Story 4, LAST Mission play test!

By LTuser, in X-Wing Battle Reports

YEEEAAA.. Onto testing of my Last of the 14 new missions i've wrote..

This has been a long way coming.

This mission is played on a 3x3 Planet map, with a 12 turn time limit, in Hostile terrain.

In the center of the planet, there is a large hexagonal command unit, with a command center, a shield generator and sensor/comm dish on top of it. Attached to it are 3 end caps, and one feed through module, leading to a small command triangle and a hanger bay. THERE IS ONLY ONE HANGER, unlike prior missions with imperial bases.

There is one fuel tank on End cap 1, a Turret on End cap 2. At three to 5 players, put a 2 nd turret on the last end-cap, and if there's six players, put a third turret out on the feed through module. At the higher PS averages, turret 1, and maybe even turret 2, gets upgraded from a regular, to a heavy.

Since ALL the 3 player testings are at PS6 average, Turret 1 only is upgraded to a heavy, turret 2 is normal.

All the rebels come in on the top left corner, with a range 2 'arc, that they can start in, and its Also their escape point.

NOTE, if in Mission 2, any defender from Gamma or Aggressor from Jericho squad escaped, the imperials will be “ON alert!”. So far, only play-test 4 and 5 at Five ships, did this occur in.

The YT-2400 uses AI pilot card #5, starting at the “Wild Space fringer (PS2)” line, with a Shield upgrade and Mangler Cannon.

If the group's PS is 5+, upgrade to Elite PS 3, Rebel special forces team leader line, with the EPT Expert Handling, and Outrider Title.

If the group's PS is 7+, upgrade to Elite PS 5, with the named Pilot Leebo , and Ion pulse missile.

If the group's PS is 9+, upgrade to the Elite PS 7 line, with the EPT Opportunist.

Once the YT docks on the base's hanger bay, each round roll 2 attack dice, it takes TWO hits (or one Critical) to advance into the Feed-through module, then Two more hits in the following round to advance to the Central hub. ONCE THERE, it requires THREE hits (or two critical hits) to GET all the prisoners. Once the rebel troops move out of the hanger, into the feed-through module, the YT may start moving again.

Imperial Forces:

Starting out-

Alpha and Beta squad - Two tie fighters each squad. Alpha in Patrol box B, Beta out of Hanger 1. As both are in 'patrol' AI, they move only 2 (1d6 roll, even = 2, odd = 3) or 3 straight moves till fired upon OR the rebels get in range 2 of them.

Reinforcements-

Charlie – Turn 2 (if alerted) or Turn 3 (if not altered), two tie bombers. (AS no running has a PS of 8 or higher average, there is no elite)

Delta – Turn 3 (If alerted) or turn 4 (if not alerted) coming out of hyperspace, one tie defender.

ADDED IF ALERTED – Falcon – One tie bomber. Out of hanger 3. On turn 3.

Gamma – Turn 6, One Tie advance prototype, upped to an elite for ALL runnings. Out of hyperspace.

Sigma – Turn 6 also. One Decimator, with +2 shield. Also coming out of hyperspace.

Falcon and Charlie squad's Strike AI has them going after the YT TILL it has docked, then shifts to targeting the central hub. Gamma squad's Strike AI has them Prioritizing rebel fighters, in order of A-wings, then X-wings, then Y-wings and lastly B-wings. They will ONLY SHOOT the YT, if its at range 1 AND they have no shot on a rebel fighter. If they have no shot on their PRIORITY Target, they can shoot OTHER rebel fighters at range 1 or 2. While Delta's defender has a reversed priority order. Starting with Y wings first, then B wings, then X wings and lastly A-wings... They can shoot the YT if its at range 1, EVEN IF they have a range 2 or 3 shot on their priority fighter target, OR at range 1 or 2, if they have NO shot on any rebel fighters!!

Sigma's Decimator, will ALWAYS try to fire its PRIMARY attack, on the rebel fighters ONLY. The secondary attack, and its “Agent Kallus” ability WILL be used on the freighter. IF ITS docked, it instead shoots the command hub. Any ordinance it gains, are ONLY usable against rebel B or Y-wings.

Mission Goals:

Destroy or disable the shield generator, and Sensor/comm dish

Escort the YT, till it docks, and Protect it and the base.

Hold the base till the end of the time limit.

Penalty – IF the YT is destroyed, everyone loses their most expensive ordinance. IF THE BASE gets destroyed once taken, everyone loses their most expensive NON Ordinance upgrade.

For the rebels.

Any rebel at range 1 of the YT or the base, may perform protect actions on it. IF they wish, they can NOT DESTROY any turrets, and hope the troops take the facility over, so they can control those turrets, but that is a RISK.

Ship assignments for 3 players ( i am KEEPING exactly the same assignments as before).

1st running. A-wing Drogo, X-wing Reign-fire, and B-wing Grood (PS averages to 6)

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 7), so both the Decimator and YT get upped, and both turrets are heavy.

5th running. A-wing Red-bull, Y-wing Cmoz and B-wing Spot (PS averages to 6)

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'.

Also, since the base converts to rebel control IF they take it, and that includes taking over any turbolaser turrets, i MAY have to remove that as one of the primary goals..

Edited by LTuser

For our rebel pilots, we have:

The Ships are;

A-wings

Blue-thunder - PS 5, Intensity,Expertise and Push the limit EPTS, Concussion missile with Munition's Fail-safe, Vectored Thrusters.

Drogo - PS is now a 6.. Predator and Outmaneuver EPTs, Ion pulse missile with Extra Munitions, Hull and shield upgrades, and the named pilot of Roark Garnet.

Gruff – PS is now 7., EPTs of Determination and Saturation Salvo, named pilot of Bohdi Rook, Assault missile, Hull upgrade, stealth device and munitions Fail-safe

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 – Unchanged. 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 – PS upped to 7, Plasma and advance proton torpedos for ordinance, Heavy laser cannon, Fire control system, Munition's Fail-safe, Hull upgrade, stealth device, EPT of Push the limit and the named pilot of Nera Dantels.

Shunt - Still PS 6. Ordinance of Ion, Proton and Plasma torpedos, Seismic, Ion and 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. PS is 7, Ion cannon, Sensor jammer system, ordinance of Plasma and Proton torpedos, Gunner crew slot, Munition's Fail-safe, Shield upgrade, Intensity EPT and Named pilot of Sabine Wren (different than crew slot!)

and Wilt – PS upped to 7. Ion cannon with sensor jammer system, Advance proton and plasma torpedos for ordinance, Hull and shield upgrades, with Munition's Fail-safe, and EPTS of Expertise and Outmaneuver.

X-wings

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

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

Squeaky – Unchanged. PS still a 7, R2-D2 astromech, Vectored thrusters, Munition's Fail-safe, shield upgrade, Plasma torpedo for ordinance, Intensity and outmaneuver for EPTs and the named pilot of Arvel Crynyd.

Jinn – PS is now 8. 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 - 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 Munition's and Munition's Fail-safe, stealth device, and named pilots of Zeb Orelios and Ibtisam.

Dozer – Unchanged 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 – Unchanged PS now 7. R7 astromech, Sync turret, Stealth device, shield upgrade and extra Munition's. Ordinance of Proton torpedo, proximity mine and Seismic bomb. EPT of intimidation and saturation salvo. No named pilot as of yet.

Cmoz – Unchanged 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. Unchanged. 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 i have to shift in any of my home game rebel ships, they are

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

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 Munition's.

A-wing Shatter. PS is now a 7. Cruise OR assault missile, EPT of Wingman, Outmaneuver and Predator. modifications of Shield and Stealth devices and vectored thrusters.

And the B-wing Twitch. PS 7, Ion cannon, Sensor Jammer, Crew of Sabine Wren, Cluster mine, TWO plasma torpedos, and a proton bomb for ordinance. A stealth device, and shield mod for upgrades. Predator EPT, and the named pilots of Garvin Dreis and Nera Dantels.

Made TWO quick edits.

1) The YT can start moving again, ONCE the troops advance out of the hanger bay.

2) the Turrets ONLY target fighters, not the freighter. ALSO re-located where turret 1 is.

1 st testing at 3 ships

Using the A-wing Drogo (PS is now 6, Ion pulse missile with Extra munitions, Predator and Outmaneuver EPTS), the B-wing Grood (PS is now 7, takes his Advance proton torpedo and plasma torpedo, has PTL EPT and the named pilot of Nera Dantels) , and the X-wing of Reign-fire (PS is now 5 has a plasma torpedo with guidance chip, and the EPT of Marksmanship, and the named pilot of Thane Kyrell). Grood has Squad leader. Aims himself towards Alpha squad, while both Reign-fire and Drogo aim towards Beta squad and the hanger bay.

Round 1. Grood plans a 3 straight, 4 straight for both Reign-fire and Drogo.

Alpha squad both straights 3 and evades. Beta squad also does a 3 straight and evade.

The rebels move. Grood locks Alpha-1, Reign-fire locks Beta-1, while Drogo locks Beta-2. Grood then uses PTL to take a focus, and takes a stress. His plasma torpedo then hits Alpha-1, dealing it a Stunned pilot critical. Drogo's first Ion pulse missile, misses. Reign's plasma torpedo kills Beta-1. XP 1 Grood, 2 Reign, 0 Drogo. Grood then uses FCS to re-lock Alpha-1.

Alpha-1 and 2 have no shots. Beta-2 misses Drogo. Turret 1 and 2 have no shots. Reign uses Thane to lock Beta-2

Round 2. The YT appears, plans a 3 straight, going slightly along the north map side. 3 turn right Drogo, 1 bank left Grood to clear his stress, 1 bank right Reign.

Alpha-1 does a bank 2 left, focuses. Alpha-2 turns 2 left, focuses. Beta-2 banks 3 left, barrel rolls right to get out of Drogo's arc.

The rebels move. ALL take a focus, after Grood clears his stress. His shot kills off Alpha-1, Drogo deals 1 hull to Alpha-2, and Reign blows up Beta-2. The YT's mangler cannon, finishes off Alpha-2 with a range 3 smacking!. XP shifts up to 3 for Grood, 1 now for Drogo, and 4 for Reign.

No turret has shot.

Round 3. Charlie's two bombers come out of the hanger bay. The YT plans a 2 bank left to keep away from them, 2 bank right for Reign, 1 turn left Drogo, and 3 straight Grood.

Charlie 1 and 2 straight 2, Charlie-1 locks the YT and focuses, Charlie 2 is just out of range to lock, but focuses too.

The rebels move. Reign activates marksmanship, the YT focuses, Drogo boosts left, Grood focuses Grood's HLC misses. Uses FCS to lock Charlie 1. Drogo deals 1 hull to Charlie-1. Reign's smacks it for 3 more hull and a Weapons malfunction critical. The YT misses. XP still is 3 for Grood, 2 now on Drogo and 5 for Reign.

Charlie-1 then fires his assault missile, taking one shield off the YT, and one off of Reign, neutering his Stealth device. Charlie-2 takes a 2 nd shield. Reign uses Thane to lock Charlie-2.

Turret 1, hits Grood taking 2 of his shields, Turret 2 misses Drogo.

Round 4. Delta's defender shows up down on tab 2. Aimed towards Grood. Reign plans a 4k, 2 turn right for Grood, 1 turn right Drogo, 3 turn right for the YT.

Delta-1 straights 4, locks Grood and focuses. Charlie-1 re-locks the YT, straights 2 bumping into Reign, doesn't get to clear his weapons malfunction critical. Charlie-2 bumps the YT doing a 4 straight. Cannot lock or act.

The rebels move. The YT locks Charlie-2. Reign takes a stress, Drogo evades, and Grood barrel rolls, then uses PTL to focus. Takes a stress. His HLC then takes 1 shield off of Delta-1. Uses FCS to lock it. Drogo then deals 3 hull to turret 2. Reign misses. The YT deals only 1 hull to Charlie-2 (injured pilot critical, but it has no EPTS so it becomes 1 hull). Grood shifts up to 4xp, 5 still on Reign, and 2 still for Drogo.

Neither Charlie-1 or 2 have shots. Grood loses 3 more shields to Delta-1. Turret 1 and 2 shoot Drogo, but both miss.

Round 5. Grood plans a 1 bank right, to clear his stress, 3 straight for the YT, 2 straight for Reign to clear his stress and 1 turn right Drogo. Drogo uses Roark to boost the YT this round.

Delta-1 re-locks Grood, then bumps him doing a 2 straight. No action. Charlie-1 and 2 both lock the YT. Charlie-1 then hard turns 2 right, can't clear his weapons crit. Charlie-2 likewise does a 2 hard turn right. No action.

The rebels move. Reign clears his stress and activates marksmanship, Drogo focuses, Grood has no shot, but cleared his stress, so barrel rolls right. The YT focuses. He finishes off Charlie-1. Reign deals 2 hull and a munitions failure to Charlie-2, taking his Assault missile. Drogo hacks the last two shields off Delta-1. Grood stays at 4xp, 6 now for Reign and 3 for Drogo.

Charlie-2 has no shot. Delta-1 takes a pot shot on Drogo but misses. Turret 1 hits Drogo, taking one shield and his stealth device, Turret 2 misses him.

Round 6. The Decimator shows up on Tab 2. Gamma-1 shows up on Tab 3, facing Drogo.

The YT plans a 2 turn right, will dock. 2 bank right Reign, 2 straight for Drogo and 2k for Grood (Will stress).

Delta-1 re-locks Grood, then does a white 4k and focuses. Charlie-2 re-locks the YT, then bard turns 2 right again.

The YT docks.

The Decimator locks Grood, Turns 3 left and focuses.

Reign-fire moves, has no arc on Charlie-2, so focuses.

Gamma-1 straights 4, not in range to lock Drogo so boosts forward.

Grood takes his stress, and Drogo locks the Decimator. Fires his 2 nd ion pulse missile, stripping a shield off the Decimator and deals it 2 ion tokens (So its ioned for 1 round. Grood tore 3 other shields off it.

Gamma-1 no shot.

Reign-fire, no shot.

The Decimator hits Grood dealing him a damaged cockpit critical. OUCH. His 2 nd shot misses Drogo thanks to having spent his focus in defense!

Charlie-2 takes a 3 rd shield off the YT. Turret 1 takes a 2 nd shield off Drogo, Turret 2 misses. Delta-1 has no arc on Grood. Troops now offloaded into the Hanger bay.

XP shifts up to 5 now for Grood, 4 for Drogo and 6 still on Reign.

Round 7. 2 bank left for Drogo, 2 turn right Reign, and 2 straight for Grood to clear his stress.

Grood clears stress and barrel rolls right

Delta-1 re-locks him then straights 5 bumping into the Decimator. No action.

Charlie-2 straights 2, barrel rolls right. Still doesn't get an arc or range to shoot the Central hub.

Reign moves, again has no shot, but locks Charlie-2 anyway.

The Decimator locks Grood again, then straights 1, clearing his ions off. Focuses.

Drogo bumps into Delta-1.

Gamma-1 straights 3 after locking Drogo, has to boost right, but still gets no arc to shoot him. Takes a range 2 shot on Grood, dealing him a 2 nd hull. The Decimator then kills Grood off.. BOO.

Drogo takes the last 2 shields off the Decimator, and deals it 1 hull.

Reign again has no shot. XP stays 6 for him, 5 for Grood, and Drogo now shifts up to 5.

Turret 1 and 2 no shot, same for Charlie-2 and Delta-1. The Decimator again misses Drogo. Has no 2 nd shot.

The Troops roll only 1 hit, failing to advance from the Hanger bay.

Round 8. Reign plans a 3 turn right, same Drogo.

Delta-1 does another white 4k, not in range to lock Reign. Focuses. Charlie-2 banks 3 right bumps the YT. The Decimator locks Drogo, then banks 1 left and focuses.

Reign moves and focuses.

Gamma-1 locks Drogo, straights 1 then barrel rolls right to get an arc to shoot him.

Drogo takes an evade.

Gamma-1 no shot.

Drogo deals a blinded pilot critical to the Decimator. This will make it auto-miss its first shot and it won't have a 2 nd .

Reign-fire kills Charlie-2. Shifts him up to 7xp, 6 for Drogo, 5 still for Grood.

Delta-1 no shot, and same for Turret 1. Turret 2 misses Reign.

The Troops get 1 more hit, advance from the hanger bay into the End-cap. The YT can now move.

Round 9. The YT plans a 2 bank right, 3 turn right Reign, 5k Drogo.

