 for Shunt.

Delta-2 takes the first shield off the HWK.

Round 8. The 2 nd of two rounds for the HWK to take in the POWs.

Grood plans a 2 straight, 2 turn left for both Wilt and Shunt, Spot and Doc plan 1 banks right.

Delta-1 rolls a 1 hard turn right. No capacity to lock the HWK or take an action. Gamma-2 straights 4, locks the Lambda, then boosts forward getting out of Doc's arc.

The rebels move. Doc has no shot, but takes a focus defensively, Wilt locks Gamma-2, Shunt barrel rolls left, Grood protects the shuttle, Spot boosts right, moves then also protects it.

GOOD THING TOO, as Gamma-1's missile smacks into it, gaining a total of 2 hits and one critical hit (Damaged weapons). Due to both of the evades, it only improves to 4 hull damage. Had even one more gotten through, the Shuttle would be dead, and the rebels would have lost.

Shunt takes Gamma-2's last shield, Wilt hulls it once, Spot gets in the kill. Grood deals a 2 nd hull to Delta-2. Doc has no shot. Spot improves to 10xp, 11 for Wilt, 10 for Shunt, 13 for Doc and 13 for Grood.

Delta-2 then strips three more shields off of Spot, leaving him with 1 shield left (ouch). However, only one imperial remains.

Round 9, the HWK plans a 3 bank right, (will stress), 2k for both Grood and Doc, 3 straight Wilt, 2 straight Shunt and 2 turn left Spot.

Delta-2 locks the HWK then hard turns 2 left. No action.

The HWK moves, takes its stress. The rebels all move. Spot gets in the kill shot on Delta-2, taking him up to 13xp.

Round 10 and 11 is the HWK moving 3 straight, and escaping safely.

Man, was it a closely fought victory. Had either Grood or Spot NOT performed their protect actions, or had Gamma-2's missile, struck with more than 3 hits, this mission would have been a loss. THIS LITERALLY came down to ONE DIE ROLL....

2 nd rebel win, 1 loss. Ending XP very high still, three rebels at 13, one at 10, and one at 11. Overall 12xp average. May need to re-think having Gamma squad having any elites... Will see if its this high still after the other 3 test runs.

4 th running at 5 ships (FIRST running where Charlie squad shows up, and both Delta and Gamma squad comes in one round earlier).

Using all 5 Y-wings. Unca is PS 7, takes his Proton torpedo and Proton bomb, and has the named pilot of Zeb Orelios . Crack is also PS 7, takes his Proton torpedo and proximity mine. Dozer Plasma torpedo and seismic bomb. Also at PS 7, with the named pilot of Dutch Vandar. Cmoz is only PS 6, but takes his Plasma torpedos (to better make use of his Guidance chip) and his cluster mine,and ops to take his ion turret vice his Dorsal turret. Has no named pilot yet. And lastly, we have Imo-thep, who is PS5, he takes his Proton and Plasma torpedo, with the named pilot of Chewbacca . Cmoz plans to drop his cluster mines, in the SW corner, hoping at least ONE of the reinforcement squads show up down there. Crack, will wait to use his proximity mine, to try and catch the Non POW carrying shuttle.

Squad leader will be on Unca. Unca hides in Cloud 3. Both Imo-thep and Cmoz hide in Cloud 1, while Dozer and Crack hide in Cloud 2. PS averages to a 6.

Alpha squad's ties are set with Alpha-1 and 3 to the north of Cargo-1, with Alpha 2 and 4 to the south of Cargo-2. Beta squad when they show up in round 2, will be split Beta-1 and 3 north, beta-2 south. Beta 3 is back to being a Tie Interceptor, with a hull upgrade.

This is the first of two runnings, that should be MUCH harder, due to enemies in part 2, escaping. As such Charlie squad comes in on round 3, sporting 3 tie bombers, Delta squad shifts to starting in round 4, vice 5, and Gamma squad shifts to starting in round 6 vice 7.

Round 1. All Y-wings plan to come out. 3 bank left for Unca, Dozer and Crack, 3 bank right for Imo-thep and 3 straight for Cmoz.

All in Alpha straight 2. Alpha-1 and 3 protect Cargo-1, Alpha 2 evades, Alpha-4 protects Cargo-2. Cargo-1 straights 1, coordinates Alpha-1 and he evades. Cargo-2 straights 1, he coordinates with Alpha-2, who protects cargo-2.

The rebels all move, unfortunately none get in range to Scan cargo-2. All lock onto it except Imo-thep who focuses, but locks onto Alpha-4, due to Dutch of Dozer. Crack's first proton torpedo tears both evade tokens off the shuttle, but otherwise misses. His Saturation Salvo EPT kicks in, dealing 1 hull to Alpha-4, and takes 1 shield off Cargo-1. Unca's first torpedo strips 2 shields. Dozer's proton torpedo fails to fire, but is not wasted due to Munition's failsafe. Cmoz's torpedo rips 3 more shields off the shuttle, the last 2 get taken via Imo-thep's plasma torpedo. All at 1xp, except for Dozer.

Cargo-1 and 2 fire at Dozer, both missing. Same for Alpha-4 and 2. Alpha-1 and 3 no shots.

Round 2. Beta squad shows up. Unca and Dozer plan 2 turn rights, 1 bank left for Crack and Imo-thep, 3 bank right for Cmoz.

Alpha-1 and 3 roll a 3 bank right. Both clear it, then barrel roll left, to clear path for the lambda.

Alpha-2 turns right 2, evades as he has no shot. Alpha-4 rolls a turn 1 right, would land it on debris field, so shifts it to a 1 bank, and bumps into Imo-thep. Beta-1 bumps Cargo-1 trying a 3 turn right. Beta-3 bumps him trying a 3 bank right after taking his free focus. Beta-2 bumps Cmoz trying a 1 turn right. No action for all of them. Cargo-1 straights 1, locked Crack then coordinates Alpha-1 who protects him. Cargo-2 straights 1, he coordinates Alpha-4 who protects him.

The rebels all move. Imo-thep drops his proton bomb, then scans Cargo-2. Cmoz focuses, Unca and Crack lock Cargo-1, while Crack locks Beta-2. Scan done, Cargo-2 is the POW shuttle. Bomb goes off, killing Alpha-4 with a direct hit critical, and deals Damaged Cockpit critical to Alpha-2. Dozer then deals 2 hull to Beta-2. Unca's second torpedo strips the evade and two shields off Cargo-1. A 4 th comes off from Crack. Imo-thep and Cmoz both hit Cargo-2 with their ion turrets, dealing it two hull and disabling the POW ship. YAY. XP now 4 on Imo-thep, 1 for Dozer, 2 for Unca, Crack and Cmoz.

Cargo-1 shoots Crack, taking one shield and his stealth device. Alpha-1 takes another shield. Alpha-3 misses. Beta-2 and Alpha-2 no shot. Beta-1 and 3 miss Imo-thep.

Round 3. Charlie squad shows up in the NW corner, on tab 2. Decent spot for the rebels at least, they should be able to tear into them before any of the bombers get in range of the HWK...

The HWK can now enter the fray, plans a 3 straight. 3 bank lefts for Both Cmoz and Crack, 3 bank right Unca and Cmoz, 2 turn right Dozer.