Delta-1 straights 5, has no range to lock Reign, so barrel rolls left.

The YT moves and locks the Decimator. Reign-fire moves and activates marksmanship.

Gamma-1 re-locks Drogo, then turns 2 right and boosts right. Still has no arc to shoot him.

Drogo moves, taking his stress.

Gamma-1 has no shot. Drogo deals a 3 rd hull to the Decimator, and a Damaged sensor array critical. Reign makes it 4 hull, and a Console fire critical (effectively being 6 hull).

The Decimator finally hits Drogo, taking his 2 nd shield off, and takes a 2 nd from Reign with his second shot.

The YT adds 3 more hull and a Damaged Engine critical to the Decimator, effectively making it have 7 hull and 3 criticals. YAY. XP now 8 for Reign and 7 for Drogo.

Then Delta-1 takes the last two shields off the YT with a range 1 smacking (had no shot on Reign). Reign uses Thane to re-lock the Decimator.

Turret 1 misses Drogo, Turret 2 misses Reign.

The Rebel troops roll 3 hits (one crit and 1 hit) and advance from the feed-through module into the central hub.

Round 10. The YT plans a 2 bank left, 2 straight for Drogo to clear stress and 1 bank right for Reign (who Drogo boosts to PS 12 via Roark ).

Delta-1 straights 4 bumps into the YT. No lock of Reign and no action.

The YT moves, locking Delta-1.

The Decimator banks 2 left, flips over his console fire critical. Now at 8 hull and 2 criticals. Could not lock due to still having his damaged sensor array. Gamma1 banks 2 right, locks Drogo then boosts right.

Drogo moves, boosts left getting out of Gamma-1's arc. No shot. Reign moves and Activates marksmanship again. Kills off the Decimator, taking him up to 12xp, 8 for Drogo and 6 for Grood (it was elite!).

Gamma-1 misses Reign, but had it a focus, he'd have been smacked for 3 hits!!

Tye YT then deals a Minor hull breach critical to Delta-1. Delta-1 misses Reign. Turret 1 also misses him, Turret 2 however takes his last shield off.

The rebels take over the command center, the base shifts over to their control. Now they must survive the last 2 rounds.

Round 11. After the rebels move, Drogo deals a 2 nd hull to Delta-1, Reign misses and so does the YT. Reign then gets 2 hull from Delta-1 raking fire over him. Delta-1 then dies to Turret 2 hitting him. Turret 1 had no shot, and neither did Gamma-1. Drogo shifted up to 9xp. Reign stayed at 12.

Round 12. After all movement was performed, Reign fire gets sent EVA by Gamma-1. IT then loses both shields to Drogo and the YT hitting it.. Both Turret 1 and 2 miss it...

I had to make an on-the fly change up, adding in that the YT can now move once the troops get out of the Hanger bay, and the turrets do NOT SHOOT IT, only fighters.

But man was it a close victory..

Endin XP was 9 for Drogo, 6 for Grood and 12 for Reign. That makes 27 total xp, divided by 3 gives 9xp average.

1 st win...

So far am up to the 5th round in testing of the 2nd play-test, and things are NOT looking good for our rebels.. the B-wing Shunt is out of shields and has 1 hull, and both the A-wing Gruff and X-wing Bok are down to 1 shield each, and the YT is out of shields.. AND ONLY ONE imperial has been destroyed.

Shunt just has not been able to hit to safe his life (first roll with his HLC came up 2 blanks and 2 focuses vs THREE evades, spending his lock turned it into 2 hits 1 focus and one blank vs those 3 evades. 2nd shot with his main guns (he was too close for his cannon), was 3 focuses vs two evades and a focus. 3rd round, he had two hits and a focus, but the enemy had two evades... GRRR..

The dice hate me today.

2 nd test at 3 ships.

Using the A-wing Gruff (PS now 7, as an assault missile), the B-wing Shunt (Takes his proton torpedo and proton bomb, with extra munitions) and the X-wing Tin-bok (PS also 6, takes his plasma torpedo with extra munitions). HE and Gruff line up towards the Hanger, Shunt towards Alpha.

Round 1. Gruff plans a 5 straight, 4 straight for Tin-bok and 3 straight for Shunt.

Alpha-1 and 2 straight 2 and evade. Beta 1 and 2 straight 3 and evade.

The rebels move. Shunt locks Alpha-1, Gruff locks Beta-2, Tin-bok boosts forward via Sabine then locks Beta-1. Gruff's assault missile misses, due to the evade token of Beta-2, but his Saturation Salvo EPT kicks in, dealing 1 hull to Beta-1. Tin-bok then kills it off. Shunt HLC misses. XP 0 Shunt, 1 Gruff, 2 Tin-bok.

Neither in Alpha have shots. Beta-2 misses Gruff. Turret 1 shoots but misses Tin-bok, Turret 2 hits him for two shields and his stealth device.. OUCH.

Round 2. The YT comes in, plans a 4 straight. Tin-bok plans a 3 bank right, 1 straight Shunt, and 3k for Gruff (will stress).

Alpha-1 and 2 bank 2 left, both barrel roll right, keeping their arc, but getting out of Shunt's arc.

Beta-2 banks 3 left, barrel rolls right out of Gruff's arc.

The rebels move. The YT locks Alpha-1, Shunt barrel rolls left getting Alpha-1 back in arc, Gruff takes his stress, and Tin-bok uses Sabine , barrel rolls right, moves then locks Turret 2 and boosts left to get too close for either turret to shoot him. He then deals 4 hull damage to Turret 2, 1 off destroying it. Gruff deals 2 hull to Beta-2. Shunt misses again. The YT deals a damaged engine critical to Alpha-1.

XP now 2 still for Tin-bok, 0 still for Shunt, and 2 now for Gruff.

Alpha-1 misses the YT, Beta-2 misses Shunt, Alpha-2 misses Gruff. Turret 1 and 2 also miss Gruff.

Round 3. Charlie's bombers come out of the hanger bay. The YT plans a 3 bank left, 2 turn left Shunt, 2 turn right Tin-bok, and 2 bank left for Gruff to clear stress.

Alpha-1 banks 2 left, bumping into the YT. Alpha-2 bumps into him, trying a 3 bank left. Beta-2 does a 3k. Charlie-1 and 2 lock onto the YT, then straight 2 and both barrel roll left to get arc to shoot it.

The rebels move. The YT bumps Charlie-1. Shunt bumps Alpha-2, no action. Gruff clears his stress, protects the YT. Tin-bok barrel rolls left, moves, locks Turret 1 and boosts forward via droid. Destroys the turret with 3 straight crit hit rolls.. Shifts up to 3xp. Gruff then misses Alpha-2. Shunt finally hits, dealing 2 hull to Charlie-2. The YT hits it for a 3 rd hull and a damaged sensor array critical.

Charlie-1 misses Gruff, Charlie-2 takes 2 shields off the YT. Alpha-1 and 2, and Beta-2 no shots.

Turret 2 misses Shunt.

Shunt now at 1xp, 2 still on Gruff, 3 for Bok.

Round 4. Delta's defender shows up on Tab 1. Faces Shunt.

Shunt plans a 2k, 2 straight for the YT (one round off docking). 3 turn right for Tin-bok, 1 turn right for Gruff.

Alpha-1 does a 4k. Alpha-2 does a 4k as well, but as he was angled differently than Alpha-1, he doesn't bump him. Beta-2 does a 3k. Delta-1 locks Shunt, then straights 5 and focuses. Charlie-1 is bumping the YT so can't lock it, does a 5k. Charlie-2 bumps into the YT doing a 3 turn left. Cannot clear his sensor array critical.

The Rebels move. The YT locks Turret 2. Shunt drops his first proton bomb, hitting Delta-1 for one of his shields (munitions failure critical, but it has no munitions to remove, so becomes just one hit, and uses Sabine to make it a 2 nd shield gone). Then bumps into Charlie-2. Tin-bok barrel rolls left, moves, locks Delta-1. Gruff boosts left, then totally whiffs his shot vs Alpha-1 (three evades vs 1 hit and 2 blanks. BOO). Tin-bok's first plasma torpedo strips the last shield and gives 1 hull to Delta-1, shifting him to 4xp. Shunt then has no shot, but still gained 1xp from his bomb. The YT then destroys turret 2.

Charlie-2 has no shot, Charlie-1 takes another shield off the YT. Alpha-1 misses Shunt, Alpha-2 however hits him taking his stealth device and his first shield. Beta-2 rakes 2 shields off Gruff and his stealth device. Delta-1 takes 2 more shields off Shunt..

Wow, things not looking good for our rebels.

Shunt now at 2xp, 2 still for Gruff, and 4 now for Tin-bok.

Round 5. The YT plans a bank 1 right, will dock. 3 bank right for Tin-bok, Shunt 2 straight to clear his stress, and a 3k for Gruff.

Alpha-1 banks 2 left, focuses. Alpha-1 turns 1 left, and focuses. Beta-2 bumps into Charlie-1 trying a 2 bank left. No action. Delta-1 re-locks Shunt, then bumps him doing a 5 straight. Charlie-1 locks the YT then straights 4 and focuses. Charlie-2 hard turns 2 left, cannot clear his sensor array critical.

The YT moves and docks. Tin-bok barrel rolls right, moves then locks Charlie-1, Gruff stresses. Shunt drops his 2 nd bomb, catching both Charlie-2 and Delta-1, then clears his stress and barrel rolls right and slightly forward, gaining a little more range on the defender. His bomb deals the defender a minor hull breach critical, and a damaged cockpit to the bomber, he uses Sabine to kill the Defender off, taking him up to 6xp. Gruff then stresses, and his shot misses again vs alpha-1. WOW he's sucking!!. Shunt has no shot. Tin-bok deals 4 hull to Charlie-1, not enough to stop it stripping 2 more shields off the YT. Alpha=1 takes Shunt's last shield. Alpha-2 and Beta-2 no shots.

Wow, things are going bad..

Shunt now at 6xp, Still 2 for Gruff, and 5 now for Tin-bok.

Round 6. The Decimator shows up on tab 2. Aims towards the base since the YT is already docked. Gamma's advance prototype, shows up on the north side on Tab 4. Aims himself towards Gruff.. Shunt plans a 2k, Tin-bok plans a 4k. Both will stress. Gruff plans a 4 straight, will clear stress.

Charlie 2 clears his sensor array critical, after going straight 2. Now at 4 hull and his damaged cockpit critical. Alpha-1 straights 5 and evades as has no shot. Alpha-2 turns 2 left, and focuses. Beta-2 banks 3 left, then evades as he can't barrel roll to gain arc on Tin-bok. Charlie-1 locks the Central Hub, Straights 4 and focuses. The Decimator locks Tin-bok after straight 1 and focuses. Gamma-1 straights 3, locks Gruff and focuses.

The rebels move. Shunt stresses, Tin-bok uses Sabine to boost left, then takes his stress. Gruff clears his stress and boosts left. Gruff then hits the Decimator for 1 shield, taking him up to 3xp.

Gamma-1 has no shot.

Shunt takes 2 more shields off the Decimator taking him to 7xp. Tin-bok misses. Stays at 5xp.

Charlie-1 then fires his assault missile into the Central hub, dealing it 3 hull damage, causing 1 damage to each of the end-caps and 1 to the feed-through module, and takes 1 of the 3 shields off the shield generator. Charlie-4 makes it four hull after hitting it with his main guns. Alpha-1 sends Shunt EVA with a pair of crits (Minor explosion, and munitions failure), Alpha-2 and Beta-2 have no shots.

The rebel troops only get one hit for trying to exit the Hanger to the Feed-through module.

Round 7. Tin-bok plans a 2 straight to clear stress, 1 turn right for Gruff.

Charlie-2 locks the Central hub, turns 3 left and focuses. Alpha-1 hard turns 3 left (due to his damaged engine critical). No action. Alpha-2 also turns 3 left, barrel rolls left to get away from map edge. Beta-2 does a 4k. Charlie-1 straights 1, re-locks the Central hub then focuses. The Decimator bumps Beta-2 trying a 2 straight. No lock or action. Gamma-1 re-locks Gruff, 1 turns left, and focuses.

Tin-bok boosts left, moves, clears stress then locks Charlie-1. Gruff moves, and locks the Decimator, takes its last 4 shields, and due to the splash damage, kills Beta-2. Takes himself up to 5xp. Tin-bok kills Charlie-1, taking him up to 8xp. Shunt still at 7xp.

Gamma-1 then smacks Gruff, taking his last shield, dealing one hull and a Structural damage critical.

The Decimator takes Bok' last shield and deals him a minor hull breach critical. Charlie-2 adds 3 more hull to the Central hub. Alpha-1 and 2 have no shots.

The rebel troops gain the 2 nd hit they need to move out of the Hanger bay into the End-cap.

Round 8. The YT now can move. Plans 2 bank right. 3 turn right for Tin-bok, 1 turn right for Gruff.

Charlie 2 does a 5k. Alpha-1 does a hard turn 2 left. No action. Alpha-2 also turns 2 left, barrel rolls left to get Gruff in arc. The Decimator locks Tin-bok then straights 3 and focuses.

The YT moves, focuses.

Gamma-1 re-locks Gruff, turns 2 left and focuses.

Tin-bok moves and focuses, Gruff boosts right getting out of Gamma-1's arc. Declines to clear his structural damage critical. Deals a blinded pilot critical to Alpha-2. This causes it to auto miss him, now carrying 1 hull.

Gamma-1 then misses Tin-bok.

Tin-bok then deals 2 hull to the Decimator, but dies to ITS return shot. EEK. Tin-bok dies at 6xp.

The YT then kills Charlie 2.

Alpha-1 misses Gruff, Alpha-2 auto misses him.

Round 9, the rebel troops can't do much, as Gruff gets sent EVA. The rebels lose..

Ending XP, 7 for Shunt, 6 for Gruff and 8xp for Tin-bok. 7Xp average.

3 rd test at 3 ships

Using the A-wing Blue-thunder (PS5, has a concussion missile, PTL, Intensity and Expertise. The X-wing Chaka (PS 7, proton torpedo, EPTs of Predator and Determination), and the Y-wing Dozer (PS still 7, takes his Seismic bomb and plasma torpedo, EPT of outmaneuver and expert handling). PS averages to 6. SQL on Chaka. Chaka and Dozer line up towards Alpha, Blue towards Beta.

Round 1. All rebels plan 4 straights. Dozer will stress.

Alpha-1 and 2 straight 2 and evade. Beta-1 and 2 straight 3 and evade.

The rebels move. Blue-thunder locks Beta-1, uses PTL To barrel roll to the right, and takes a focus via Intensity . Dozer takes his stress. Chaka locks Alpha-1, and via Dutch Vander allows Dozer to lock Alpha-2. Chaka's torpedo deals a hull damage and minor hull breach critical. Dozer's torpedo deals a Damaged sensor array critical to Alpha-2. Blue then fires his concussion missile, tearing 2 hull off Beta-1. All 3 rebels at 1xp. Blue flips Intensity back over, as did not need to spend his focus token .

Alpha-1 and 2 shoot at Blue at range 3, both miss. SO do turret 1 and 2.

Round 2. Chaka plans a 3 bank left, 1 straight Dozer (to clear stress), 3 straight for the YT which shows up, and 2 bank left for Blue-thunder, to clear his stress.

Alpha-1 banks 2 left and focuses. Alpha-2 straights 4, heading towards Blue, then clears his sensor array critical. Beta-1 does a 3k, while Beta-2 turns 3 left and focuses.

The rebels move. Blue clears his stress, and even with no shot, locks Beta-2. Chaka boosts forward, Dozer clears stress, locks Alpha-1, which allows Chaka to lock Alpha-2 via Dutch Vander . Dozer kills off Alpha-1, shifting him to 3xp, Chaka deals a 2 nd hull to Alpha-2, taking him to 2xp, Blue has no shot. The YT kills off Beta-1, with 2 more critical hit rolls!. Chaka 2xp, Blue 1xp, Dozer 3xp.

Beta-2 hits Chaka taking his first shield and his stealth device, Alpha-2 misses. Turret 1 and 2 also miss, though Turret 1 came close to smacking Chaka (THREE focuses!!).

Round 3, Charlie squad comes out of the Hanger. 3K for Blue, will stress. 3 turn right for the YT, 2 bank left for Chaka, 2 turn left for Dozer.

Alpha-2 does a 4k. Beta-2 does a turn 1 left. Barrel rolls right to get arc on Chaka. Both in Charlie bank 3 left. Charlie 1 bumps into Alpha-1, Charlie-2 bumps into Blue. No lock or action either.

The rebels move. Blue takes his stress The YT barrel rolls to his left. Chaka takes a focus, Dozer locks Beta-2, which allows the YT Via Dutch to lock Charlie-2. Chaka finishes off Alpha-2, taking him up to 4xp. Dozer misses, but lock not spent. Stays at 3xp. Blue-thunder deals a hull and a damaged cockpit critical to Charlie-2. The YT adds a 2 nd hull and a Blinded pilot critical to Charlie-2. Lock spent though to do so. Chaka 4xp, Dozer 3xp still, Blue 2xp now.

Neither in Charlie have shots. Beta-2 misses Dozer. However Turret 1 hits him taking his first shield and his stealth device. Chaka is missed by Turret 2.

Round 4. Delta-1 shows up on tab 4, heading towards Dozer. 2 turn left for Dozer. 1 straight for Chaka, 2 bank right for Blue, to clear stress. 1 turn left for the YT. Hopes a barrel roll will get him to dock! .

Charlie-2 turns 3 left, focuses after locking the YT. Beta-2 banks 2 right, has no shot so evades. Delta-1 straights 5, just out of range to lock Dozer (by maybe a pinky width), Charlie-1 locks the YT then hard turns 2 left, no action.

The rebels move. The YT does manage to barrel roll and docks. Blue-thunder clears his stress and focuses. Chaka bumps Charlie-2 no action. Dozer locks Charlie 2, which allows Blue-thunder to lock onto Delta-1. Dozer kills off Charlie-2. Chaka deals 2 hull to Charlie-1. Blue takes the first shield off of Delta-1. Blue-thunder now at 3xp, 6 for Dozer, and 5xp for Chaka.

Delta-1's return shot barely connects, taking just a 2 nd shield off of Dozer (wow, if he had a lock to spend, it may have been more!) Beta-2 no shot. Turret 1 and 2 miss Chaka.

Round 5. Chaka plans a 4k, will stress. 1 turn left Blue-thunder, 2 turn right Dozer.

Beta-2 does a 4k. Delta-1 locks Dozer, then bumps into him doing a 1 bank right. No action. Charlie-1 locks the Central hub, then bumps Chaka trying a 2 hard left turn. No action.

Blue moves and focuses. Declines to use PTL to lock Charlie-2. Chaka stresses. Dozer drops his seismic bomb, moves, Locks Delta-1, which allows Chaka to lock him via Dutch . Dozer's bomb takes a 2 nd shield off the Defender, and deals a 3 rd hull to Charlie-1. His turret then takes the last shield and deals 1 hull damage to the defender. Chaka makes it a 2 nd hull. (boo the evade die!!) Blue barely hits Charlie-1, dealing it a damaged engine critical. He shifts up to 4xp, 6xp for Chaka, and 7xp for Dozer.

No imperial has a shot. Turret 1 and 2 miss Blue.

The rebel troops get one critical hit, and advance from the Hanger to the feed-through module. The YT can move next round.

Round 6. The Decimator shows up tab 2. Gamma's advance-prototype shows up on tab 1. Dozer plans another 2 turn right, Chaka a 2 bank right to clear stress (thanks R2!), 1 turn right for the YT, and 2 turn right for Blue-thunder.

Beta-2 straights 4 and focuses. Delta-1 re-locks Blue-thunder, then does a white 4k and focuses. Charlie-1 hard turns 2 left, no action. Could not lock as was bumping at start of move, and did a red move.

The YT moves. Locks Charlie-1.

The Decimator straights 3, just out of range to lock a rebel right now. Focuses.

Blue-thunder takes a focus, then uses PTL to take an evade.

Gamma-1 straights 4, bumps into Delta-1. No action.

The rest of the rebels move. Chaka clears his stress and focuses. Dozer locks Charlie-1, then via Dutch allows Chaka to lock Delta-1. He misses, but forced the defender to spend his focus. Dozer finishes off Charlie-1. Both bombers now gone.

Gamma-1 misses Blue-thunder, thanks to both his evade token and his focus token.

Blue-thunder then shoots and deals 1 hull to Beta-2.

XP now 5 for Blue, 6 still on Chaka, and 10 now for Dozer.

The Decimator's first shot misses Blue-thunder, 2 nd shot misses the Central hub due to being at range 3 (thus it had 2 evade die, one for range one for the shield generator).

The YT misses.

Delta-1 hits Dozer, taking a 3 rd shield. Leaves one left. Beta-2 misses.

Turret 1 and 2 also miss.

The Troops roll a hit and a critical, shift now to being in the Central hub.

Round 7. The YT plans a 3 turn right. Blue a 2 bank left to clear his stress, 3 turn left for Chaka and 2 turn left for Dozer.

Beta-2 straights 2 and focuses. Delta-1 takes a 4 straight, re-locks Dozer then barrel rolls left to get out of Chaka's arc.

The YT moves and focuses.

The Decimator 3 turns left after locking Blue. Focuses.

Blue bumps the Decimator. Does not clear stress.

Gamma-1 locks Blue, bumps Beta-2 trying a 4 straight. No action.

Chaka Barely makes it past Gamma-1, boosts left. Dozer moves, re-locks Delta-1, which allows the YT to lock the Decimator via Dutch. Dozer kills the defender. Takes him up to 13xp. Chaka strips 4 shields off the Decimator.

Gamma-1 misses Blue again. (Man is Blue's evade die being hot tonight!)

Blue has no shot. XP still 5 for him. 7 now for Chaka, 13 for Dozer.

The Decimator can't make a primary attack, as it's bumping the target it has the lock on (Blue-thunder). Its second shot on the Central hub, deals it 2 hull damage.

The YT strips the last 2 shields off the Decimator.

Beta-2 no shot.

Turret 1 misses Chaka, Turret 2 misses Dozer.

The rebel troops gain 1 of the 3 hits needed to secure the command center.

Round 8. The YT plans another 3 turn right, 2 turn left Chaka, 4 straight for Blue to clear his stress and 2 bank right Dozer.

Beta-2 bumps Dozer trying a 2 turn right.

The YT moves and focuses.

The Decimator, rolls a 2 bank left, he can't move as he won't clear Blue OR Gamma-1. No move, no action, no lock.

Blue-thunder clears his stress, boosts right.

Gamma-1 re-locks Blue, then 4ks.

Chaka bumps into the Decimator, no action or shot. Dozer locks the Decimator, allows the YT to also lock him via Dutch . He deals 2 hull to the Decimator. Chaka has no shot.

Gamma-1 has no shot (not in range) on Blue, so shoots Dutch, taking his last shield. Due to the EPT Ruthlessness , deals a 3 rd hull to the Decimator and 2 nd hull to Beta-2.

Blue-thunder has no shot. Stays at 5xp. 7xp still for Chaka, 14xp now for Dozer.

The Decimator has no first shot, and his 2 nd shot misses the Central hub.

The YT adds only a 4 th hull to the Decimator, after rolling a minor explosion critical that did not get a 2 nd hit.

Beta-2 no shot. Turret 1 hits Chaka for one hull, Turret 2 makes it 2 hull.. OUCH.

The Rebel troops get the last 2 hits needed, take the base. Turrets switch to rebel control. Now they need to survive till round 12!

Round 9. Blue plans a 1 turn right, 3 bank right for the YT, 2 turn left for Dozer and 2 bank left for Chaka.

Beta-1 turns right 1 and focuses.

The YT bumps into Beta-2, no action.

The Decimator turns 3 left and focuses. Locked Blue-thunder.

Blue moves, Boosts right, then uses PTL to focus taking a stress.

Gamma-1 straights 3, locks Blue and focuses.

Chaka moves, locks Gamma-1, Dozer re-locks the Decimator, which allows the YT to re-lock it too. Deals it another 2 hull. Shifts up to 15xp. Chaka again, has no shot.

Gamma-1 blue-thunder with his homing missile (man the die sucked for him to day).

Blue deals a 7 th hull to the Decimator, and a thrust control fire critical, taking it to 8 hull and 1 stress. Shifting him up to 6xp. Still 7xp for Chaka.

Chaka then dies to Beta-2.

Turret 1 and 2 miss Beta-2.

Round 10. Blue plans a 4 straight to clear stress, 2 turn left Dozer, same for the YT.

Beta-2 straights 5, has no shot so evades.

The YT moves and focuses.

The Decimator rolls a 3 bank left, but shifts it to a 3 turn, to avoid running off the map. No clears stress, bumps into Blue-thunder, so gets no action or lock.

Blue clears his stress and evades.

Gamma-1 re-locks him, then bumps into him turning 1 right.

Dozer locks Beta-2. Shoots it but misses.

Gamma-1 has no shot.

Blue has no shot.

The Decimator has no primary shot and is too far to shoot the central hub for his 2 nd shot.

The YT smacks Gamma-1, takes both of its Shields and deals it a Damaged cockpit critical.

Turret 1 misses Gamma-1, however Turret 2 finishes off Beta-2.

Round 11. After the rebels move, Blue finally gets his second hit on him, losing the last of his shields and takes one hull from Gamma-1, but then returns fire killing it. Shifting him up to 10xp, 8xp now on Chaka and 16xp for Dozer. Dozer missed the Decimator, while he took 3 hull in return fire from the Decimator.

THEN IT Dies to the YT hitting it for 2 more hull and a direct hit critical blowing the big guy up.

This makes no imperial forces left on the field, so the rebels effectively win...

Ending XP was high for Dozer, as he got the most kills in, being 16 total. Chaka ended with 8xp, and Blue ended up with 10xp. 11Xp average.

2 nd win, 1 loss.

Not bad....

4 th test at 3 ships

Using the B-wing Wilt (PS now 7, ion cannon, Advance proton and plasma torpedos for ordinance, Outmaneuver and Expertise EPT), X-wing Squeaky (PS 7, Plasma torpedo, Outmaneuver and Intensity EPT), and the Y-wing Unca (PS7 also, Proton torpedo and proton bomb, EPT of predator). PS averages to a 7. YT upped to having Leebo. Both turret 1 and 2 upped to being heavy. The Decimator upped to having Commander Kenkirk. Wilt and Unca line up towards Beta, Squeaky towards Alpha.

Round 1. Unca and Squeaky plan 4 straights. 3 straight for Wilt. Unca will stress.

Alpha 1 and 2 straights 2 and evades. Beta 1 and 2 straight 3 and evade.

The rebels move. Unca takes his stress, Wilt focuses and Squeaky locks Beta-1. His shot barely connects, dealing only 1 hull to Beta-1. Wilt's shot misses Alpha-2. Focus not spent. Unca's TLT deals only one hull to Alpha-1. Alpha-1 and 2 shoot at Squeaky, but miss. Beta-1 and 2 no shot. Turret 1 misses Squeaky, however turret 2 gets a lucky hit in, taking one of his shields.

XP 1 for Unca, and 1 for Squeaky. 0 For Wilt.

Round 2. Wilt and Unca plan 2 straights. The YT, that just showed up plans a 3 straight, 2 bank left for Squeaky. Unca will clear his stress.

Alpha-1 straights 2 and focuses. Causing Alpha-2 to bump him doing a 2 bank left. Beta-1 banks 2 left, focuses. Beta-2 turns 2 left and focuses.

The YT moves and focuses. Squeaky moves, and has no shot, so barrel rolls right getting out of Beta-2's arc, though it pushes him a little closer to Turret 1 and 2. Wilt locks Alpha-1, Unca locks Alpha-2 after clearing his stress. Wilt's main guns deals a Damaged sensor array critical to Alpha-1. Unca decides to finish him off. Lock stays on Alpha-2. Squeaky has no shot. The YT hits Beta-1 for a blinded pilot critical. XP now 1 still on Squeaky, 3 for Unca, and 1 for Wilt.

Alpha-2 shoots but misses Wilt, thanks to his sensor jammer. Beta 1 auto-misses, Beta-2 hits the YT taking two of its shields. Turret 1 takes a 2 nd shield off Squeaky, Turret 2 takes a 3 rd shield and hulls him once. OUCH.

Round 3. Charlie 1 and 2 appear out of the Hanger bay. 1 bank left for Squeaky to regenerate a shield. 3 bank right for the YT, 2 turn left both Unca and Wilt.

Alpha-2 banks 2 left and focuses. Beta-1 banks 3 left, barrel rolls left to get arc on Wilt. Beta-2 banks 2 left and banks left to get arc on Squeaky. Charlie-1 and 2 straight 4, both lock the YT then focus.

The rebels move. The YT bumps into Charlie-1. No action. Wilt bumps into Alpha-2, no action. Unca focuses, Squeaky regenerates a shield then locks Charlie-1. Deals it two hits and a direct hit critical putting the bomber up to 4 hull. The YT finishes it off!. Wilt misses Beta-2, while Beta-1 is finished off by Unca. Squeaky now at 2xp, 1 still on Wilt, and 5 now for Unca.

Charlie-1 has no shot. Same for Alpha-2. Beta-2 misses Wilt. Turret 1 however hits Wilt taking his first shield. Turret 2 misses Squeaky.

Round 4. Delta-1 shows up on tab 2, behind Wilt and Unca. Unca plans a 2 straight, hoping to drop his bomb into Delta-1's face. Wilt plans a 2 bank left, 4k for Squeaky (will stress) and 3 bank left for the YT.

Alpha-2 does a 3k. Beta-2 also 3k's, while Delta-1 locks Unca, straights 4 and focuses. Charlie-1 does a 5k.

The rebels move. The YT moves and locks Beta-2. Unca drops his first proton bomb, dealing a Console fire critical to Delta-1, then locks Alpha-2. Wilt locks Charlie-1 and Squeaky stresses. Squeaky has no shot. Wilt's plasma torpedo misses the bomber, but is not wasted. Unca kills Alpha-2. Now at 7xp. Wilt stays at 1, 2 still for Squeaky. The YT then deals a minor hull breach critical to Beta-2.

Charlie-1 takes a third shield off the YT. Beta-2 misses a point blank shot up Wilt's rear. Delta-1's rear shot however doesn't, raking all 3 shields off Unca. Turret 1 then hits him for one hull, while Turret 2 hits him for a 2 nd hull and one stress, via a thrust control fire critical.

Round 5. The YT plans a 1 turn right, will Dock. 1 bank right for Squeaky to not only regenerate a 2 nd shield but clear his stress. 2K for Wilt, 3 bank left Unca (Will keep stress).

Beta-2 does a 4k. Lucks out and takes no further damage from his minor hull breach critical. Delta-1 re-locks Unca, straights 5, and clears his console fire critical. Now down to 2 shields remaining. Charlie-1 straights 3 and locks the YT then focuses.

The rebels move. The YT docks. Squeaky gets a 2 nd shield back, clears his stress, barrel rolls right out of Charlie-1's arc, then focuses via Intensity . Wilt bumps Beta-2 before completing his K-turn, but still stresses. Unca moves, keeps his stress, Declined to drop his 2 nd bomb. His TLT then deals only 1 hull to Charlie-2. Squeaky's main guns ***** it for 3 more hull, leaving Wilt to get in the kill shot.. YAY!

Squeaky shifts to 3xp, 4 now for Wilt, and 8 for Unca. Squeaky's focus not spent, so he flips Intensity back over ..

The YT is docking so has no shot. Beta-2 gives a 3 rd hull to Unca, which makes it easier for the Defender to send him EVA.. BOO HISS..

Turret 1 then misses Wilt, while Turret 2 hits him taking a 2 nd shield off..

Round 6. the Decimator shows up on tab 2, while Gamma's advance prototype shows up on tab 4, aiming right at Squeaky. Squeaky plans a 2 turn left, 1 bank right for Wilt to clear stress. The YT is still docked.

Beta-2 bumps Delta 1 trying a 3k. Takes a damage from his hull breach. Delta-1 locks Wilt, banks 1 left and focuses. The Decimator locks Wilt, straights 3 and focuses. Gamma-1 locks Squeaky, straights 3 and barrel rolls left out of Squeaky's fire arc.

Wilt clears his stress, barrel rolls left. Squeaky moves, barrel rolls right, uses Intensity to take a focus. Wilt's shot strips off both shots from Gamma-1, and deals it a munitions failure critical, causing it to lose its homing missile. Squeaky misses his shot. Declines to spend his focus. XP now 5 for Wilt, 3 still on Squeaky, 8 still on Unca.