Alpha-2 rolls a 4k, would run off the map, so shortens it to a 3k. Alpha-1 and 3 roll a 2 bank right. Alpha-1 bumps Dozer, Alpha-3 protects Cargo-1 (can't barrel roll out of his path). Beta-1 rolls a 3 bank right, focuses, Beta-2 turns 3 left, evades. Beta-3 free focus then Re-bumps Beta-1 doing a 3 bank.

Cargo-1 locks Crack again, then banks 1 right bumping Alpha-3. All in Charlie squad roll a 2 straight, Charlie 2 has to shift it to a 2 bank right, bumps into Charlie 3. Charlie 3 and 1 focus.

The rebels all move. The HWK takes its first focus. Imo-thep bumps Beta-1. Cmoz locks Charlie 1, Dozer locks Beta-3, Crack re-locks Cargo-1, Unca uses Squad leader to give Crack an action, he takes it to drop his proximity mine. Unca's TLT takes two more shields off Cargo-1, leaving it with 1 shield. Dozer misses, Same for Cmoz. Imo-thep deals a damaged engine and Console fire critical to Beta-3, Crack takes the last shield off Cargo-1. XP now 5 for Imo-thep, 2 still on Cmoz and Crack, 3 for Unca, 2 now for Dozer.

Cargo-1 strips another shield off Crack. Charlie-2 takes 2 shields off shield off Cmoz, Charlie 1 misses, Charlie 3 no shot.

Beta-2, Alpha-2 and 4, and 1 all no shots. Beta-3 strips the first shield off of Imo-thep and takes his stealth device.

Round 4. Delta squad's two defenders come in on Tab 5, down in the SW corner.

The HWK plans another 3 straight. Unca and Dozer plan 2 turn left, 2 straight Crack, 2 turn right Cmoz and 1 bank right Imo-thep.

Alpha-2 banks 3 left and focuses. Alpha-1 and 3 both do a 3k. Beta-1 turns left 1 and focuses, Beta-2 rolls a 3 bank, can't do due to asteroid, shifts it to 3 straight and evades. Beta-3 takes his free focus, then 4ks. Cannot clear his console fire critical. Delta-1 and 2 both roll 5 straight. Delta-1 bumps into Alpha-2. Delta-2 focuses. Cargo-1 locks Unca, banks 3 right and coordinates Alpha-1, who focuses. Charlie 1 and 3 bank 2 left and focus, Charlie-2 does same bank, and focuses, Barely misses bumping.

The rebels move. The HWK locks Cargo-1. Cmoz, Dozer and Imo-thep lock Charlie 2, Unca and Crack lock Charlie 1.

Beta-3's console fire deals it no more damage this round.

Unca deals it two hull to Charlie-1, Crack deals it a 3 rd . Dozer's plasma torpedo rips into Charlie 2 dealing it two hull, 3 more come from Cmoz, Imo-thep kills it off. XP now becomes 8 for Imo-thep, 4 for Unca, 3 for Crack, Dozer and Cmoz. The HWK then deals 1 hull Cargo-1.

Cargo-1 takes Unca's first shield and his stealth device. Charlie 1 takes the last shield off Crack. Cargo-3 strips 3 shields off Dozer. Beta-3 takes the last shield and deals him a hull damage. A 2 nd comes from Alpha-3. Alpha-1 takes a 2 nd shield off Unca. Beta-1 and 2, and both in Delta no shots.

Round 5. The HWK hopes to perform another 3 straight. Cmoz plans a 3 bank right, 2 turn right for both Dozer and Imo-thep, 3 bank left for Crack and 2 straight for Unca.

Alpha-2 banks 3 right and focuses. Alpha-1 and 3 both straight 5 and both focus. Beta-1 does a 3k. Beta-2 turns 3 left and protects Cargo-1. Beta-3 takes his free focus, then bumps Imo-thep doing a 5 straight. No action. No gets to clear his console fire. Delta-1 and 2 both Straight 4. Delta-1 bumps into Beta-2 again. No action or lock. Delta-2 locks the HWK and focuses. Charlie 1 banks 3 right, bumping into Alpha-1, Charlie 3 does the same move but doesn't bump, so focuses. Cargo-1 re-locks Unca, then hard turns 2 left. No action.

The HWK bumps into Cargo-1, no action. Imo-thep takes a focus, Cmoz bumps into Imo-thep, Crack locks Charlie-3, so does Unca, and Dozer bumps into Cmoz (man did some bad planning here).

Beta-3 dies to his Console fire. +2xp to Imo-thep for his death.

Unca then shoots his TLT, doing 2 hull to Charlie-3. Three more hull comes from Crack's Sync turret, Dozer has no shot, but Cmoz does, and his forward guns kill the first bomber. Imo-thep then shoots dealing a 4 th hull to Charlie 1, and ions him. XP now 11 for Imo-thep, 4 for Crack, 3 still on Dozer, 6 now for Cmoz and 5 for Unca. The HWK has no shot.

Delta-1 misses, Delta-2 hits the HWK taking 3 shields off the HWK. Charlie-1 and Cargo-1 no shots. Beta-2 no shot. Beta-1 takes the last shield off Dozer and deals him 1 hull. Alpha-1 smacks into Unca, taking his last two shields, and gives him 1 hull, Alpha-3 gives him 2 more hull. Alpha-2 deals 2 more hull to Crack.. Man our rebels are getting chewed into! .

Round 6. Gamma-1 and 2 show up in the NE corner on tab 1. The HWK plans another 3 straight, 2 turn right for Unca, 3 bank left Crack, 3 straight Imo-thep, 3 bank right for Crack and 2 turn right for Dozer.

Alpha-2 banks 2 left, has to evade as has no arc, and can't barrel roll to get one. Alpha-1 and 3 roll a 2 bank right. Alpha-1 has to shift it to a 2 turn right to avoid an asteroid, Alpha-3 bumps Unca. Alpha-1 evades. Bet-1 banks right 3, then barrel rolls right out of Crack's main gun arc. Beta-2 banks 3 left and focuses. Delta-1 and 2 roll a 1 bank left. Both lock the HWK and focus. Cargo-1 hard turns left 2 again, no lock or action (As he was bumping a rebel at the start of the round, he couldn't get a lock). Charlie-1 bleeds his ion, but dies to the Proximity mine of Crack. +3xp to Crack!!

The HWK moves, and focuses defensively (it will be his 2 nd token if he can keep it). Imo-thep also focuses.

Gamma-1 and 2 move straight 4. Both barrel roll left to avoid an asteroid. Too far to lock.

The rest of the rebels move. Crack locks Beta-1, so does Cmoz, Dozer drops his seismic bomb, then bumps into Unca, Unca uses Squad leader to give Dozer an action. Dozer then locks Alpha-1 with that free action from Unca, and via Dutch, Unca then locks him too.

The bomb goes off dealing only 1 hull to Alpha-2 (now at 2 hull with its damaged cockpit critical!).

Both Dozer and Unca, then whiff their shots vs Alpha-1. GRR. Crack deals 1 hull to Beta-1.

Neither Gamma has a shot.

Cmoz then hits Beta-1, dealing it a 2 nd hull and 1 ion token. Imo-thep then hits Cargo-1, for a 2 nd hull and 1 ion token, the HWK makes it 2 hull and 2 ions, disabling the decoy.

XP now 12 for Imo-thep, 7 for Crack, 4 still on Dozer, 7 now for Cmoz and 5 still for Unca.