Gamma-1 then has no shot. The Decimator's out of Wilt's range for his first shot, but his 2 nd shot hits the central hub dealing it 2 hull damage. Beta-2 no shot. Delta-1 hits Wilt taking 2 more shields.

Turret 1 and 2 miss.

The rebels troops advance out of the hanger bay into the feed-through module. The YT can move again next round. Squeaky flips Intensity back over.

Round 7. The YT plans a 2 straight, 1 bank right for Squeaky to regenerate his third shield, and 2k for Wilt.

Beta-2 straights 5, has no shot so evades. Delta-1 locks Wilt, then bumps him trying a white 4k.

The YT moves and locks the Decimator.

The Decimator locks Squeaky, banks 3 left and focuses. Gamma-1 re-locks Squeaky, then banks right 2 and focuses.

The rebels move. Wilt takes his stress, but bumps into Gamma-1. Does not get to complete his K-turn. Squeaky locks the Decimator. His main guns strip off 2 shields from the Decimator. Taking him to 4xp. Wilt has no shot.

Gamma-1 misses Squeaky. The Decimator's first shot shreds the recently regenerated, three shields off Squeaky (OUCH). Its 2 nd shot on the Central hub deal it two more hull damage.

The YT takes 3 more shields off the Decimator, leaving it with only 1 shield left.

Delta-1 takes a fifth shield off Wilt. Beta-2 no shot. Turret 1 misses Squeaky, Turret 2 misses Wilt.

The rebels troops achieve only 1, of the two hits needed, to advance into the Central hub.

Round 8. Wilt plans a 1 bank right to clear his stress. 3 bank right Squeaky, 4 straight for the YT.

Beta-2 turns right 1 and evades. Delta-1 re-locks Wilt, then bumps him trying a bank 1 left.

The YT moves and focuses.

The Decimator locks Squeaky then banks 1 left and focuses. Gamma-1 not able to lock Wilt, then bumps the Decimator trying a 5 straight.

Squeaky moves and barrel rolls to his left. Uses Intensity to take an evade. Wilt clears his stress, then barrel rolls right. NEITHER have shots. No change in XP.

Gamma-1 no shot. The Decimator's first shot on Squeaky misses, and its 2 nd on the Central hub also misses.

The YT misses Beta-2.

Delta-1 no shot, and Beta-2 misses Squeaky thanks to his evade token. Turret 1 no shot Turret 2 misses Wilt.

The rebel troops roll TWO BLANKS, still failing to move into the central hub.

Round 9. Squeaky plans a 2 turn right, so does Wilt, and 1 bank left for the YT.

Beta-2 bumps into Squeaky trying a 3 bank right. Delta-1 re-locks Wilt, then hard turns 2 right. No action.

The YT moves and locks Beta-2.

The Decimator re-locks Squeaky then turns 2 left and focuses.

Gamma-1 banks 3 left, locks Squeaky and boosts forward.

Squeaky and Wilt both move and lock the Decimator. Squeaky's plasma torpedo strips the last shield off it, then deals it 1 hull, while Wilt's deals it 3 hull damage. Wilt now at 6xp, 5xp for queaky.

Gamma'1 hulls Squeaky a 2 nd time, and he gets sent EVA By the Decimator's first shot. Its too far to shoot the Central hub with its 2 nd shot.

The YT kills Beta-2.

Delta-1 no shot. Turret 1 misses Wilt, but turret 2 takes another shield.

The rebel troops finally make it into the central hub.

Round 10. Wilt plans a 2 bank right. 1 turn left for the YT.

Delta-1 re-locks Wilt then hard turns 2 right again. Bumps into Wilt.

The YT moves and barrel rolls left.

The Decimator locks Wilt, turns 2 left, bumping into Gamma-1. No action. Gamma-1 does a 4k. Out of range to lock Wilt.

Wilt moves and re-locks the Decimator. His advance proton torpedo RIPS into the Decimator taking it up to 7 hull damage. Then its return first shot gives Wilt one hull damage.

The YT adds 4 more hull damage to the Decimator with 2 solid hits and a direct hit critical!

Gamma-1 had no shot. Delta-1 however did adding a 2 nd hull to Wilt, which Turret 2 adds a third hull to him. ( Good thing he has a hull upgrade otherwise he'd be EVA)! . Turret 1 luckily missed him.

The rebels troops gain one of the 3 hits needed to secure the command center.


However, round 11, saw Wilt get sent EVA by Gamma-1, after he exploded the Decimator.

2 nd rebel loss.

Unca died with 8xp. Squeaky died with 5xp, and Wilt ended with 10xp.

2 wins, 2 losses. Ending XP was 7xp average.

5 th test at 3 ships

Using the A-wing Red-bull (PS still 4, Assault missile, Predator and Debris gambit EPT), B-wing Spot (PS7, ion cannon, Gunner crew, Plasma and proton torpedos) and Y-wing Cmoz (PS still 6, Goes with his ion turret, Proton torpedo and cluster mine for ordinance). Cmoz and Red-bull line up towards Alpha, with Red-bull closer to the map edge side, while Spot lines up towards Beta squad. Squad leader on Spot.. PS averages to a 6, only turret 1 upped to a heavy turret. The Decimator is not improved, the YT is back down to the PS4 line.

Round 1, Red-bull plans 5 straight, 3 straight Spot and 3 bank left Cmoz.

All tie fighters 3 straight and evade.

The rebels move. Red-bull locks Alpha-2, Cmoz locks Alpha-1, Spot boosts forward via Sabine , moves, locks Beta-1, and takes a focus due to Intensity. His proton torpedo fails to connect, but thanks' to munitions failsafe is not wasted, Gunner crew slot kicks in and he deals the fighter 2 hull damage. Cmoz' proton torp kills Alpha-1, Red-bull's assault missile barely hits, dealing only 1 hull to Alpha-2. XP 2 for Cmoz, 1 ea for Spot and Red-bull.

Alpha-2 misses Spot. Beta-1 and 2 no shot. Turret 1 and 2 miss Spot thanks to his Sensor jammer. His focus is spent, to flip Intensity back over.

Round 2. The YT arrives. Plans a 4 straight. 2 turn left for Spot, 3 turn left for Red-bull, 3 straight for Cmoz.

Alpha-2, banks 3 left and focuses. Beta-1 straights 2, barrel rolls left to try and get arc on the YT. Beta-2 turns 2 left and focuses.

The rebels move. The YT locks Beta-1. Red-bull takes a focus. Cmoz locks Alpha-2, Spot declines to use Sabine , moves and focuses. His shot deals a damaged engine critical to Beta-2. Cmoz deals a Blinded pilot critical to Alpha-2, taking it up to 2 hull. Red-bull gets in the kill shot on it. The YT kills off Beta-1. Spot then gets missed by Beta-2, thanks to his sensor jammer. Turret 1 and 2 miss Cmoz.

XP now 3 for Cmoz, 3 for Red-bull and 2 for Spot.

Round 3. Charlie comes out of the hanger bay. The YT plans another 4 straight. 2K for Spot, 3 bank left for Red-bull and 2 turn left for Cmoz.

Beta-2 does a 4k. Charlie-1 and 2 straight 3, both barrel roll left to get arc on the YT after locking it.

The rebels move. Due to the barrel rolling of Charlie-1, the YT can't complete its move, it bumps into Spot. Red-bull takes another focus, Cmoz locks Charlie-2 and Spot takes a stress. His main guns deal only 1 hull to Charlie-2. Cmoz's plasma torpedo rips into it for 3 more hull, which the YT kills off. Red-bull deals only 1 hull to Charlie-1. Spot now at 3xp, 4 for Red-bull and Cmoz.

Beta-2 then misses Spot. Charlie-1 barely misses the YT (if it had a focus, it would have stripped 3 shields off it). Cmoz then loses 2 shields to Turret 1, and a 3 rd to Turret 2.

Round 4. Delta-1 shows up on tab 1. Aims self towards Cmoz.

Cmoz plans a 2 turn left, 1 bank right Spot to clear stress, 4 straight for the YT and 1 turn left for Red-bull.

Beta-2 turns 1 right but bumps Red-bull. Delta 1 straights 4, locks Cmoz and Focuses. Charlie-1 re-locks the YT then bumps him trying a 1 straight.

The rebels move. The YT locks Charlie-1.. Red-bull can't move due to where Beta-2 is. No action. Cmoz bumps into Charlie-1. No action. Spot barrel rolls left via Sabine , moves, clears stress then takes a focus due to his barrel rolling. Then he uses Squad leader to give an action to Cmoz who focuses. Spot's main guns then deals 2 hull to Charlie-1, and a stunned pilot critical hit. Cmoz totally whiffs the shot, declines to spend his focus token Red-bull finishes Charlie-1 off after smacking it for 2 more crits and a hull. The YT kills off Beta-2.

XP now 4 for Spot, 7 for Red-bull and 4 still on Cmoz.

Delta-1 Shoots Cmoz taking his last shield and deals him a minor hull breach. He's not going to be doing any stressed moves now!. Turret 1 takes a shield off Spot, Turret 2 misses.

Round 5. The YT plans a 1 bank left, will dock. 2 bank left Spot, 3k for Red-bull and a 2 turn left for Cmoz.

Delta-1 bumps into Red-bull doing another 4 straight, after re-locking Cmoz.

The rebels move. The YT docks. Red-bull takes a stress. Cmoz locks Delta-1, declines to boost via droid (so stays in range to use Wingman on Red-bull), and Spot moves and focuses. His main guns rip all three shields off the Defender. Cmoz hits him, spending his lock to do so, ionizing the defender, and dealing it 1 hull. Red-bull barely connects for a 2 nd hull. Red-bull now up to 8xp, 5xp on Spot and 5 for Cmoz.

The YT docks.

Delta-1 then strips a 2 nd shield off of Spot. A 3 rd comes off from Turret 2. Turret 1 misses.

Round 6. The Decimator shows up tab 2. Gamma-1 shows up on the North side on Tab 3. Aims itself towards Red-bull. The rebels plan a 3 straight for Spot, 5 straight for Red-bull and another 2 turn left for Cmoz.

Delta-1 fails to clear ion token, bumps into Spot. Re-locked Cmoz though. No action. The Decimator locks Spot, straights 3 and focuses.

Red-bull moves, and focuses. Gamma-1 straights 5, is just in range to lock Red-bull, so boosts forward.

Cmoz moves locks Delta-1 again and boosts left. Spot uses Sabine to barrel roll right, moves then focuses. His main guns shred 3 shields off the Decimator.

Red-bull loses one of his shields to Gamma-1's homing missile, Cmoz takes a 2 nd hull damage due to it's Ruthlessness EPT.

Cmoz then kills off the Defender. This takes him up to 8xp. Spot has 6xp now. Red-bull takes 3 more shields off the Decimator. Now at 9xp.

The Decimator's first shot, rips the 4 th and 5 th shield off Spot, not in range to get the 2 nd shot off on the central hub.

Turret 1 takes Red-bull's last shield, while Turret 2 misses.

The troops roll a crit, and advance out of the hanger bay into the Feed-through module. The YT can move next round.

Round 7, the YT plans a 1 turn left. 2K for Spot, 3 bank right for Cmoz and a 5k for Red-bull. Both him and Spot will take a stress.

The YT moves and locks Gamma-1.

The Decimator re-locks Spot, then banks 2 left, bumping into Red-bull.

Red-bull takes his stress.

Gamma-1 straights 3, doesn't get in range to re-lock Red-bull, boosts forward.

Cmoz moves locks the Decimator. Spot barrel rolls right, then stresses. His shot deals a damaged sensor array critical to the decimator, and 1 hull.

Gamma-1's main guns miss Red-bull. Cmoz deals a 2 nd hull to the Decimator, Red-bull makes it 4 hull. The Decimator strips off Spot's last shield. It's 2 nd shot misses the Central hub.

The YT strips one shield off Gamma-1.

Turret 1 misses Red-bull, turret 2 not in range. The rebel troops gain 1 hit towards moving into the Central hub.

XP now 10 for Red-bull, 7 for Spot and 9 for Cmoz. Cmoz used Wingman to remove Spot's stress.

Round 8. Spot plans a 2 straight, same for Red-bull to clear stress, 2 turn right for Cmoz. 3 turn left for the YT.

The YT moves. Locks the Decimator.

The Decimator turns 2 left, clears sensor array critical. Now at 5 hull.

Red-bull moves, clears stress and Takes an evade.

Gamma-1 re-locks Red-bull, straights 2 and focuses. Couldn't barrel roll or boost out of his arc while maintaining his own.

Cmoz moves, and locks Gamma-1, Spot barrel rolls left via Sabine moves and focuses. Adds 3 more damage to the Decimator bringing it up to 8 hull damage.

Gamma-1 then hulls Red-bull giving him an Injured Pilot critical. He now has to ignore his EPT and Named pilot (BOO).

Cmoz then strips the last shield off Gamma-1 and ions it once, though his lock got spent doing so. Red-bull adds 2 more hull damage to the Decimator.

The Decimator gives 2 hull damage to Spot (OUCH), its 2 nd shot is too far away from the central hub to get fired.

The YT kills the Decimator off. PHEW.. Xp now 11 for Red-bull, 8 for Spot and 10 for Cmoz.

Turret 1 and 2 connect, Red-bull sent EVA.

The rebel troops take the central hub.

Round 9, after the rebels move, Spot gets in the kill shot on Gamma-1. That increases him to 12xp, 11 for Spot and 12 for Red-bull. The rebels now are unopposed. It takes 2 more rounds till they secure the command center..

A solid rebel win but Spot was down to 1 hull left, and Cmoz was down to 3 left.. A CLOSE fought battle..

6 th and hopefully last test at 3 ships

Using the X-wing Jinn (PS now 8, plasma torpedo, outmaneuver and saturation salvo for EPTs), and the Y-wings Imo-thep (PS still 5, Goes with his ion turret, Predator ept, Proton bomb Proton torpedo), and Crack (PS 7, Proton torpedo and Proximity mine, Intimidation and saturation salvo EPT). PS averages to a 6 still. Only 1 upped Turret. Jinn lines up towards Alpha, both Y-wings towards Beta.

Round 1. Jinn plans a 4 straight, both Y-s plan a 3 bank right.

Alpha-1 and 2 both straight 2 and evade. Beta-1 and 2 both straight 3 and evade.

The rebels move. Imo-thep locks Beta-1, Crack locks Beta-2, while Jinn focuses, and via Jake boosts forward. His shot misses the fighter (two blanks and a focus vs two evades and a focus). Converts the focus into an evade via his R3 astromech. Crack's first proton torpedo blows Beta-2 out of the sky (two crits, two hits vs 2 blanks and one focus). Imo-thep's torpedo however, misses (two hits vs two evades). Torpedo wasted. XP 2 crack, 0 Jinn and Imo-thep.

Beta-1 shoots back at Crack, but misses, neither Alpha-1 or 2 have shots, same for both turrets.

Round 2. The YT appears. It plans a 4 straight, 1 bank left for Jinn, 2 straights for both Crack and Imo-thep.

Alpha-1 and 2 both turn 3 left and focus. This will cause Jinn to bump into Alpha-1 (Boo-hiss). Beta-1 turns 1 left and barrel rolls right to get out of Imo-thep's front guns.

The YT moves, locks Alpha-1. Jinn bumps Alpha-1, both Crack and Imo-thep lock Beta-1. Jinn's main guns miss Alpha-2, converts one focus roll to an evade token for self. Crack deals 2 hull to Beta-1, kill comes from Imo-thep's ion turret. XP 3 Crack, 2 Imo-thep and 0 still on Jinn. The YT then deals a direct hit critical to Alpha-1.

Alpha-1 takes a shield off the YT in return fire. Alpha-2 takes a shield off Jinn and neuters his Stealth device. Turret 1 takes a 2 nd shield, while Turret 2 hits Imo-thep taking one of his four shields and neuters his stealth device.

Round 3. Charlie shows up out of the hanger. The YT and both Y-wings plan 3 bank lefts, 2 turn left for Jinn.

Alpha-1 does a 3k, while Alpha-2 banks 2 left and barrel rolls left (and slightly to the rear) to gain more distance on the map edge.. Charlie-1 and 2 bank 3 left, lock the YT and both focus.

The rebels move. The YT and both Y-wings lock Charlie 1, while Jinn moves, takes a focus and Barrel rolls left, barely gaining arc to shoot, via Jake . Yet again, his dice fail him, but he takes another evade token via his R3. Crack deals 2 hull to Charlie 2 with his sync turret, Imo-thep makes it a 3 rd and an ion token, the YT adds a 4 th hit and a thrust control fire critical, making the bomber be at 5 hull, 1 ion and 1 stress token. XP now 4 for Crack, 3 for Imo-thep and 0 still on Jinn.

Neither Charlie has shot either on the YT or on Jinn. Alpha-1 misses Jinn. Alpha-2 no shot. Turret 1 takes a 2 nd shield off Imo-thep, Turret 2 misses.

Round 4. Delta-1 shows up on tab 3, heading towards Crack.

The YT plans a 4 straight, will dock. 3 turn left Imo-thep (will stress), 2 turn left Crack. 2 turn Right for Jinn.

Alpha-1 does another 4k, Alpha-2 turns 2 right, and barrel rolls right. Just out of arc to shoot Jinn. Delta-1 straights 4, locks Crack and focuses. Charlie-1 bleeds off his ion token, has no one to shoot, but can't act as he didn't clear his stress. Charlie-2 re-locks the YT, banks 1 left and barrel rolls left.

The YT moves, docks. Imo-thep drops his proton bomb, moves and takes his stress. Crack moves and locks Delta-1. Jinn moves and locks Charlie-2. Imo-thep's proton bomb explodes killing Charlie-1, and dealing a munitions failure critical to Charlie-2, taking its assault missile. Jinn's plasma torpedo then WHIFFS vs Charlie 2, which is a bad thing, as its at range 1 of the YT, so his Saturation Salvo EPT kicks in, and he unfortunately takes a 2 nd shield off the YT.. (CRAP). Crack then steals 2 shields off Delta-1, spent his lock to do so. Imo-thep's Ion turret takes the 3 rd shield and deals him an ion token. XP now 0 still for Jinn, 5 for Crack and 6 for Imo-thep.

The YT is docked.

Delta-1 strips two shields off Crack in return fire, and neuters his stealth device. Alpha-1 and Alpha-2 no shots, same for Charlie-2. Turret 1 takes the last shield off Jinn and deals 1 hull hit, while Turret 2 takes the third shield off Imo-thep.

Wow, our heroes are not doing too well.. Especially JINN!

Round 5. Crack will turn 2 left, 2 bank left for Imo-thep, and 4k for Jinn. Imo-thep will keep his stress, and Jinn will take a stress.

Alpha-1 turns right 1, focuses. Alpha-2 banks 3 right. No shot so evades. Delta-1 bumps into Crack after locking him. Did not bleed off his ion damage from Imo-thep. Charlie-2 turns 3 left, locks the central hub and focuses.

The rebels move. Imo-thep keeps stress, Jinn stresses and Crack re-locks Delta-1. Jinn kills Alpha-1 finally. Crack deals two crits to Delta 1, a Munition's failure (no ordinance so equates to 1 hull), and Weapons malfunction critical. Imo-thep's ion cannon makes it a 3 rd hull hit, destroying the defender.

XP shifts up to 2 for Jinn (YAY, he's now on the board), 6 for Crack and 9 for Imo-thep.

Charlie-2 barely scratches the central hub, dealing it 1 hull (OUT of 13!). Alpha-2 no shot. Turret 1 misses Jinn. Turret 2 hits for a Thrust control fire, giving Jinn a 2 nd stress token (and 2 hull!!).

The rebel troops roll two hits, moving out of the Hanger into the Feed-through module.

Round 6. The Decimator shows up on Tab-2 angled towards Crack and Jinn, while Gamma-1 shows up on Tab-1. The YT plans a 1 turn right, 2 bank left (will keep stress), 1 bank right for Jinn to clear stress and 3 bank left for Crack.

Alpha-2 banks 2 right and focuses. Charlie-2 re-locks the Central hub, straights 1 and focuses.

The YT moves and barrel rolls right.

The Decimator straights 3, locks Jinn and focuses.

Imo-thep moves and keeps stress.

Gamma-1 straights 3, boosts forward after locking Jinn.

Crack moves and bumps into Alpha-2 (**** HIM banking in my way). Jinn clears his first stress, but his shot on Alpha-2 misses. Crack hits with his main guns on Gamma-1 taking its first shield.

Gamma-1 then shoots his homing missile into Jinn sending him EVA.

This gives the Decimator no shot primary and its out of range for a 2 nd shot.

Imo-thep ionizes Alpha-2. The YT misses Charlie-2. Jinn stays at 2xp. Crack increases to 7xp, and 10xp for Imo-thep.

Charlie-2 hits with his main guns doing 3 more hull to the central hub.

The Rebel troops roll paired focuses. No advancing out of the Feed-through module. Alpha-2 takes the last shield off Imo-thep and gives him 1 hull. Turret 1 and 2 miss.

Round 7. The YT plans a 3 turn right, 2 bank right Crack, and the same for Imo-thep. He will keep his stress again.

Alpha-2 cannot clear Crack, so doesn't bleed its ion off. Charlie-2 re-locks the Central hub, straights 1 and focuses again.

The YT moves and locks Charlie-2 again.

The Decimator 3 banks left, locks Crack and focuses.

Imo-thep moves, still has stress (but at least he still has predator to get some re-rolls!).

Gamma-1 locks Crack, then bumps into the Decimator trying a 4 straight.

Crack moves and bumps the Decimator. No action. However his main guns take the last shield off Gamma-1, lucking out with one hit vs 3 focuses.

Gamma-1 has no shot.

Imo-thep deals a 2 nd hull to Alpha-2. This takes him to 11xp, 2 still on Jinn, and 8 now for Crack.

The Decimator cannot make its primary shot (on Crack), however its 2 nd shot on the Central hub, brings it up to 6 hull damage, almost half way through its hull.

The YT adds a 2 nd hull damage, and a Damaged cockpit critical to Charlie-2.

Charlie-2 then adds only a 7 th hull to the central hub.

Alpha-2 no shot. Turret 1 and 2 miss.

The Commandos gain one hit needed to advance to the central hub.

Round 8. The YT plans a 2 bank right, 3 straight for Crack and 1 straight for Imo-thep (will finally purge his stress).

Charlie-2 rolls a 5k, but this would run him off the map, so he shifts it to a 3 turn left, followed by a left barrel roll. Alpha-2 clears his first ion token, barrel rolls left out of Imo-thep's main fire arc.

The YT moves, gives action to the troops, to try and help them reach the central hub (they focus).

The Decimator locks Imo-thep, then bumps Alpha-2 trying a 4 straight. No action.

Imo-thep clears stress, locks the Decimator, then boosts right, to gain more distance from it. Still has shot with his ion turret on Alpha-2 barely (by maybe 2 millimeters).

Gamma-2 locks Crack then 4ks.

Crack moves, locks Gamma-1. Deals it one hull damage. Lock had to be spent just to get that though. BUT luck's on his side when Gamma-1 whiffs his return shot even with spending its own lock (Two blanks, followed by two focuses).

Imo-thep kills Alpha-2 finally. This takes Imo-thep to 13xp, 9xp for Crack. Still just 2 on Jinn.

The Decimator's first shot deals a 2 nd hull to Imo-thep. Out of range to make a 2 nd shot on the Central hub.

The YT deals a Stunned pilot critical to Charlie-2.

Charlie-2 no shot.

Turret 1 misses Crack, Turret 2 takes a 3 rd shield off him.

The rebel troops get to the Central hub.

Round 9. The YT plans a 1 turn right, 2 left turns both Crack and Imo-thep.

Charlie-2 hard turns 2 left. No action or lock.

The YT re-locks him

The Decimator locks Imo-thep after turning 2 left and focuses.

Imo-thep moves and focuses defensively (too far too shoot his ion turret).

Gamma-1 re-locks Crack then banks 2 left and focuses.

Crack moves and re-locks Gamma-1, then kills it before IT has a shot to shoot him.. This takes Jinn up to 3xp, Crack up to 13xp and 14xp for Imo-thep. Imo-thep has no shot.

The Decimator then deals 2 more hull to Imo-thep, leaving him 1 hull away from being sent EVA.

The YT misses.

Charlie-2 no shot.

Turret 1 rakes fire into Crack taking his last shield, and dealing him a minor explosion critical = 2 hull.

Turret 1 adds a 3 rd . Turret 2 misses.

The Troops roll only 1 hit to take the command center.

Round 10. This is where the rebels lose. Crack gets sent EVA by turret 1 and 2, JUST BEFORE THE REBEL TROOPS seize control of the base... And the Decimator sent Imo-thep Eva.

Ending XP 13xp ea for Crack and Imo-thep, 3 for Jinn. 9Xp average.

3 rd loss, 3 wins.

Considering the mission good to go at 3 players. Shifting now up to the 5 player testing.

Edited by LTuser

Testings at 5 rebel ships

Mission Goals:

Destroy or disable the shield generator, and Sensor/comm dish

Escort the YT, till it docks, and Protect it and the base.

Hold the base till the end of turn 12.

Penalty – IF the YT is destroyed, everyone loses their most expensive ordinance. IF THE BASE gets destroyed once taken, everyone loses their most expensive NON Ordinance upgrade.

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 6).

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 6).

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 needs a 7 th running, will use all 4 base ships from my home game (Koresh, Snoopy, Shatter and Twitch), and will add in one Random ship.

Imperial forces:

Starting out – Alpha and Beta squad. Both shift up to Three tie fighters each. Alpha in Patrol box A, Beta out of the hanger.

Reinforcements-

Charlie – Turn 2 (if alerted) or Turn 3 (if not altered), Three Tie bombers. One regular, two elites for ALL runnings except for #6 (as its only a PS5 average) .

Delta – Turn 3 (If alerted) or turn 4 (if not alerted) coming out of hyperspace, Three tie defenders, one of which is elite. .

Gamma – Turn 6, Two Tie advance prototypes, both elite. Out of hyperspace.

Sigma – Turn 6 also. One Decimator, with +4 shield. Also coming out of hyperspace.

ADDED IF ALERTED (Applies to Test 4 and 5, for 5-player ONLY!!!!). – Falcon – Two tie bombers, One shifting up to elite. Coming out of the hanger, on turn 3.

Falcon squad's Strike AI has them going after the YT TILL it has docked, then shifts to targeting the central hub. Gamma squad's Strike AI has them Prioritizing rebel fighters, in order of A-wings, then X-wings, then Y-wings and lastly B-wings. They will ONLY SHOOT the YT, if its at range 1 AND they have no shot on a rebel fighter. If they have no shot on their PRIORITY Target, they can shoot OTHER rebel fighters at range 1 or 2. Delta's defenders prioritize Y-wings first, then B-wings, then X-wings and A-wings lastly.

Sigma's Decimator, will ALWAYS try to fire its PRIMARY attack, on the rebel fighters ONLY. The secondary attack, and its “Agent Kallus” ability WILL be used on the freighter. IF ITS docked, it instead shoots the command hub. Any ordinance it gains, are ONLY usable against rebel B or Y-wings.

Edited by LTuser

I just got done doing one more test at 3 players, using my core ships from my home game (Snoopy the Y-wing, Twitch the B-wing and Shatter the A-wing), and had a victory in the 8th round. I am wondering, since this is supposed to be the "Grand finale" mission of the story string, if having it at a 50/50 win/loss ratio, is right. I will re-do (no writing things down, just running it free-hand) of all 3 of my prior wins, but upping the enemy to having a 2nd defender in Delta squad. See how that goes down (Prior to shifting to 5 players)...

SO i did a re-play of the Snoopy/Twitch/Shatter run, with the above mod, and the rebels lost in the 7th round. Due to REAL BAD die rolls, not one imperial even got damaged in the first round, while Shatter got raped of all of his shields by both Alpha-1 hitting him at range 3, and Turret 1 and 2 tore into him at range 4. THEN he got sent EVA by again, bad die rolls, in the Third round. Snoopy was the next to go, after trying to close in and destroy the turrets, but got not close enough to deny them both a range 2 smacking on him..

I then did a re-do of the first rebel win (Drogo, Reign-fire and Grood). Drogo and Reign did well, earning almost ten xp each by the time the mission was a loss, but Grood got chewed into (no sensor jammer), and they had a loss as well, by the 10th round (the Decimator kept chewing into the central hub and Grood, eventually sending him EVA. The Two defenders however, didn't really do much more than the 1 defender (in the first running) did as they Both got killed by the sixth round... However, the 2nd one being there, made Reign and Drogo have to spend a little extra time on THEM, that they couldn't spend, killing Charlie-1 and 2, so they started the damage rolling by dealing the first Four hull to the central hub. The Decimator destroyed it, JUST as the rebel troops got into the central hub (so had no chance to take the base...

That one was more of a close loss.. Now i am re-doing the Dozer/Chaka/Blue-thunder win, and seeing how that one handles the change up of Delta getting the 2nd defender...

I then did a redo of the Dozer/Chaka/Blue-thunder win. It was still a win, but MAN was it close. Chaka got lots of xp from killing two of the fighters, one of the bombers and one of the defenders, as well as from two assist kill actions for the YT. BUT got sent Eva in the 8th round. Dozer finished the mission WITH ONE HULL LEFT, while Blue-thunder just lost all his shields. The imperial Decimator tore things up, the defenders not so much. BUT the rebels held the base with THREE hull left on it (no-thanks to the damnable decimator!)..

Now on to re-do the last mission that was a win, Spot/Cmoz and Red-bull..

Though i have noticed, Debris gambit (the ept) is NOT doing some of my ships that good, as there's too many missions without debris to gambit!

Well, did the Spot/Cmoz/Red-bull re-do. MAN was it close but the last shot of the 11th turn, the Decimator killed the Central hub, JUST BEFORE Red-bull was able to get in HIS shot, which would have seen IT being destroyed..

So a Tight, loss but a loss none the less. The 2 defenders chewed through the shields on both Cmoz and Spot, but both fell in the 7th round to their hitting them with torpedoes. The XP hound of the mission was Spot, with Red-bull pulling up 2nd spot.. Cmoz died in the 9th round to the Decimator.

So that shifts me to 11 games, 5 wins, 6 losses at 3 ships. Now to re-test my three initial losses.

First up is the Gruff/Shunt/Tin-bok, then comes Unca/Wilt/Squeaky running, and lastly the Jinn/Crack/Imo-thep running.

Wow.. Shunt got OWNED by the defenders when they showed up. First one shredded 4 of his 6 shields, the 2nd blew him up, in the 4th round, after taking off his last 2 shields AND gave him both a direct hit crit AND a minor explosion that caused him to go BOOM.. BUT at least he used Two of his proton bombs... The first three rounds, ONLY ONE REBEL hit for a measly 2 damage on any imperial.. Bok died in the 5th round. So that was a Swift butt whupping...

Now i am doing wilt/unca/squeaky, and by the start of the 2nd round, TWO of the ties are gone, and none of them have been even shot at!

So the Wilt, Unca and Squeaky running, was a relatively easy win for the rebels.. The last imperial ship (the decimator) died in the 9th round.. Right as they took the base over.. BUT Wilt died and Squeaky was down to 1 hull... So it was still a close one.

Then i redid the Jinn/Crack/Imo-thep loss. It was again a loss, ONLY cause the two Y-wings, had four STRAIGHT ROUNDS where neither could hit for anything.. Whether with spending their locks and just getting blanks and focuses, or getting SOME hits, but the enemy just kept getting MORE Evades.. By the end of the 10th round, the Decimator had blown up the Central hub (the rebel troops were STILL stuck in the frikken feed-through module, after BARELY getting out of the hanger bay after being docked for 3 rounds).. NOT one rebel was kia, but both Y-wings were down to 1 and 3 hull respectively. Jinn though, was barely scratched..

So out of 14 runs, i have 6 wins, 8 losses over-all. 2 wins and 5 losses since the re-do of Delta, though Two of those losses were close ones.. Phew...

NOW i will get to the 5 rebels runnings... Starting with all 5 A-wings!

1 st running at 5 ships

Using all A-wings. Blue-thunder (PS5, concussion missile), Gruff (PS7, Assault missile, Named pilot of Bohdi Rook)), Drogo (PS 6 ion pulse missile with extra munitions, Named pilot of Roark Garnett), Red-bull (PS 5, assault missile, Named pilot of Tarn Mision) and Shatter (PS 6 also has an assault missile.

Blue-thunder and Red-bull aim towards Alpha squad, Drogo, Gruff and Shatter towards Beta squad. Gruff has squad leader. PS averages to a 5. Only turret 1 out of 3 are upped to a heavy.