Delta-2, Alpha-1, and Alpha-2 all have no shots. Delta-1 takes the last shield off the HWK, and deals it a Munition's failure critical, but as the HWK has no ordinance, its just 1 hull. Beta-1 gives a 3 rd hull damage to Dozer. Beta-2 misses Imo-thep.

Round 7. The HWK plans a 2 bank left to dock with Cargo-2. Cmoz and Crack both plan 2 turn lefts, 2 right turn for Unca, 3 bank right Dozer and 2 turn right for Imo-thep.

Alpha-2 turns 2 left, then has to barrel roll left to get away from Map edge. Alpha-1 rolls a 4k, Alpha-3 also does one, but has to shorten it to a 3k, to avoid the map edge. Beta-1 bleeds his ion, and focus, while Beta-2 humps into him, trying a 4k. Delta-1 and 2 re-lock the HWK. Both then straight 2 and focus, even though they have no arcs to shoot.

The HWK starts docking. Imo-thep locks Delta-1, then boosts left via his droid.

Gamma-1 and 2 straight 3. Both boost forward, but are still too far to lock.

The rest of the rebels move. Crack locks Delta-1, so does Cmoz, who boosts forward via his droid. Dozer locks Cargo-1, and Unca winds up bumping Alpha-3 because of his K turn. Unca's TLT then kills off Beta-1. Dozer fires his last torpedo, killing Cargo-1. Crack fires his 2 nd torpedo into Delta-1, striping off two of its shields.

Gamma-1 and 2 no shots.

Cmoz takes the last shield off Delta-1, and gives it 1 ion, Imo-thep makes it 1 hull and 2 ion tokens.

XP now up to 13 for Imo-thep, 8 for Crack, 7 now for Dozer, 8 for Cmoz and 7 for Unca.

Alpha-2, Beta-2, Delta-1 and 2 all have no shot. Alpha-1 deals a 4 th hull to Dozer.. OUCH.

Round 8 is where the rebels lose. Gamma-1 and 2 finally get in range to shoot the POW carrying shuttle and none of the PS 7 rebel ships can do anything, but watch. Both Dozer and Unca miss, Crack just takes one shield off Gamma-2. Then they watch in horror as Gamma-1's missile deals 2 more hull, and it blows up from Gamma-2's missile. (3 more hull and a Injured pilot critical, a bit of overkill)..

Two rounds, i had some bad planning. BUT otherwise it went well.. I just couldn't keep the rebels in line to kill enough fast enough, to where they could then get in the way of Gamma squad.

Unca did earn a 8 th xp from dropping his 1 st proton bomb (he finally got to use it!), Crack shifted up to 9xp, Cmoz up to 9xp, as he got one for damaging Delta-1 with his Cluster mine he dropped. Dozer finished with 7xp and Imo-thep finished with 13.

XP averages to 9...

2 rebel wins, vs 2 rebel losses. 1 st loss with the harder mission due to Charlie showing up..

Edited by LTuser

5 th running at 5 rebel ships (2 nd running where Charlie shows up).

Using two X-wings. Squeaky is PS 7 with a Plasma torpedo Has the named pilot of Arvel Crynyd . & Tin-bok is PS 6, and takes his Advance proton torpedo with extra Munition's with the named pilot of Sabine Wren. Two b-wings, both at PS 6. Shunt takes his Proton and Seismic bomb this time, has Sabine wren as a crew , and the named pilot of Etahn Abaht. While Spot takes his plasma and proton torpedos, Gunner crew slot, and the named pilot of Sabine Wren . And the Y-wing Imo-thep. Imo-thep takes his Proton and Plasma torpedo, with the named pilot of Chewbacca .

Squad leader will be on Squeaky, as he's the only one at PS 7. PS averages to a 6. Squeaky hides in Cloud 3, both B-wings in Cloud 1, and Imo-thep and Tin-bok in cloud 2.

Alpha squad's ties are set with Alpha-1 and 3 to the north of Cargo-1, with Alpha 2 and 4 to the south of Cargo-2. Beta squad when they show up in round 2, will be split Beta-1 and 3 north, beta-2 south. Beta 3 is back to being a Striker. This is the second of two runnings, that should be MUCH harder, due to enemies in part 2, escaping. As such, Charlie squad comes in on round 3, sporting 3 tie bombers, Delta squad shifts to starting in round 4, vice 5, and Gamma squad shifts to starting in round 6 vice 7.

Shunt will try to make GOOD use of his bombs and Trajectory simulator!!

Round 1. All rebels plan to come out of hiding. 4 straight for Squeaky, 3 bank left for both Imo-thep and Tin-bok. 2 bank right for Spot, and 3 straight for Shunt.

All in Alpha squad, straight 2. Alpha-1 and 3 protect Cargo-1, Alpha-2 just out of range to protect Cargo-2, so he evades, but Alpha-4 is in range so protects the shuttle. Cargo-1 straights 1, coordinates Alpha-1 who evades. Cargo-2 straights 1, coordinates Alpha-2 who finally gets to protect him.

The rebels all come out of hiding. Spot uses Sabine to boost left, moves, then locks Cargo-2. Shunt performs a scan action on it, Tin-bok uses HIS Sabine to boost left, moves, and also locks Cargo-2, Squeaky locks Cargo-2 as well, Imo-thep also locks, declines to use his droid to boost forward or right. Shunt's Scan is done, Cargo-1 is the POW carrying Lambda. Squeaky's shot then misses, lock NOT spent, but one evade token burned off. Spot then shoots his proton torpedo, stripping the 2 nd evade, and takes off two shields. Shunt's main guns miss. Imo-thep's plasma torpedo shanks off 3 more shields, a 6 th comes of from Tin-bok. XP now 1 for Imo-thep, Tin-bok, Shunt and Spot. 0Xp for Squeaky.

Cargo-1 then returns fire but misses, so does Cargo-2, and Alpha-2, all missing Imo-thep. Alpha-4 misses Shunt (rolled THREE blanks!!). Alpha-1 and 3 out of range to shoot.

Round 2. Beta squad shows up. Tin-bok plans a 4k, 3 straight Squeaky, 2 straight Imo-thep, 3 straight for Spot and 1 straight for Shunt. The HWK plans a 3 straight.

Alpha-1 and 3 roll a 2 bank right, have to barrel roll left out of Cargo-1's path. Alpha-2 and 4 roll a straight 2. Alpha-2 bumps into Tin-bok, Alpha-4 bumps into 2's rear. Beta-1 tries a 3 turn right, bumping into Cargo-1. Beta-3 takes his free focus, then bumps Beta-1 trying a 3 bank left. Both no action. Beta-2 rolls a 2 turn right, but that would land him on an asteroid, so shifts it to a 2 bank right, bumping Shunt. Cargo-1 locks Tin-bok, straights 1, coordinates Alpha-1 who protects him. Cargo-2 also locks onto Tin-bok, then tries a hard turn 2 right, bumping into Alpha-4.