Delta only has 1 defender. Charlie has elite bomber. Gamma has two elites.

As a reminder, Alpha and Beta all have 3 tie fighters. Charlie has 3 bombers (round 3), Delta has 3 defenders (round 4). The YT has +3 shields, the Decimator has +4 shields.

Round 1. Blue thunder plans a 5 straight, 4 straight for all other A-wings.

Alpha AND Beta squad all do a 3 straight and evade.

All rebels move. Blue-thunder locks Alpha-3, then via PTL, takes a stress to Focus. Red-bull locks Alpha-1, Shatter locks Beta-1, Gruff locks Beta-2 and Drogo locks Beta-3. Gruff's assault missile, fails to fire, munitions failsafe prevents it being wasted, but thanks to Saturation Salvo , Beta-3 takes one hull. Drogo's Ion pulse missile slams into Beta-3, giving it a 2 nd hull and 2 ion tokens. Shatter's Assault missile hits Beta-1, dealing it 1 hull and a Damaged cockpit critical, and the shockwave of it, deals 1 hull to Beta-2 and kills off Beta-3. Red-bull's assault missile then strikes Alpha-1, killing it with a Direct hit critical and 1 hull, while dealing 1 hull to each of Alpha-2 and 3 via the shockwave. Blue-thunder fires his main guns, taking Alpha-2 out. XP 2 ea for Shatter, Red-bull and Blue-thunder, 1 for Gruff and Drogo.

Alpha-3 takes a shot at Drogo but misses, Beta-1 does same for Gruff. Turret 1 then takes a range 4 pot shot on Red-bull, missing as well. Turret 2 and 3 out of range, and Beta-2 not in arc to shoot.

Round 2. The YT comes in, plans a 4 straight. Gruff 3k, 1 turn left for both Drogo and Shatter, 2 turn left for Blue (to clear stress) and Red-bull.

Beta-1 rolls a straight 2, then barrel rolls left to get arc to shoot at Gruff. Beta-2 turns 1 left, and focuses. Alpha-2 does a 2 bank left, then focuses.

The YT moves and focuses. Red-bull moves, has no capacity to get out of Alpha-2's arc so evades. Blue-thunder clears stress, barrel rolls right, and uses Intensity to focus. Gruff does his 3k and takes a stress. Drogo focuses, while Shatter bumps into Beta-1. Shatter will use his Wingman EPT to clear the stress of Gruff. Gruff's rear shot into Beta-1 kills it off with a 3 rd hit. Shatter misses Beta-2, but it dies to Drogo. Blue-thunder adds a 2 nd hull to Alpha-2. Red-bull has no shot.

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

The YT then misses Alpha-2.

Alpha-2 misses Red-bull. Blue-thunder loses 2 shields and his stealth device to Turret 1. Turret 2 hits Gruff for one shield and his stealth device. Turret 3 still out of range.

Round 3. Charlie comes out of the hanger bay. Shatter plans a 5k, will stress. Drogo plans a 3k, will also stress. 1 turn left for Gruff, 2 straight for both Red-bull and Blue-thunder. This round Drogo uses Roark Garnet to boost Red-bull's PS up. 3 bank left for the YT.

Alpha-2 bumps into Red-bull doing a 2 bank left. No action. This will unfortunately cause Blue-thunder to bump into him. Charlie-1 and 2 roll a 3 bank left. Charlie-1 bumps into Gruff's rear end, no lock on the YT or action. Charlie-2 clears him ok, locks the YT and focuses.

The YT moves and focuses.

Charlie-3 turns 3 left, locks the YT and focuses.

The rebels all move. Blue bumps, no action. Drogo and Shatter stress, though Shatter' uses Wingman to clear the stress off Drogo. Red-bull focuses and Gruff boosts forward. His shot then finishes off Alpha-2. Drogo hulls Charlie-2 and gives him a Console fire critical. Shatter adds a 2 nd console fire critical (WOW). Red-bull deals 1 hull to Charlie-3.

Charlie-3 then fires his first cluster missile into the YT, stripping 4 shields off (OUCH). Blue-thunder then misses, and so does the YT. XP now 4 for Drogo, 5 for Gruff, 3 still on Blue-thunder, 3 now for Red-bull, and 3 for Shatter.

Turret 1 then misses Blue, Turret 2 misses him too. Turret 3 no shot.

Round 4. Delta squad shows up Tab-3. All aim towards Drogo and Shatter.

Shatter plans a 2 straight to clear his stress, 2 turn left for Drogo, 3 turn left for the YT (Will dock), 2 straight for Blue-thunder and Red-bull again, and a 1 turn left for Gruff. Red-bull will be boosted via Roark from Drogo this round.

Delta 1 and 2 both lock Drogo, then straight 3. Delta-1 bumps into Shatter, Delta 2 focuses. Charlie 1 and 2 re-lock the YT. Charlie-1 bumps into Red-bull trying a hard 2 turn left. Still can't clear his Console fire critical hits. Charlie-2 bumps into him trying a 3 turn left.

The YT docks.

Charlie-3 re-locks the YT then performs a 5k. Delta-3 locks Shatter then bumps into Delta-1 trying a 4 straight.

The rebels move. Blue-thunder focuses. Drogo takes an evade. Shatter clears his stress and focuses. Gruff locks Turret 1 and Red-bull boosts forward. Red-bull misses. Gruff's assault missile finally connects, and blows the turret off the map (three critical hits!! Two hull more than the turret had!). Charlie-2 takes a 2 nd hull damage from Shatter's Console fire critical from last round, then he deals him a blinded pilot critical this round. Drogo has no shot.

Delta-3 thankfully misses his shot on Shatter, but forced him to spend his focus to do so.

Charlie-3 hulls Gruff after taking his last shield.

Blue-thunder misses. XP still 4 for Drogo, 3 for both Red-bull and Blue-thunder. Shatter is now at 4xp, and Gruff is now at 6xp.

Charlie-1 misses Blue-thunder. Charlie-2 auto misses thanks to his blinded pilot. Now at 3 hull and 2 critical hits.

Delta-1 takes the last shield off Red-bull, then Delta-2 takes Shatter's first shield and his stealth device. Turret 2 hits Blue for his last shield, turret 3 misses him.

The YT is now docked, and the troops are in the Hanger bay.

Round 5. Blue-thunder plans a 1 turn left, 2 turn right for Drogo, 3k for both Gruff and Red-bull, and 2 bank left for Shatter. Blue is being boosted this round by Drogo.

Delta-1 locks Red-bull then bumps him trying a 2 straight. Delta-2 bumps into Delta-1 after locking Shatter then trying a 1 bank left. Charlie-1 re-locks the YT then turns 3 left. Has to barrel roll left to get arc to fire. Charlie-2 re-locks the YT, then bumps Blue-thunder trying a 3 bank left. He winds up dying this round, prior to the Firing phase from Drogo's Console fire critical hit. Delta-3 locks Red-bull then bumps Delta-1 trying a 2 straight. Charlie-3 just out of range to lock the YT, bumps into Blue-thunder trying a 3 straight. No lock or action this round..

The rebels move. Red-bull and Gruff take a stress. Blue-thunder boosts right, then takes a focus via Intensity . Then he uses PTL to lock Delta-2. Shatter and Drogo both focus. Gruff deals a 2 nd hull to Charlie-3, Drogo gives it 3 rd hull, Shatter kills the elite bomber. This takes him up to 7xp, 8xp for Drogo, 4xp for Red-bull and Blue-thunder, and 8xp for Gruff.

Delta-3 then whiffs his shot on Blue-thunder (had no shot on Red-bull who's now behind him!).

Red-bull then misses Delta-3. Blue-thunder strips all shields off Delta-2, but had to use his focus to do so. Intensity can't be flipped back over this round (BOO).

Delta-1 then hulls Blue, and Delta-2 sends him EVA with an injured pilot critical hit.

The rebel troops move out of the Hanger bay into the feed-through module. The YT can now move again.

Round 6. Gamma 1 and 2 show up on Tab 1, the Decimator on Tab 2. Red-bull plans a 2 straight to clear his stress, 2 turn right for Gruff to do same, 1 turn left for the YT, 2 turn right for Shatter and 2 straight for Drogo.

Delta-1 re-locks Red-bull then white 4ks and focuses. Delta-2 also locks him then bumps Delta-1 trying his own 4k. Charlie 1 bumps the YT banking left 1.

The YT moves and locks Charlie-1.

Gamma-1 and 2 lock Gruff, then both 4 straight and focus. The Decimator also locks him, 4 straights and focuses. Delta-3 locks Red-bull then bumps into 2, trying his own 4k.

The rebels move. Red-bull clears his stress, he focuses. Drogo locks Gamma-2, Shatter focuses, Gruff locks Charlie-1 after clearing his stress. Gruff barely connects, dealing only 1 hull. Drogo's 2 nd ion pulse missile takes the first shield off Gamma-2 and delivers it 2 ion tokens. Shatter adds 2 more hull damage to Charlie-1.

Delta-3 misses a shot on Shatter.

Red-bull strips two of Delta-3's shields off (should have shot Delta-2!). Red-bull now at 5xp, Drogo at 9xp, Blue-thunder 4xp, Shatter 8xp and Gruff 9xp.

Gamma-1's homing missile sends Gruff EVA, and takes a 2 nd shield off Shatter, thanks to Ruthlessness. Gamma-2 them misss.

The YT kills Charlie-1.

Delta-2 misses Drogo.

Delta-1 however sends Red-bull EVA.. OUCH, 3 rebels down.

The rebels will try to hyper out in round 7. The troops are on their own!.

1 st loss for 5 players.. Ending XP was 5 for Red-bull, 9xp for both Gruff and Drogo, 4xp for Blue-thunder and 8xp for Shatter. Averages to 7.

2 nd running at 5 ships

Using all X-wings. Chaka (PS7, proton torpedo, Named pilot of Dutch Vandar), Jinn (PS 8, Named pilot of Jake Farell, plasma torpedo), Squeaky (PS7, plasma torpedo, Named pilot of Arvel Crynyd), Reign-fire (PS5, Named pilot of Thane Kyrell, Plasma torpedo), and Tin-bok (PS 6. Advance proton torpedo with extra munitions, Named pilot of Sabine Wren). PS averages to a 6. Turret 1 and 2 out of the 3 are upped to Heavy. Delta has two defenders, one elite. Charlie has two elite bombers out of the 3 bombers. Squad leader on Jinn. Squeaky, Tin-bok and Reign-fire line up towards Alpha, Chaka and Jinn towards Beta squad.

Round 1. All X-wings plan 4 straights.

All in Alpha and Beta squad straight 3 and evade.

The rebels all move. Reign-fire activates Marksmanship, Tin-bok boosts forward via Sabine then locks Beta-2, Squeaky locks Beta-3, Chaka locks Alpha-1, which allows Jinn to lock Alpha-3 via Dutch then Jinn focuses and boosts forward via Jake . Jinn' shot then deals 1 hull to Alpha-3. Chaka's proton torpedo blows Alpha-1 out of the sky. Squeaky deals 1 hull and a Damaged Cockpit critical to Beta-3. Tin-bok deals 2 hull to Beta-1. Reign finishes Beta-1 off.

Alpha-1 hits Squeaky for 1 shield and his stealth device. Alpha-3 misses him. Beta-2 no shot, Beta-3 misses Tin-bok. Turret 1 misses. Turret 2 and 3 out of range.

XP 2 for Reign, and Chaka. 1 ea for Squeaky, Jinn and Tin-bok.

Round 2. The YT appears. Plans a 4 straight. 1 bank left for Squeaky to regenerate a shield. 2 turn left for Reign-fire, 1 bank left for Chaka and Jinn. 1 bank right for Tin-bok.

Alpha-2 turns left 1 and barrel rolls right to get out of Jinn's range 1 arc. Stays in Chaka's arc though. Alpha-3 turns 2 left and does same barrel roll.

Beta-2 banks 2 left and focuses. Beta-3 bumps into him trying a 4k.

The YT locks Alpha-3. Reign-fire locks Beta-3, Tin-bok uses Sabine to boost right, moves then focuses. Squeaky regenerates a shield and barrel rolls left, then takes a focus via Intensity . Chaka bumps into Alpha-3. Jinn moves, and uses Squad leader to give action to Chaka, who locks Alpha-2, which then allows Jinn to lock Alpha-3 via Dutch. Jinn's shot then deals 2 hull to Alpha-3. Chaka finishes off Alpha-2. Tin-bok finishes off Alpha-3. Squeaky finishes off Beta-2, and Reign-fire kills Beta-3. ALL tie fighters eliminated (YAY). XP now 4 for both Chaka and Reign-fire. 3 for Squeaky and Tin-bok, 2 for Jinn. The YT has no shot.

Turret 1 misses Tin-bok. Turret 2 misses Squeaky. Turret 3 out of range to shoot. Intensity Flipped back over as Squeaky did not need to use his focus token.

Round 3. Charlie squad comes out of the hanger bay. 3 bank left Jinn and Chaka, 4 straight for the YT, 4k for Tin-bok (will stress), 1 bank right for Squeaky and 2 turn right for Reign-fire.

Charlie-1 locks the YT, then hard turns 2 left. No action. Charlie-2 and 3 both straight 2. neither have arc on the YT, and barrel rolling won't get them one, so both focus.
The YT moves and barrel rolls left (and slightly to the rear, but not to block Chaka). Reign moves and takes a focus (just cause of him being in the path to get shot by both Charlie-2 and 3). Tin-bok boosts right via Sabine , then takes his stress. Squeaky barrel rolls left and takes another focus via Intensity . Chaka moves and locks Charlie-1, which allows the YT to lock it via Dutch. Jinn focuses, then barrel rolls left via Jake. Deals a structural damage critical to Charlie-1 and 1 hull. Chaka adds 3 more hull. Tin-bok no shot. Squeaky deals 3 hull to Charlie-2.

Charlie-2 hits Reign-fire, taking his first shield and his stealth device. Charlie-3 JUST misses him, thanks to his focus token.

Reign then finishes Charlie-2 off (+1xp all as it was elite).. This takes the XP to 8 for Reign, 6 for Chaka, 5 for Squeaky, 4 for Tin-bok and 4 for Jinn. The YT then finishes Charlie-1 off.

Turret 1 hits Chaka for 1 shield. Turret 2 misses Reign. Turret 3 still out of range.

Round 4. Delta shows up on tab 2, aiming towards Tin-bok. Tin-bok plans a 1 bank right to clear stress, 2 turn right for Reign, 2 turn right for Squeaky, 2 turn left Chaka and 1 bank left Jinn. 2 turn left for the YT to dock.

Delta-1 locks Tin-bok, then straights 3 and focuses. Delta-2 and 3 also lock him, both straight 4. Delta-3 bumps into the rear of Delta-1. Delta-2 focuses. Charlie-3 locks the YT, hard turns 2 left. No action.

The YT starts docking. Reign-fire locks Charlie-3, Tin-bok boosts right via Sabine then moves, clears stress, and focuses. Jinn focuses, and takes a right boost via Jake , Squeaky bumps into Reign (should have planned it as a 3 turn vice a 2 turn). Jinn, Tin-bok and Squeaky all have no shots.

Charlie-3 no shot. Delta-1 to 3 all no shot (man everyone moved out of everyone else's arc!).. Reign deals 2 hull to Charlie-3. The YT docks. Turret 1 and 2 miss, Turret 3 too far too shoot.

XP 9 now for Reign. 6 still for Chaka, 5 still for Squeaky, 4 still for both Jinn and Tin-bok.

Round 5. 1 bank right for Reign, 2 turn right for Tin-bok, 2 bank right for Squeaky, 4k for Jinn, 3 turn left for Chaka.

All in Delta re-lock Tin-bok. Delta-1 then hard turns 2 right. No action. Delta-2 and 3 both roll a hard 1 turn right. Delta-2 bumps into Delta-1, Delta-3 bumps into Delta-2. KONGA LINE!!

Charlie-3 locks the Central hub, hard turns 2 left.

The rebels move. Reign-fire takes a focuses. Squeaky also takes a focus. Tin-bok barrel rolls left via Sabine, locks Delta-3, then boosts right via his droid. Chaka boosts left. Jinn takes a stress. Jinn deals 2 more hull to Charlie-3. Tin-bok strips 2 shields off Delta-3. Chaka takes 2 shields of Delta-1, Reign takes its last shield and deals it a direct hit critical. Squeaky misses.

Delta-2 takes 2 shields off Chaka, and deals him 1 hull (OUCH). Delta-3 misses. Delta-1 takes a 2 nd shield off Reign-fire.