The rebels move. Shunt can't clear the masses of fighters in front of him,but he does get to launch his first proton bomb via Trajectory simulator. The HWK focuses. Tin-bok uses Sabine barrel rolls left, then stresses, Imo-thep takes a focus, Spot uses Sabine to bank left, moves, then locks Beta-3, Squeaky still has lock, so focuses. The Proton bomb of Shunt goes off, deals a Injured pilot critical, taking the last shield off Cargo-1, and a Munitions failure (ignored as the shuttle has no ordinance, so is one shield gone) critical to Cargo-2. He uses his crew slot of Sabine to then take a 2nd shield off Cargo-2. Squeaky's plasma torpedo then barely connects, taking just two more shields off Cargo-1 and its evade token. Spot and Imo-thep disable Cargo-2 with ion fire (and deal it two hull), Tin-bok kills Beta-2, and Shunt deals 2 hull to Alpha-2. Uses Wingman to remove Tin-bok's stress.

Cargo-1 then removes a shield and the stealth device off Imo-thep, Alpha-2 and 4 miss shots on Squeaky, Alpha-1 also misses Imo-thep, Alpha-3 however connects taking a 2 nd shield. Beta-1 misses, but Beta-3 connects stripping the last two shields off the Y-wing.

XP now, 2 for Imo-thep, 3 for Tin-bok, 2 ea for Spot and Shunt, and 1 now for Squeaky.

Round 3. Charlie squad shows up in the SW corner on tab 5. Interesting starting spot for them. Sucks for them as they're right behind Shunt!!.

3 straight for the HWK, 4k for Squeaky (Will stress), 1 bank right for Spot, 3 bank left for Tin-bok, 2 turn right for Shunt.

Alpha-1 and 3 both straight 2. Both then barrel roll left, again to clear the path for Cargo-1. Alpha-2 rolls a turn 2 right. Even a bank runs him onto a Debris field, so keeps his turn. No action taken. Alpha-4 does a 4k. Beta-1 rolls a 3 straight, bumping Cargo-1 again. No action. Beta-3 bumps into his rear a 2 nd time, after taking his free focus, trying another bank right (2 speed this time). Cargo-1 straights 1, coordinates Alpha-1 who protects him. Charlie-1 to 3, roll a 3 straight. None in range to lock. Charlie-1 and 3, barrel roll left, so as to try and clear a debris field next round. Charlie 2 takes a focus.

The rebels move. The HWK takes a 2 nd focus. Spot locks Beta-1, Imo-thep focuses, Squeaky stresses, Shunt drops his 2 nd proton bomb, moves then locks Cargo-1, and Imo-thep locks Beta-3, and boosts forward via his droid (getting out of his fire arc). Shunt's 2 nd bomb goes off, straight out killing Alpha-2 (+2xp), and deals a Console fire critical to Charlie-1, a Damaged sensor array critical to Charlie 2 and a Direct hit critical to Charlie-3, then he makes that 3 hull to Charlie 3. YAYA!! . Squeaky's shot on Cargo-1 totally whiffs (three focuses and a blank vs 1 evade!!) Spot's Plasma torpedo barely connects on Beta-3, dealing it only 1 hull. 3 more get given by Tin-bok, and a 5 th comes from Imo-thep's ion turret, getting in the kill. Shunt's HLC takes 2 more shields off of Cargo-1 and its evade token. The POW shuttle is now down to 2 shields... YEEAA!

XP now; 1 still on Squeaky. 4 for Shunt. 5 for Imo-thep. 4 for Tin-bok, and 3 for Spot.

Cargo-1 takes one shield off Squeaky. Charlie-1's Console fire does not damage him this round. All in Charlie have no shot. Alpha-1 and 3 have no shot. Alpha-4 takes a shield off Shunt and takes his stealth device.

Round 4. Delta squad show up in the middle of the west side, on Tab-3. First time for that. The HWK plans a 2 bank right, 1 bank left for Squeaky (to clear stress and regenerate a shield). 1 bank right for Spot, 2 turn left for Shunt, 2 turn right for Imo-thep, and 4k for Tin-bok (will stress again).

Alpha-1 and 3 roll a 1 turn right. Alpha-3 bumps into Cargo-1. Alpha-1 protects Cargo-1. Alpha-4 straights 2 and focuses. Beta-1 bumps into Tin-bok trying a straight 2. Delta-1 and 2 roll a 4 straight, with Delta-1 focusing and 2 bumping into Tin-bok. Cargo-1 locks Squeaky again, banks 1 left, and coordinates Alpha-3, who also protects him. Charlie-1 straights 2, clears his console fire. Charlie-2 does a 3 straight, fails to clear his sensor array crit, and Charlie-3 bumps into 1, trying a 3 straight, landing on the debris field.

The rebels move. The HWK focuses for a third time, Squeaky clears his stress, regenerates his one lost shield, then be barrel rolls left, using Intensity he takes a focus. Tin-bok takes a stress, Spot uses Sabine to barrel roll left, moves then locks Delta-2. Imo-thep focuses. Shunt drops his first seismic bomb behind him, dealing a 3 rd hull to Cargo-2, 1 hull to Alpha-4, and a 4 th hull to Charlie-3, which he uses Sabine to make into a 5 th hull. Squeaky then blows up Alpha-3. Spot strips 2 shields off Delta-2, Shunt takes the last shield and deals it 1 hull, Tin-bok gets in the kill. Imo-thep then takes the 6 th shield off Cargo-1, and deals it 1 ion, the last shield, and the 2 nd ion, disabling it comes from the HWK (it can now dock next round!).

XP now; 3xp still on Squeaky. 5 for Shunt. 6 for Imo-thep. 7 for Tin-bok, and 4 for Spot.

The imperials return fire. None in Charlie have shots. Delta-1 takes a 2 nd shield off Shunt, Beta-1 takes shields 3 and 4, and Alpha-1 takes the last, leaving Shunt bare. Alpha-4 has no shot.

Round 5. The HWK plans a 2 turn left to dock, 3 turn right for Squeaky, 2k for Shunt (he will stress), 3 bank right for Spot (he'll take a stress), 3 bank right for Imo-thep and 1 bank left for Tin-bok to clear his stress.

Alpha-1 tries a 4k, but bumps into Alpha-4. Alpha-4 banks 2 right, bumping into Cargo-1. Beta-1 straights 2, bumping into Shunt. Delta-1 straights 4, locks the HWK, and barrel rolls left. Charlie-1 banks 3 left, locks the HWK and focuses. Charlie-2 rolls a 3 turn left, even a 3 bank, runs him through an asteroid, so he keeps with his turn, and thus can't act, thus no clearing his critical. But lucks out and takes no damage from it. Charlie-3 banks 2 left, focuses, locked the HWK.

The Rebels move. The HWK docks on Cargo-1. Imo-thep protects the HWK,has no shot. Shunt takes a stress, but drops his 2 nd seismic charge first. Tin-bok uses Sabine to barrel roll right, moves then locks onto Delta-1, boosts forward via his droid. Spot uses Sabine to barrel roll left, moves, locks Delta-1 as well. Squeaky protects the HWK (just in range to do so).

Shunt's Seismic bomb goes off, finishing off Charlie-3, dealing a 2 nd hull to Alpha-4, a 4 th to Cargo-2, and 1 hull to Alpha-1 and Beta-1. Shunt then uses his crew slot to kill Cargo-2 off.. That earns him +1xp for the damage, +2 more xp for the kill of Charlie 3, and another +2xp for killing off Cargo-2. For a whapping +5xp!!

Squeaky then shoots dealing a third hull to Charlie-1. Shunt's HLC kills Charlie-3 off, now shifts to being +7xp for the round!. Spot smacks 2 shields off Delta-1, Tin-bok takes the last shield and gives it a Direct hit critical making it have 2 hull damage. Imo-thep has no shot. Shunt uses his Wingman EPT to clear Spot's stress.

Because of the Bomb going boom, XP now; 4xp still on Squeaky. 12!!! for Shunt. 6 still on Imo-thep. 8 for Tin-bok, and 5 for Spot.

Thanks to the Evades given to the HWK, Delta-1 misses, Charlie-2 has no shot, Beta-1, Alpha-1 and Alpha-4 all also have no shots.

YEA!!!

Round 6. Gamma-1 and 2 show up down on tab 5 in the SW corner. Imo-thep plans a 2 bank right, 2 straight for Shunt to clear his stress, 2 turn right for Spot. Tin-bok plans a 3 turn right, and 2 bank right for Squeaky.

Alpha-1 tries a 2 turn right, bumps into Alpha-4. Alpha-4 also does a 2 turn right, focuses. Beta-1 does a 3k. Delta-1 locks the HWK, then bumps Squeaky trying a 1 bank left. Charlie-2 turns 3 right, fails to clear his sensor array critical.

Imo-thep moves, protects Cargo-1.

Gamma-1 and 2 roll a 4 straight. Both barrel roll left to avoid a debris field in Gamma-2's path.

The rest of the rebels move. Tin-bok barrel rolls right via Sabine , moves then locks Gamma-2. Shunt clears his stress and locks Gamma-2 as well. Spot barely gets in range to use his guns on Gamma-1. Squeaky locks Gamma-1 as well. Squeaky's shot then takes one shield off it.

Gamma-1 misses Tin-bok but Gamma-2 hits him for 2 shields and his stealth device.

Spot takes its last shield and gives it a Blinded pilot critical (he Whiffed with his Ion cannon, so Gunner kicked in and he got two hits and one crit vs one evade). Shunt's HLC strips both shields off Gamma-2, and deals it 1 hull, Tin-bok finishes it off.

XP now becomes (due to Gamma-2 being elite), 7 now for Imo-thep, 14 for Shunt, 6 for Squeaky, 12 now for Tin-bok and 7 for Spot.

Spot loses another 2 shields to Alpha-4, Alpha-1 no shot, and Beta-1 misses Shunt.

First of two rounds docked for the HWK.

Round 7. Tin-bok and Imo-thep both plan 4ks, both will stress. 1 bank right for Squeaky, hoping to get in behind Gamma-1. 1 straight Spot, and 2 turn left for Shunt (Forgot he goes BEFORE squeaky, so he bumped him!).

Alpha-1 turns left 1 and evades as has no shot. Alpha-4, does a 4k. Beta-1 turns right 1 and focuses. Charlie-3 hard turns 2 left. Can't clear sensor array critical.

Imo-thep does his K turn and stresses.

Gamma-1 straights 4 locks Cargo-1, then barrel rolls left.

The Rest of the rebels move. Shunt bumps Squeaky, Tin-bok uses Sabine barrel rolls right, then does his K-turn and stresses, JUST gets out of Alpha-1's fire arc. Spot uses S abine to barrel roll right, moves, then focuses. Squeaky uses SWL to give action to Shunt, who barrel rolls right.

The Squeaky misses Alpha-1, but burned off its evade token.

Gamma-1 auto-misses Cargo-1, thanks to its blinded Pilot critical. Since no dice were rolled, its Guidance chip and the mods of the Concussion missile, could NOT apply to the shot. (I rolled it out, and it would have done only 3 hull to the disabled POW Shuttle, still not enough to destroy it, but it would have made me sweat!).

The rest of the rebels shoot. Imo-thep flubs his shot on Charlie 2 (rolled Two blanks and a focus vs 2 evades).

Tin-bok kills off Alpha-1. Shunt has no shot, and Spot misses Beta-1. Tin-bok increases to 14xp, Squeaky increases to 7. All others remain as they were (14 for Shunt, 7 for Imo-thep and 7 for Spot).

Spot then loses another two shields to Beta-1's counter fire, Alpha-4 misses Shunt. Charlie-2 no shot.

The HWK now has the POW's on it, can start escaping next round.

Round 8. The HWK Plans a 3 bank right, will stress. 2 straight both for Imo-thep and Tin-bok to clear stress, 3 turn right for Squeaky, 2 turn left for Shunt, and 2 turn right for Spot.

Alpha-4 banks 2 left, and focuses. Beta-1 tries a 4k, bumps into Cargo-1. Charlie-2 banks 1 left, and fails again, to clear its Damaged sensor array (man THREE ROLLS, THREE BLANKS)..

The HWK moves, stresses. Imo-thep clears his stress and he focuses.

Gamma-1 straights 3, locks the HWK and focuses.

The rest of the rebels move. Tin-bok boosts forward, via Sabine , clears his stress and focuses. Spot boosts right, via Sabine , then locks Gamma-1. Squeaky also locks it, Shunt focuses. Squeaky totally whiffs, even with spending his lock (three blanks vs 1 evade and 2 focuses, followed by two focuses and 1 hit vs 2 evades). THAT SUCKED!

The HWK then loses all FOUR shields to Gamma-1's first Concussion missile. OUCH!

Spot then kills Gamma-1. Tin-bok destroys Alpha-4, Shunt kills Beta-1, and Imo-thep ions Charlie-2.

Charlie-2 misses the HWK, thankfully!..

XP increases to 8 for Squeaky, 17 now for Shunt, 9 for Imo-thep, 17 for Tin-bok, and 11 for Spot. MAJOR HAUL!!

In round 9, Squeaky was the only one that hit Charlie2, taking him up to 9xp. All others either had no shots or missed. Charlie-2 finally cleared its Console fire crit, and dealt an Injured pilot critical to the HWK.

Round 10, the HWK escapes.

Ending XP was 9 for Squeaky and Imo-thep, 11 for Spot, 17 for both Shunt and Tin-bok.. Averages to 12.6 rounds up to 13xp!! MASSIVE HAUL..

XP averages still rather high. Even with neutering out most of the elites (only keeping in Gamma squad's). Only thing i can think of to reduce it, is to remove the shift up for Beta squad to a striker or interceptor, but that only drops it by 1 overall...

3 rd win, 2 losses. 1 st win out of 2, for with it being harder due to the imperials getting alerted..

Edited by LTuser

6 th running at 5 rebel ships.

Using two Y-wings, Crack and Unca. Unca is PS 7, takes his Proton torpedo and Proton bomb, and has the named pilot of Zeb Orelios . Crack is also PS 7, takes his Proton torpedo and Seismic bomb. Two A-wings, Blue thunder and Red-bull. Red-bull is PS 4 with an assault missile, with the named pilot of Tarn Mision. Blue-thunder is PS4 with a Concussion missile. And the X-wing Reign-fire, who's PS 5, has a plasma torpedo, and the named pilot of Thane Kyrell.

Ps averages to a 5. Squad leader will be on Unca again. Unca hides in Cloud 1, with Reign fire, Crack and Red-bull in Cloud 2, and Blue-thunder in cloud 3.

Alpha squad's ties are set with Alpha-1 and 3 to the north of Cargo-1, with Alpha 2 and 4 to the south of Cargo-2. Beta squad when they show up in round 2, will be split Beta-1 and 3 north, beta-2 south. Again no ship in Beta squad are upgraded.