The troops roll a pair of critical hits, move into the feed-through module. The YT can now move again.

Ending XP now 10 for Reign, 7 for Chaka, 5 still for Squeaky, 5 now for Jinn, and 5 for Tin-bok.

Round 6. Gamma squad shows up on Tab 4, aiming towards Jinn. The Decimator shows up on Tab-2, aiming towards Tin-bok.

Tin-bok plans a 1 bank right, 2 bank right Chaka, 2 straight for Jinn (to clear his stress), 2 bank right Squeaky and 2 straight for Reign-fire. The YT plans a 2 turn right.

Delta-1 to 3 all re-lock Tin-bok. Delta-1 then hard turns 1 right. No action.

Delta-2 does the same, re-bumping him. Delta-3 does a white 4k and focuses.

Reign-fire moves, activates Marksmanship.

Gamma-1 and 2 lock onto Jinn, then roll a 4 straight. Gamma-1 bumps into Jinn, Gamma-2 boosts right to get out of Jinn's arc, and to get a shot on Squeaky. The Decimator locks Tin-bok, then straights 4 bumping into Delta-2.

The rest of the rebels move. The YT locks Gamma-2. Tin-bok uses Sabine to barrel roll right, then moves, and takes a focus. Squeaky locks the Decimator, Chaka also locks it, which via Dutch allows Tin-bok to lock Delta-2. Tin-bok then manages to get a right boost via his droid due to the lock. Jinn clears his stress, locks Delta-3. His shot deals it 2 hull and takes it last shield. YAY!. Squeaky's plasma torpedo rips 3 shields off the Decimator, Chaka takes 2 more shields (its down 5 of 8 now).

Gamma 1 no shot. Gamma-2 hits Squeaky taking one of his shields. No one close enough for Ruthlessness to kick in.

The Decimator then smacks Tin-bok taking all 3 of his shields. Its too far to get a shot on the central hub for its 2 nd shot.

Tin-bok then fires his first Advance proton torpedo into Delta-2, taking all three of its shields and deals it a weapons malfunction critical.

Delta2 no shot. Delta-3 deals 2 hull to Tin-bok.

Reign-fire kills Delta-3 off. +1 xp all due to it being elite. The YT misses.

Delta-1 no shot. Turret 1 takes a 2 nd shield off Squeaky, Turret 2 misses, Turret 3 no shot.

Troops roll a pair of hits. Now into the central hub.

XP now a lot!!! Reign-fire jumps UP to 14!!, 9xp for Chaka, 7xp for Squeaky, 7xp for Jinn, and 7xp for Tin-bok. WOWZA!

Round 7. The YT plans another 2 turn right. 4K for Chaka (will stress), 4 straight for Tin-bok, 1 bank left for Squeaky to regenerate a shield, 1 bank right for Jinn, and 1 bank left for Reign-fire.

Delta-1 re-locks Tin-bok, then does a white 4k and focuses. Delta-2 locks Reign-fire, banks 2 left, clears his weapons malfunction critical.

Reign-fire moves and focuses.

Gamma-1 and 2 re-lock onto Jinn, Gamma-1 then bumps into Gamma-2 trying a 3 turn right. Gamma-2 rolls a 3 bank right, bumping into Squeaky. The Decimator re-locks Tin-bok, then tries a 3 turn left, bumping into Reign-fire. No action.

The rest of the rebels move. Tin-bok boosts forward, moves and focuses. The YT gives a focus to the Troops in the central hub. Squeaky regenerates a shield then locks onto Delta-1. Chaka takes a stress. Jinn takes a focus, then barrel rolls right via Jake . However his shot then misses. Chaka takes the last 3 shields off the Decimator. Squeaky misses Delta-1. Lock even spent.

The Decimator's first shot misses Tin-bok. Its 2 nd shot deals 1 hull to the central hub. Gamma-1 misses. Gamma-2 hits Squeaky taking the recently regenerated shield, and his other shield, then deals him a direct hit critical. THEN it takes the last shield off of Reign via Ruthlessness.

Tin-bok then misses. Reign-fire kills Delta-1.

The YT misses. The Troops TAKE the command center, thanks to the focus token given..

The rebels must now hold it till the end of round 12!. All turrets shift to rebel control.

XP now up to 17 for Reign-fire, 7 still on Jinn, 10 for Chaka. 7 still on Squeaky, and Tin-bok. Geesh, Reign's raking in the XP!

Round 8. Chaka plans a bank 1 right to clear stress, 2 turn left for Chaka, 1 bank left For Squeaky to regenerate another shield, 3 bank right for the YT, 2 bank right for Tin-bok, and 1 bank left for Jinn.

Delta-2 locks onto Squeaky and does a white 4k, then focuses.

The YT moves and focuses.

The Decimator locks Chaka, banks 1 left and focuses. Gamma-1 re-locks Jinn, turns 3 right and focuses. Gamma-2 locks Squeaky then banks right 1, cannot get arc on him, so barrel rolls right, to get arc on Chaka instead.

The rest of the rebels move. Chaka clears his stress, then he focuses. Squeaky bumps Reign (should have planned a bank the other way!). No regenerates his shield. OOPS. Tin-bok barrel rolls right, moves and locks Delta-2, then boosts forward via droid to outmaneuver him. Jinn bumps into Gamma-2. His shot misses Delta-2. Chaka deals a damaged sensor array and blinded pilot criticals to the Decimator. Squeaky has no shot.

Gamma-2 no shot. Gamma 1 rakes fire into Jinn, taking his stealth device, and his 3 shields. Then has to take one shield of Gamma-2 due to Ruthlessness . (DOH!). The Decimator auto-misses his first shot due to the blinded pilot, too far to shoot the base for its 2 nd shot.

Tin-bok kills Delta-2 (another +1xp for all due to it being elite). Reign has no shot. The YT deals a 2 nd hull to the Decimator.

Turret 1 adds a 3 rd hull. Turret 2 takes the last shield off Gamma-2 with a lucky strike. Turret 3 misses.

XP now 18 for Reign-fire, 11 for Chaka, 8 for Squeaky and Jinn, 11 now for Tin-bok.

Round 9. Squeaky tries to regenerate a shield again with a 2 straight. 1 bank left for Chaka, 1 bank left for Jinn, 2 turn left for both Tin-bok and Reign. The YT plans a 3 straight.

Reign moves then locks Gamma-2. Hopes to finally get a shot off with his plasma torpedo! The YT locks the Decimator

The Decimator 3 turns right, fails to clear his damaged sensor array critical. Due to this, he won't get either of its two shots!. Gamma-1 re-locks Jinn then bumps into the Decimator trying a 4k. Gamma-2, couldn't lock anyone (was touching a rebel at the start of movement), moves, has no shot, so boosts right to try and get range on the turrets.

Tin-bok boosts left, moves, has no shot, so focuses defensively. Chaka focuses. Squeaky regenerates a shield and barrel rolls left. Jinn no shot, so uses Squad leader on the YT, it focuses.

Jinn has no shot. Chaka lucks out with his shot, killing Gamma-2 (+1xp all due to it being elite). Squeaky no shot.

Decimator has no shots, neither does Gamma-1.

Tin-bok and Reign no shots. The YT's ion pulse missile hits the Decimator giving it a 4 th hull and 2 ion tokens.

Neither turret has shots.

End XP 19 now for Reign, 15 for Chaka, 9 for both Squeaky and Jinn, 12 for Tin-bok.

(May need to re-think having SO MANY elites!)

Round 10. Squeaky plans another 1 bank left to regenerate a 2 nd shield. Chaka plans a 2 straight. Another 3 straight for the YT, 2 straight for Jinn, 3 bank left for Reign-fire and Tin-bok.

The YT re-locks the Decimator, Reign-fire bumps into Jinn (but is at least angled towards the Decimator to shoot).

Gamma-1 locks onto Chaka, then banks 3 left. Has no shot, so Barrel rolls left. The Decimator clears his ion, no gets to lock, and manages to finally clear his sensor array critical.

The rest of the rebels move. Squeaky regenerates his shield, then barrel rolls left again. Tin-bok locks the Decimator, and boosts left via his droid. Jinn has no shot, so uses SQL to give an action to Reign, he activates marksmanship. Chaka focuses. Jinn has no shot, same for Squeaky. Chaka deals 3 more hull to the Decimator.

Gamma 1 and the Decimator have no shots.

Tin-bok adds 3 more hull to the Decimator. Reign kills it via Marksmanship. This boosts him to 22xp. 13 for Chaka, 9 for Squeaky and Jinn, 13 for Tin-bok.

The YT then misses Gamma-1.

No turret has shots.

Round 11. After all moves are done. Gamma-1 sends Tin-bok EVA, then he dies to the YT, after Squeaky and Chaka tore off his shields.

Ending XP 23 for Reign, 11 for Jinn and Squeaky, 15 for Chaka and 14 for Tin-bok.

WOW that his WAY HIGH.

Will remove all Elites from Charlie AND Delta squad. Even doing that, (dropping everyone by 5xp, it still gives 6 for jinn, squeaky, 9 for bok, 10 for chaka and 18 for Reign) So that still averages out to 10..)...

1 win and 1 loss now at 5 rebels..

Now on to trying all 5 B-wings!!

3 rd running at 5 ships

Using all B-wings. Doc (PS 6, plasma torpedo and proton bomb, Sabine wren Crew slot, Named pilot of Gemmer Sojan, with a sensor jammer). Grood (PS 7, plasma and advance proton torpedo for ordinance, named pilot of Nera Dantels, with a fire control system). Shunt (Ps6, Proton bomb and Proton torpedo, with extra munition's for ordinance, also has sabine wren for crew slot and a trajectory simulator. Named pilot of Etahn Abaht). Spot (PS 7, proton and plasma torpedos, Gunner crew slot, Named pilot of Sabine Wren, with a sensor jammer), and Wilt (also PS 7. Advance proton and plasma torpedo. No named pilot, but has a sensor jammer system). Grood will have squad leader.

PS averages to a 6. Turret 1 and 2 out of the 3 are upped to Heavy. Delta has two defenders. Charlie has three tie bombers, one of which Is elite. (PS 6 average) Both the YT and Decimator are upped to the 1 st elite line.

Grood, Spot and Wilt line up towards Beta squad, Shunt and Doc towards Alpha.

Wow, this running started out great, then went to pants...

Round 1, All B-wings planned 3 straights.

Alpha squad does a 3 straight, all evade. Beta squad does a 2 straight. All evade.

The rebels move. Doc focuses, Shunt locks Alpha-1, Spot declines to use Sabine , moves and locks beta-2, Grood locks Beta-1, and Wilt locks Beta-3 Grood's HLC blows Beta-3 up. Spot's proton torpedo barely strikes Beta-2, dealing it a munitions failure crit, though since fighters have no ordinance, its just 1 hull. Wilt misses, but thanks to munitions failsafe, his torpedo is not wasted. Shunt deals 1 hull to Alpha-1, Doc finishes it off. Ending XP 2 for Doc, and Grood. 1 for Shunt and Spot. 0Xp for Wilt.

Beta-3 shoots Wilt, hitting him, taking a shield. Alpha-2 and 3 no shot. Beta-2 misses Grood. No turrets have shots.

Round 2. The YT shows up. Plans a 4 straight, 1 straight for Grood, 1 bank left for Wilt, 1 straight Spot, Doc and Shunt.

Alpha-3 and 3 both straight 3 and both barrel roll left to gain arc on Wilt. Beta-2 turns 3 left and focuses. Beta-3 bumps into him trying 3 bank left.

The rebels move. Shunt launches his first proton bomb via Trajectory Simulator , then moves and focuses. Grood focuses then uses PTL to focus on Beta-2, taking a stress., Wilt locks Beta-2, Spot uses Sabine to barrel roll left, moves then locks Beta-3 and focuses via intensity. The YT takes a focus.

Shunt's bomb detonates and deals a Console fire critical to Alpha-3, and a minor hull breach critical to Alpha-2. Uses his Sabine crew to add a 2 nd hull to Alpha-2, Doc uses his Sabine crew to kill it off.

At the start of combat Alpha-3 fails to die from its console fire critical. Grood barely connects, dealing only 1 more hull to Beta-2. Wilt finishes Beta-2 off. Spot kills Beta-3, Doc kills Alpha-3. Shunt finishes Alpha-2. Ending Xp now 4xp for Grood, 2xp for Wilt, 3xp for Spot, 3xp for Shunt and 4xp for Doc. Spot did not use his focus, so flips Intensity back over .

The YT has no shot.

Turret 1 misses, Turret 2 hits Wilt for a 2 nd shield, Turret 3 no shot.

Round 3. Charlie squad comes out of the hanger bay. The YT plans a 3 bank left, 2 turn left for both Doc and Shunt, 1 bank right for Spot, 1 bank right for Wilt and 1 straight for Grood to clear his stress.

Charlie 1 and 2 lock the YT then both turn 3 left and focuses.

The YT moves locks Charlie-1. Charlie-3 locks the YT, turns 3 left bumping into it. No action.

The rest of the rebels move. Spot locks Charlie 2, after using Sabine to barrel roll left. Doc locks Charlie-3. Shunt locks Charlie-2, Wilt bumps into Charlie-1, Grood bumps into Wilt.

Spot's Mangler cannon deals 1 hull to Charlie-2. Lock wasted. Wilt makes it 4 hull after his main guns chew into the bomber, dealing it 2 more hits and a munitions failure critical. Grood then adds a 5 th hull and a stress via a thrust control fire critical. Doc's Plasma torpedo rips into Charlie-3 for 3 hull, Shunt hits Charlie-1 for 3 hull with his HLC (Saving his torpedos for the defenders!).

Charlie-3 misses his return shot on Shunt.

The YT adds 2 more hull to Charlie-1. Lock stays on Charlie-3. XP now 5 for Grood, 3 for Wilt, 4 for Spot and Shunt, and 5 for Doc.

Charlie-1 takes 1 shield off Shunt and neuters his stealth device. Charlie-2 hits the YT for 1 shield.

Turret 1 then takes 2 more shields off of Shunt, while Turret 2 misses. Turret 3 no shot.

Round 4. Delta shows up on tab 4, right behind many of the guys. The YT plans another 3 bank left, to dock. 2 bank left for Shunt, 2k for Spot (Will stress), 2 turn left for Wilt, 2 bank right for Doc and 1 bank right for Grood.

Delta-1 to 3 all lock onto Spot, then straight 3. Delta-1 focuses. Delta-2 and 3 bump into Spot.

Charlie1 and 2 re-lock the YT. Charlie-1 turns 3 left, and focuses. Charlie-2 however, rolls a 5k, but bumps into Shunt before completing it.

The YT moves and docks.

Charlie-3 re-locks the YT then 5ks.

Shunt drops his 2 nd proton bomb, moves and locks Delta-2. Doc barrel rolls right. Wilt focuses for defensive use. Grood barrel rolls right, and Spot uses Sabine to barrel roll left, then takes his stress. Shunt's bomb goes off, dealing a damaged cockpit critical to Charlie-3, and kills Charlie-2. Uses Sabine crew to add a 5 th hull to Charlie-3, Doc kills it with his Sabine crew . +1xp to all for it being elite. Spot then misses Delta-1. Grood finishes off Charlie-1. Doc deals 2 hull to turret 1, Wilt misses, and Shunt's first proton torpedo strips all 3 shields off Delta-2, and deals it a blinded pilot critical. ( Man was that a good use of the torpedo!) .

XP now 9xp for Grood. 4Xp for Wilt. 5Xp for Spot. 8Xp for Shunt, and 9xp for Doc.

Delta-1 and 3 then smack Spot, taking his stealth device and 5 of his shields (three from delta 1, 2 more from delta 3). Turret 1 then takes 2 shields off Doc and his stealth device, Turret 2 takes a 3 rd shield off him, and turret 3 misses.

Round 5. Grood plans a 2 bank left, 2 turn left for Wilt, 2k for Shunt who will stress, 3 straight for Doc and 1 bank left for Spot to clear his stress.

Delta-1 to 3 re-lock Spot. Delta-1 then bumps into Grood trying a 4k. Delta-2 straights 2 and focuses. Delta-3 bumps Spot trying a bank 1 left.