Round 1. All rebels plan to come out of hiding. 4 straight for Reign, 2 straight for Unca, 3 bank left for Red-bull and Crack, and 5 straight for Blue-thunder.

Alpha-1 and 3 roll a 2 straight. Both protect Cargo-1. Alpha-2 and 4 roll a 3 straight. Both out of range of the Lambda to protect it, so both evade. Cargo-1 straights 1 and coordinates Alpha-1 who evades. Cargo-2 straights 1, coordinates Alpha-4, who protects him.
The rebels move. Reign-Fire bumps Alpha-2, due to him having gone 3 straight (was hoping he'd have only done a 2 straight). All others lock Cargo-2. Blue-thunder barrel rolled left (to get in range to lock), takes a focus via Intensity, then used PTL to lock. Took a stress. Unca then fires his first proton torpedo, stripping off the evade token and two of its seven shields. Crack's first torpedo takes another two shields. Reign misses, Red-bull fires his Assault missile, hitting, taking the last 3 shields, dealing 1 hull to each of Alpha-2 and 4, and taking the first shield off Cargo-1. Blue decides to shoot Alpha-2, rather than use his missile (as he doesn't want to kill the shuttle), and deals a 2 nd damage to Alpha-2.

XP now 1 ea for Unca, Crack, Blue-thunder and Red-bull. 0 for Reign-fire.

Decent start out.

Cargo-1, and both Alpha-1 and 3, have no shots, due to being too far. Cargo-2 shoots, taking a shield off Reign-fire, and his stealth, a 2 nd comes off from Alpha-4, while Crack loses one of his shields and his stealth device to Alpha-2.

Blue flips Intensity back over, as did not need to spend his token. Reign locks Cargo-2, via Thane Kyrell.

Round 2. Beta squad shows up. Unca plans a 2 bank left, same for Reign (though I should have made it a 3 bank due to the shuttle possibly blocking me, didn't think of that!!). 2 turn right Crack (should have gone LEFT). 1 bank right Red-bull and 2 bank right for Blue-thunder.

Alpha-1 and 3 roll a 3 bank right, both barrel roll left to get out of Cargo-1's path. Alpha-2 rolls a 3 turn left, has no arc to shoot anyone, so protects Cargo-2. Alpha-4 bumps Reign, trying a 2 bank right.

Beta-1 and 3 roll a 3 bank right, bump into Cargo-1. Beta-2 bumps into Alpha-4 trying a 4k. No actions either. Cargo-1 straights 1 after locking Red-bull, then coordinates Alpha-1, who protects him. Cargo-2 locks Red-bull as well, then straights 1, coordinating Alpha-4, who protects him.

The rebels move. Blue-thunder clears his stress, boosts left, then uses PTL to take an evade token (takes a stress again). Red-bull bumps into Alpha-2. Crack bumps into Cargo-2, no action. Reign performs a scan action on Cargo-2, Unca locks Cargo-1. Unca's second torpedo strips shield 2 and 3 off Cargo-1. Reign's Scan comes back, and Cargo-1 is once again the POW carrying Lambda. Crack shoots his main guns, dealing 1 hull to Beta-2. Red-bull, Reign-Fire and Blue-thunder all miss.

XP now 2 on both Crack and Unca, 1 for all others.

Cargo-1 then returns fire, hitting Blue-thunder even with his evade token, taking one of his shields, Cargo-2 takes a first shield off Red-bull, Red-bull then takes a free lock on him via Tarn Mision . Alpha-1 and 3 miss him too. Alpha-3 however hits, taking his last shield and deals him one hull. Alpha-4 misses Crack, but Beta-2 doesn't, taking his last 3 shields. Beta 1 and 3 miss Reign.

Round 3. The HWK can now move. Plans a 3 straight. 3 straight for Crack, 5k for Red-bull, 2 turn right Reign, 3 bank right Unca, and 3k for Blue-thunder.

Alpha-3 and 1 roll a 4k. Both complete ok. Alpha 2 does a 5 straight, evades. Alpha-4 banks 2 left, protects Cargo-2. Beta-1 and 3 roll a straight 5. Beta-1 protects Cargo-1, while Beta-3 re-bumps 1. Beta-2 bumps Cargo-2, trying a turn left 1. Cargo-1 re-locks Blue, then bumps into him trying a 1 straight. Cargo-2 locks Red-bull again, then rolls a bank 1 left, bumping into him. No action either Lambda.

The rebels move. The HWK takes its first focus token. Red-bull and Blue-thunder both take a stress. Reign bumps into Beta-3, Unca, uses SQL to give him an action he activates marksmanship. Crack drops his first Seismic bomb, then bumps into Reign. His bomb goes off, dealing 1 hull to Cargo-2, a 2 nd hull to Alpha-4 and one to Beta-2. Then has no shot with his main guns. Unca's TLT takes two more shields off Cargo-1, leaving it with two shields left. Reign's main guns TEAR into Cargo-1, taking the last two shields, dealing it one hull and a Minor Explosion critical, that disables the POW shuttle (GREAT shot). Red-bull adds a 2 nd hull to Cargo-2, while Blue misses. The HWK has no shot.

XP now sitting at 3 for Unca and Crack, 2 now for Red-bull and Reign-Fire and 1 for Blue-thunder.

Cargo-1 has no shot now, Cargo-2 misses Crack. Alpha-2 and 4 have no shot, same for Beta-1. Beta-3 shoots Crack hulling him once, same for Beta-2 (man is crack hurting). Alpha-1 and 3 miss Red-bull.

Reign locks Alpha-4 via Thane Kyrell. And Red-bull locks Alpha-1 due to Tarn Mision .

Round 4. Left 2 turn for Blue-thunder to try and clear his stress, 5 straight for Red-bull, 2 turn right for Unca, 4 straight for Reign, and 2 bank right Crack. 3 straight for the HWK.

Alpha-1 and 3 roll a bank 2 left. Alpha-1 bumps Cargo-1, Alpha-3 bumps him. Alpha-2 turns 1 left, barrel rolls right to get arc. Alpha-4 turns 2 left, barrel rolls left to clear out of the path of Cargo-2. Beta-1 and 3 roll a 4k. Beta-1 is ok, but Beta-3 bumps Cargo-2. Beta-2 bumps into Cargo-2 trying a 2 turn left. DOH. Cargo-2 locks Crack, then banks 2 left, coordinates Alpha-1 who protects him.

The rebels move. The HWK locks Cargo-2, Blue-thunder clears his stress, takes an evade token. Reign focuses, Red-bull bumps Alpha-4, does not clear his stress. Unca focuses, and Crack locks Beta-3. Unca deals one hull to Beta-3, Crack deals it a 2 nd hull. Red-bull misses Beta-1. Blue no shot. Reign kills Alpha-2. The HWK then deals a 3 rd hull to Cargo-2.

The imperials' return shots REALLY Hurt the rebels. Red-bull gets Sent EVA, Crack gets taken to 3 hull and a weapons disabled critical, and Reign is stripped of his last shield and dealt 2 hull and a stress (from a thrust control fire critical). EEK.

XP increases to 4 for both Unca and Crack. 2 still for Red-bull, 2 now for Blue thunder, and 4 for Reign.

Round 5. Delta-s two defenders show up in the SW corner on tab 5. All rebels plan 2 turn right, 3 straight for the HWK.

Alpha-1 rolls a 1 turn right, cannot move as won't clear Cargo-1. Alpha-3 rolls the same thing, stays where he is. Alpha-4 straights 3 and bumps into Beta-3. Beta-1 straights 4, bumps Alpha-3. Beta-3 rolls a 1 turn left, won't clear Beta-1. ALL NO ACTION!. Beta-3 banks 3 left and protects Cargo-1. Delta-1 and 2 roll a 4 straight. No range to lock the HWK so they both focus defensively. Cargo-2 locks Blue, then hard turns 2 left. No action.

The rebels move. The HWK locks Apha-4, Blue barely avoids bumping Cargo-2, barrel rolls left, takes a focus Via intensity , Reign bumps Cargo-2, Crack repairs his disabled weapons critical, and Unca locks Beta-3. Deals only a 2 nd hull to it. Crack misses. Blue kills off Cargo-2, and Reign has no shot. Alpha-4 gets blown up from the HWK hitting it. XP now 5 for Unca and Blue-thunder, 4 still on Crack and Reign, and 2 for Red-bull.

The imperial counter shots, send Crack Eva, and strip 3 shields and the stealth device of Unca. Wow, two rebels sent EVA already.. Will do one more round, before calling it a loss .

Round 6. The HWK docked on the POW carrying cargo-1, but had to stress to do so. Unca, Reign and Blue move, and take shots. Delta-1 gets stripped of all shields, but no more imperials die. However, Reign then gets sent Eva, and so does Blue-thunder. THIS LEAVES UNCA only on the field of battle!! No way the rebels are winning now..

Ending XP was 6 for Unca, 5 for Blue, and Reign, 2 for Red-bull and 4 for Crack. SUCKY. 5Xp average.

Ending XP

XP average for play test mission 3, story 4.

Three player

12XPA

12XPA

11XPA

5XPA

13XPA

10XPA

12XPA

2XPA

Even dropping 3xp off each of the first four runnings, due to removing the elites from Delta and both Cargo's, it still gives 8xp average overall.

Five player

5XPA

11XPA

12XPA

9XPA

13XPA

5XPA

Equals 55xp, / 6 = 9.106, rounds to 9xp. May need to remove the Striker/Interceptor from Beta squad.

Will do One more running, using all 4 of my home ships (Shatter, twitch, Koresh and Snoopy, and will add in 1 randomly selected ship. (1d4, 1 = A-wings, 2 = B=wings, 3 = X-wings, 4 = Y-wings. Roll came up a 3. d4 roll again. 1 = Chaka, 2 = Jinn, 3 = Tin-bok, 4 = Squeaky. Roll came up 1. Using Chaka).

Chaka is PS 7, has an R2 astromech, stealth device, Named pilot of Dutch Vandar, and a proton torpedo. Koresh is PS 4 in an X-wing ,with an R7-T1 astromech and proton torpedo. Snoopy is a PS 8 Y-wing, with a Twin laser turret, Etahn Abaht and Dash rendar named pilots. Will go with his proton tproed and Ion bomb for ordinance. Shatter is a PS 6 A-wing with an assault missile, no named pilot. Twitch is a PS 7 B-wing, with an Ion cannon, Nera Dantels and Garven Dreis as his named pilots. Will take his Cluster mine and proton torpedo (with the crew slot of Sabine Wren).

PS averages to a 6 (6.4, rounds down). Squad leader is on Snoopy.

Snoopy and Twitch line up in the first cloud, Chaka and Koresh in cloud 2, and Shatter in Cloud 3.

Beta will NOT have a tie striker or interceptor. Delta on round 5, Gamma 7.

Round 1. All rebels plan to come out. Koresh and Chaka plan 3 straights, 3 bank right Snoopy, 5 straight Shatter and 2 straight Twitch.

Alpha 1 and 3 straight 3, both evade (too far to protect Cargo-1). Alpha-2 and 4 straight 3. Alpha-2 evades, Alpha-4 protects Cargo-2. Cargo-1 straights 1, coordinates Alpha-3 who protects him. Cargo-2 coordinates Alpha-2 after doing his own 1 straight, Alpha-2 protects him.

The rebels move. Koresh focuses, Shatter locks Cargo-2, Chaka also locks him, and via Dutch allows Koresh to do same, then he uses his droid to boost left. Twitch unfortunately bumps into Alpha-4, Snoopy is last to lock Cargo-2. His first proton torpedo totally whiffs (one hit, converted to a focus, via the sensor jammer of the Lambda, converted back to a critical via the torpedo, and 3 blanks, vs its one evade and evade token) BOO. Chaka's proton torpedo strips off the evade token, and takes shields 1 and 2. Shatter's assault missile takes shield 3, takes shield 1 off Cargo-1, and deals 1 hull to Alpha-2 and 4. Twitch then kills Alpha-2 with his main guns. Koresh fires his torpedo, stripping shield 4, 5 and 6 off Cargo-2.

Xp 2 for Twitch, 1 ea for Shatter, Koresh and Chaka. 0 for Snoopy..

Cargo-1 then misses his return shot on Koresh, but Cargo-2 hits him for his first shield. Alpha-1 and 3 no shots, Alpha-4 misses Twitch, thanks only to his sensor jammer. ( Cargo-1 down 1 shield, Cargo-2 down Six of seven!)..

Round 2. Beta squad shows up. Snoopy plans a 3 turn right again, 4 straight Chaka, 3 turn right Koresh, 3 straight Shatter and 1 straight twitch.. Hopes he won't bump this time.

Alpha-1 and 3 roll a turn 3 right. Both barrel roll left, hoping to clear space for Cargo-1. Alpha-4 bumps into Chaka trying a 3k. Beta-1 an 3 roll a 3 bank right. Beta-1 bumps Cargo-1, beta-3 bumps into him. Beta-2 rolls a 3k, and makes it. THIS unfortunately blocks Twitch's path!. Cargo-1 locks Koresh, then bumps into Alpha-3 trying his straight 1. No action. Cargo-2 locks Koresh as well, then bumps into him trying a 1 straight. No action either!.

The rebels move. Koresh moves, scans Cargo-1. Shatter moves, barrel rolls right to get out of Alpha-1's arc. Twitch bumps, Chaka moves, locks Beta-1, and again via Dutch allows Koresh to lock Cargo-1. Snoopy moves, uses SQL to give action to Chaka, who boosts right, getting out of Beta-1's fire arc. Snoopy then shoots and kills off Alpha-4. Gotta love expertise!. Chaka then deals a direct hit critical, issuing 2 hull damage to Beta-1. Lock is spent. Twitch misses a shot on Cargo-2 (totally whiffed his roll). Shatter kills Alpha-1 and Koresh takes shields 2, 3 and 4 off Cargo-1. Also spent his lock.

XP now up to 21 for Snoopy, 2 still on Twitch, 2 for Chaka, 3 for Shatter and 2 for Koresh.

Cargo-1 misses Chaka, Cargo-2 however takes a 2 nd shield off Koresh. Twitch loses his first shield to Alpha-3 and his stealth device. Beta-1 misses Koresh, Beta-2 misses Snoopy and Beta-3 misses Chaka.

The Scan shows Cargo-1, is ONCE again, the POW carrying shuttle.. (Man have I rolled it being the POW shuttle a lot!). (Cargo 1 is down to three shields, Cargo-2 is still down to 1 shield).

Round 3. The HWK can now move, plans a 3 straight, 4k for Koresh, 5k for Shatter, 2 bank right Twitch, 3 turn right Chaka and 3 bank left Snoopy.

Alpha-3 succeeds in his 4k (barely clears Cargo-2). Beta-1 banks right 2 and protects Cargo-1. Beta-2 turns 3 right (rolled a 5 straight, but that would have taken him off the map), bumping Snoopy. Beta-3 bumps Cargo-1 trying a 4k. Cargo-1 re-locks Koresh, then focuses (too far to coordinate any fighter). Cargo-2 locks Chaka, then rolls a 1 straight, coordinates Alpha-3 who protects him.

The rebels move. Koresh and Shatter stress, but Shatter uses his Wingman EPT to remove Koresh's stress. Chaka locks Cargo-1, allowing, via Dutch Koresh to lock Beta-3. Twitch focuses. Snoopy uses SQL on Koresh who focuses. Snoopy then takes the seventh shield off Cargo-2. Chaka takes the fifth shield off Cargo-1. Twitch takes the last two shields off Cargo-1 and its focus token. Uses Garvin, to shift his focus token to Shatter . Shatter hits it for a Stunned pilot critical, and a Minor explosion critical, disabling the POW carrying shuttle. Koresh kills off Beta-3. Focus spent!. +1xp kill assist to Chaka!.

XP now 3 for Snoopy, 4 for Chaka, 3 on Twitch, 4 for Shatter and 4 for Koresh.

Cargo-2 misses Twitch, Alpha-3 hits him taking his 2 nd shield. Beta-1 misses, and Beta-2 has no shot.

Round 4. The HWK plans another 3 straight. 4 straight Koresh, 2 bank right Shatter to clear his stress, 2 bank right Twitch, 2 turn right Snoopy, 3 bank right Chaka.

Alpha-3 banks 2 left, focuses. Beta-1 straights 2 bumping into Twitch. Beta-2 turns right 1 and focuses. Cargo-2 locks onto Twitch, then rolls a hard stay.

The rebels move. The HWK takes its second focus. Koresh bumps into Alpha-3. BOO. Shatter clears his stress, barrel rolls left, to clear the path for Twitch. Twitch focuses. Chaka bumps into Cargo-1. Snoopy locks Alpha-3, but only deals it one hull. Chaka then rips into Cargo-2, dealing it a weapons malfunction critical and munitions failure critical (though since it has no munitions to lose, it just takes 1 hull). Twitch gets 2 more hull, shifts his focus via Garvin to Shatter, then Shatter gets in the kill, sending the Decoy to the graveyard (+1xp assist kill for Twitch). Koresh then rips into Beta-1 sending that tie pilot eva!..

XP now 4 for Snoopy, 5 for Chaka, 5 on Twitch, 7 for Shatter and 6 for Koresh.

Then he loses his last shield to Beta-2, while Alpha-3 rips one shield and the Stealth device off Snoopy, finally.

Round 5. Delta squad shows up on Tab 1, up in the NE corner. Koresh plans a 4k, 4 straight for the HWK, 3 bank left for Twitch (will stress). 3 bank left for Chaka and 3 turn left for Shatter. 2 turn right for Snoopy.

Alpha-3 does a 3k. Beta-2 does a bank 2 right, focuses. Delta squad rolls a 4 straight. Delta-2 has to shorten it to a 3 straight, to avoid an asteroid. Both barrel roll left, to get around it.

The rebels move. Koresh, the HWK and Twitch all stress. Shatter moves, boosts left. Chaka moves, boosts forward, Snoopy locks Alpha-3. Then finishes it off. Koresh deals a 2 nd hull to Beta-2.

No other shots taken.

XP now 6 for Snoopy, 5 for Chaka, 5 on Twitch, 7 for Shatter and 7 for Koresh.

Shatter removes the stress from the HWK.

Round 6. 2 straight for the HWK to dock, 1 bank right for Twitch to remove his stress, 2 straight for Koresh to remove his, 3 straight Chaka, 3 bank right for Shatter, and 3 straight for Snoopy.

Beta-2 does a 3 straight, can't barrel roll out of anyone's arc, so focuses. Delta-1 and 2 both straight 5. Both focus.

The rebels move. The HWK docks. Koresh removes his stress, locks onto Beta-2, then boosts right via his droid. Snoopy has no shot, so uses SQL to give Koresh a focus. Twitch clears his stress and focuses, Chaka locks Delta-2, and via Dutch allows Twitch do lock him too, Shatter takes an evade.

Snoopy has no shot as he's too close. Chaka strips the first two shields off Delta-2. Shatter takes the last. Twitch takes his first hull and gives him an Ion token. Spends his Focus doing so, so shifted it Via Garvin to Shatter (for defensive use). Koresh kills Beta-2.

XP still 6 for Snoopy, shifts up to 6 for Chaka, 6 on Twitch, 8 for Shatter and 9 for Koresh.

Delta-2 then strips the first shield off Shatter, Delta-1 takes his 2 nd . EVEN WITH His evade token and focus token.. He still got hit!

Round 7. Gamma squad shows up on Tab 2 in the NW corner. BOO hiss.

Snoopy plans a 1 straight, 2 turn left Koresh, 3k Shatter, 4k Chaka, 2 turn left Twitch. 1 st of 2 rounds for the HWK.

Delta-1 does a 3 bank right, locks the HWK and focuses. Delta-2 bumps into Chaka, no clears its ion token.

Koresh moves, locks Gamma-1.

Gamma-1 and 2 roll a straight 4. Gamma-1 can't avoid running through an asteroid. Does not lose a shield ,but can't act. Gamma-2 locks onto Cargo-1 and focuses.

The rest of the rebels move. Twitch drops his cluster mine, right UNDER Delta-1. Shatter and Chaka stress, Snoopy protects Cargo-1.

Shoots Gamma-2 but misses due to range.

Gamma-2 then shoots its Concussion missile (first), and KILLS Cargo-1.. The rebels cannot complete the mission..

HMM.. Maybe I should NOT have had everyone rush over to face the defenders, and kept at least one more ship around the Lambda for when Gamma showed up...

Well, now considering mission 3, in Story 4, completed.

Will award 8xp to every play test ship used (except the core ships from my home campaign).

XP expenditures.

A-wings;

Red-bull. Banked all

Gruff. PS upped to 7. Sold back Lone wolf, replaced with Saturation Salvo.

Drogo. PS upped to 6. Purchased Extra munitions.

Blue-thunder. Acquired EPT of Expertise.

B-wings;

Grood. Sold back Intimidation, replaced with Push the limit. PS upped to 7.

Spot. PS to 7.

Shunt. Purchased proton torpedo and Ion bomb.

Doc. Banked.

Wilt. PS Upped to 7.

X-wings;

Reign-fire. Banked all.

Squeaky. Banked all

Jinn. Upped PS to 8.

Chaka. Banked all.

Tin-bok. Banked.

Y-wings;

Imo-thep. Banked.

Crack. Banked.

Dozer. Banked.

Cmoz. Banked.

Unca. Purchased Named pilot of Ibtisam.