The rebels move. Doc locks Turret 3. Shunt bumps Delta-2, no action. Grood uses PTL to focus after barrel rolling right. Spot barrel rolls right via Sabine , then bumps Delta-3, failing to clear his stress. Shunt takes a stress. Spot's main guns then deals 2 more hull, killing off Delta-2. Wilt's main guns blow up Turret 2, while Grood finishes off Turret 1 (no need to use his focus). Doc's mangler cannon deals 3 hull to Turret 3. Fails to kill it. Shunt takes the first shield off Delta-3. XP now 10 for Grood, 5 for Wilt. 8Xp for Spot. 9Xp for Shunt and still 9xp for Doc.

Delta-1 then returns fire, taking the first shield off Grood and neuters his stealth device. Delta-3 misses Wilt. Turret 3 misses Doc (barely).

The troops gain only one hit, failing to exit the hanger.

Round 6. Gamma-1 and 2 show up on Tab 1, the Decimator on Tab 2.

Spot plans a 1 bank left again, hoping to clear his stress this round. Shunt plans a 1 bank right to clear his stress. 1 bank left for Grood to clear his stress, 2k for Doc and Wilt (both will take a stress).

Delta-1 locks Shunt,then does a white 4k. Focuses. Delta-3 locks Spot, then also 4ks and focuses. The Decimator 4 straights, locks Grood and focuses. Gamma-1 and 2 also 4 straight, lock Grood (man is he popular!) then focus.

The rebels move. Shunt clears his stress, barrel rolls left to get out of Delta-1's range. Doc drops his proton bomb, then takes a stress. Spot clears his stress, uses Sabine to boost left. Then locks Delta-1. Wilt takes his stress and Grood clears his, then barrel rolls right, and takes another stress focusing via PTL. The bomb goes off from Doc, dealing a blinded pilot critical to the Decimator and a damaged sensor array critical to Delta-1. Doc and Shunt then use their crew slots to deal 2 shield damage to the Decimator.

Grood then finishes turret 3 off. Wilt takes 2 more shields off the Decimator. Spot's plasma torpedo strips all 3 shields of Delta-1.

Gamma-1 hits Grood taking 3 shields, and via Ruthlessness takes a shield of Doc. Gamma-2 then takes the last shield off Grood, deals 1 hull and an Injured pilot critical (so Nera Dantels and PTL are now no more), and the last shield comes off Doc thanks to his Ruthlessness.

Doc then hits Delta-1 for a Console fire critical. Shunt has no shot. Shunt now at 10xp. 11 for Grood. 10 for Doc, 9 for Spot, and 6 for Wilt.

The Decimator then auto-misses its first shot, but its 2 nd deals 2 CRITICALS so 4 hull to the central hub.

Delta-1 and 3 then send Spot EVA. OUCH.

The troops fail to get out of the hanger again (rolled two focuses).

Round 7. After moving around, Doc and Grood join the list of those EVA, but not before Grood finished off Delta-1, taking him up to 14xp. Wilt was the only other one who hit, taking him to 7xp.

Troops finally get out of the hanger. BUT with the three dead B-wings, the YT, and the two left, take the option to try and hyper out.

Round 8, All the rebels safely enter hyperspace. However the YT lost 5 of its remaining shields before it entered.

Ending XP was 14 for Grood, 9 for Spot, 7 for Wilt, 10 for Doc and Shunt. XP averages to 10. Still high, but not as much.

Gamma and the Decimator really tore into the B-wings.. Though Shunt and Doc's bombs did VERY WELL...

2 nd straight loss, 1 win.

4 th running at 5 ships

Using all Y-wings. Unca (PS7 proton torpedo an proton bomb with extra munitions, Named pilots of Ibtisam and Zeb), Dozer (PS 7, goes with his plasma torpedo and seismic bomb, Named pilot of Dutch Vandar), Crack (PS 7 also, Also has a seismic bomb and his proton torpedo with extra munitions, no named pilot). Cmoz (PS 6, goes with his Dorsal turret, Proton torpedo and seismic bomb, also with no named pilot), and Imo-thep (PS 5, goes with his proton bomb and proton torpedo, with named pilot of Chewbacca). Squad leader will be on Unca. PS averages to a 6.

Turret 1 and 2 out of the 3 are upped to Heavy. Delta has three defenders (none of which are elites) NOW coming in in round 3.. Charlie has one elite and 2 regular bombers, now showing up in round 2. FALCON Squadron is added in turn 3, with 2 more tie bombers, one of which is elite.. Gamma is now coming in on round 5. The Decimator is not changed. Alpha and Beta squad are not in patrol AI but in Attack AI starting out.

Crack and Dozer line up towards Alpha. Imo-thep and Cmoz towards Beta. Unca splits the two groups up.

Round 1. 3 Straight for Unca, 3 bank let for Crack and Dozer, 3 bank right for Imo-thep and Cmoz.

Alpha squad rolls a 3 turn left. None have arc, nor can they all barrel roll to get arc to shoot. All evade. Beta squad also rolls a 3 turn left, but they can barrel roll right, to get arcs.

The rebels move. Imo-thep locks Beta-2. Cmoz locks Beta-1. BOTH use their droids to boost left. Unca locks Alpha-3, Crack locks Alpha-1 and Dozer locks Alpha-2. Unca's first torpedo blows up Alpha-3. Crack deals 2 hull to Alpha-2 with his first torpedo. While Dozer deals a minor hull breach critical to Alpha-1. Cmoz kills Beta-1, while Imo-thep's torpedo deals 2 hull to Beta-2.

Xp 2 ea for Unca and Cmoz. 1 for Crack, Dozer and Imo-thep.

Alpha-1 and 2 miss their return shots on Crack. Beta-2 misses Imo-thep, while Beta-3 hit Unca, taking his first shield and his stealth device. Turret 1, 2 and 3 out of range to shoot.

Round 2. Charlie squad's bombers come out of the hanger. The YT appears. Plans a 4 straight. 2 bank left for Unca, 3 straight for Crack and Dozer, 3 bank left for Cmoz and Imo-thep.

Alpha-1 banks 2 right and focuses. Alpha-3 initially rolls a 3 straight, but that would take him off the map, so he shifts it to a 3 bank right. He also focuses. Beta-2 does a 4k. Beta-3 bumps into him doing a 2 bank right. Charlie-1 and 2 lock he YT, turn 3 left. Charlie-1 has to barrel roll right to get arc, Charlie-2 focuses.

The YT moves and focuses.

Charlie-3 banks 3 left, bumping into Charlie-2. Was just out of range starting out, to lock the YT.

The rest of the rebels move. Imo-thep locks Charlie-3, boosts forward via droid. Cmoz does the same. Crack and Dozer both drop their seismic bombs, before moving. Crack focuses. Dozer locks Beta-2, which allows Crack to lock Beta-3 via Dutch . Unca locks Charlie-2.

Dozer's bomb goes off killing Alpha-3 and deals a 2 nd hull to Alpha-2. Crack's bomb then finishes off Alpha-2. Dozer and Crack both shift up to 3xp. Crack's turret then kills beta-3. Dozer finishes off Beta-2. Both now at 4xp. Unca deals 2 hull to Charlie-2. Cmoz deals 3 hull to Charlie-3.

Charlie-3 misses the YT.

Imo-thep adds a 3 rd hull to Charlie-3 and ions it.

The YT takes a pot shot on Charlie-1 but whiffs the shot. Unca now at 3 xp, 2 for Imo-thep and 3 for Cmoz. Crack and Dozer at 4xp.

Charlie-1 hits him for 2 shields. (one from each shot of its cluster missile), Charlie-2 barely connects taking a third shield off the YT.

Turret 1 misses Dozer. Turret 2 misses Cmoz. Turret 3 out of range to shoot.

Round 3. Falcon's bombers come out of the Hanger bay. Delta's Defenders appear from hyperspace on Tab-4..

The YT plans a 3 bank right. 3 bank left for Unca, Crack AND Dozer. 1 bank right for Cmoz and 3 bank left for Imo-thep.

Delta-1 to 3 all lock onto Imo-thep, then roll a straight 5. Delta-1 and 2 bump into him. Delta-3 bumps into the back of Delta-1. No action for any.

Charlie-1 and 2 re-lock the YT, then Charlie-1 does a 5k. Charlie-2 turns 3 right, bumping into the YT. Both no action. Falcon-1 just out of range to lock the YT, so he straights 3, bumping into Charlie-3's rear. No action.

The YT moves, bumping into Charlie-3. No action.

Charlie-3 starts in contact with the YT, so can't lock it, nor can it clear its ion. It can't move. No action. Falcon-2 locks the YT, banks 1 left, bumping into Falcon-1's flank. No action (man lots of bumping here!).

The rest of the rebels move. Imo-thep drops his proton bomb, moves then focuses. Cmoz locks Falcon-2. Unca drops his first proton bomb, then focuses. Crack focuses, after dropping his 2 nd seismic bomb. Dozer locks Charlie-3 which allows Crack to lock Turret-1 via Dutch .

Crack's Seismic bomb detonates, dealing 1 hull to Charlie-1, a 3 rd to Charlie-2. Unca's proton bomb deals a stunned pilot critical to Charlie-1, and a direct hit critical to Charlie-2, taking it to 5 hull. Imo-thep's proton bomb goes off dealing a minor explosion critical to Delta-1, taking two of its shields), a Direct hit critical to Delta-2, taking two of ITS shields, and a Console fire critical to Delta-3. Unca now at 4xp, Crack at 5xp and Imo-thep at 4xp.

At the start of combat, Delta-3 loses a shield from the Console fire critical. Unca's TLT finishes off Charlie-2, taking him up now to 6xp. Crack lucks out, rolling two critical hits, blowing up Turret 1, taking him up to 6xp as well. Dozer then eliminates Charlie-3. This shift him up to 8xp, adds 1xp to both Crack and Unca, taking them both to 7xp, Imo-thep up to 6xp and 4xp for Cmoz. Cmoz then deals a Minor hull breach critical and Munitions failure critical, to Falcon-2 taking its Cluster mines, shifting up to 5xp.

Falcon-2 then hits the YT taking a 4 th shield with its main guns.

Imo-thep then ionizes Delta-1, taking its last shield. Ending XP for the round 4 for Cmoz, 8 for Dozer, 7 for Unca and Crack and 6 for Imo-thep.

Charlie-1 misses the YT, after he took 2 more hull from the YT's cannon. Falcon-1 misses the YT too.

Delta-1, 2 and 3 have no shots on Imo-thep, so instead shoot Unca. Delta-1 takes two more of his shields, while Delta-2 and 3 miss (thankfully).

Turret 2 and 3 miss Dozer (though Turret 3 came close to hitting him. Good thing he had that focus to spend).

Round 4. The YT plans a 2 bank left, hopes he won't bump. 2 turn right for Imo-thep, 3 bank rightfor Cmoz and Crack, and 3 bank left for Unca and Dozer.

Delta-1 locks Unca then bleeds his ion off and focuses. Delta-2 and 3 lock Cmoz (he's closer than Unca right now). Delta-2 banks left 1, bumping into Delta-1. Delta-3 does a hard turn 2 left. No can clear his console fire critical.. No action. Charlie-1 re-locks the YT, then bumps into it doing a 4 straight. Falcon-1 also re-locks the YT then does a 5k.

The YT bumps Falcon-2.

Falcon-2 now can't lock the YT, so tries a 5k, bumping into Charlie-1. No action.

The rebels move. Cmoz focuses, Imo-thep locks Delta-3 then boosts right via his droid. Unca focuses. Dozer locks Turret-3, and Crack locks Falcon-1.

Delta-3 loses another shield to the Console fire.

Crack then shoots his 2 nd torpedo, but it is wasted, totally missing the bomber. Unca finishes off Charlie-1 with his turret, and Dozer deals 3 hull to Turret 3. Cmoz deals 2 hull to Turret 2.

Falcon-2 no shot.

Imo-thep then ions Delta-3 taking its last shield. The YT adds a thrust control fire critical to Falcon-2, so it now also has a stress token and adds a 2nd hull, to go with its hull breach critical. XP now shifts up to 10xp for Unca, 7 for Imo-thep, 8 still on Dozer, 4 still on Cmoz, and 6 still on Crack.

Delta-1 misses a shot on Crack, but Delta-2 hits Crack, taking 2 of his shields and his stealth device. Delta-3 gives 2 hull damage to Unca. Turret 2 and 3 miss.

Round 5. Gamma squad shows up on tab 2. Cmoz plans a 3 straight, 2 straight for Crack, 3 turn left (will stress) for Unca, 1 turn right for the YT to dock, 1 bank right for Imo-thep and a 2 turn left for Dozer.

Delta-1 and 2 lock Crack. Delta-1 then banks right 1 and as has no shot, takes a focus for defensive purposes. Delta-2 bumps into the YT trying a 4 straight. Delta-3 locks Cmoz, clears his ion, and focuses. Falcon1 re-locks the YT, then bumps Delta-1 trying a 3 straight.

The YT docks.

Falcon-2 hard turns 2 right. Lucks out taking no more damage from its hull breach, but cannot clear its stress.

Imo-thep moves and focuses.

Gamma-1 and 2 straight 5, both lock onto Crack and boost forward.

The rest of the rebels move. Cmoz re-locks Turret 3, boosts right via Droid. Unca takes his stress. Crack locks Falcon-1. Dozer locks Turret 2.

Delta-3's console fire critical deals him 1 hull.

Unca then misses. Crack deals 1 hull and a weapons malfunction critical to Falcon-1. Dozer finishes off Turret 2.

Gamma-1 hits Crack for his last shield, with his homing missile, and via Ruthlessness , takes the last shield off Delta-2. Gamma-2 deals him 2 hull and a damaged sensor array critical, and via Ruthlessness deals 1 hull to Delta-1.

Cmoz finishes Turret 3 off. Imo-thep then kills off Delta-3. Xp shifts to 10 still for Unca, 9 now for Dozer, 5 now for Cmoz, 7 now for Crack and 10 for Imo-thep.

Falcon-2 no shot. Same for Delta-1. Falcon-1 takes a 5 th shield off the YT. Delta-2 misses.

Round 6. The Decimator shows up on Tab-2. Unca plans a 2 straight to clear stress, 1 bank right for Imo-thep, 2 turn left for Dozer, 2 turn left for Crack and 2 turn right for Cmoz.

Delta-1 locks Dozer, banks 1 left and focuses. Delta-2 also locks him, then hard turns 1 right. No action. Falcon-1 re-locks the YT, then straights 1, fails to clear its weapons damage critical. Falcon-2 also locks it after turning 3 right. The Decimator 2 straights. Not in range to lock anyone. Focuses.

Imo-thep moves and focuses.

Gamma-1 and 2 re-locks Crack, then banks 3 left and focuses.

The rest of the rebels move. Unca clears stress, uses SQL to give action to Crack, who locks Falcon-1. Crack clears his sensor disabled critical. Cmoz barrel rolls right. Dozer has no shot, so gives his action to the troops who focus. Unca then deals only a 2 nd hull to Delta-1. Crack adds 2 more hull to Falcon-1. Dozer no shot.

Gamma-1 deals a damaged cockpit critical to Crack, which gives a 3 rd hull to Unca due to Ruthlessness . Gamma-2 deals a structural damage critical to Crack, which deals a 4 th hull to Unca.

Cmoz misses

Falcon-2 no shot.

Imo-thep kills off Falcon-1. XP now, 13for Imo-thep, 8 for Crack, 11 for Unca. Dozer still at 9, while Cmoz is still at 5.

Delta 1 and 2 no shots. The Decimator is too far to shoot anyone, OR the central hub.

The rebel troops go out of the hanger into the feed-through module, thanks to the focus from Dozer.

Round 7. Crack plans a 2 turn left, same for Unca, 3 bank left for Dozer, Cmoz and Imo-thep, 2 straight for the YT.

Crack moves, fails to clear his structural damage critical.

Delta-1 and 2 re-lock Crack. Delta-1 then white 4k's and focuses, Delta-2 turns 3 right and has to barrel roll right to gain arc.

The YT moves and locks onto the Decimator.

The Decimator straights 4, locks Cmoz and focuses.

Imo-thep moves and locks the Decimator.

Falcon-2 hard turns 2 right takes a 3 rd hull from its hull breach critical. Locked the YT though. Fails to clear stress so can't act.

Gamma-1 and 2 lock onto Unca, then roll a 4 straight. Gamma-2 bumps into Unca, Gamma-1 goes by him, so boosts right to get out of his front arc.

The rest of the rebels move. Cmoz locks the Decimator, declines to drop his seismic charge. Unca drops his last proton bomb, then uses SQL to give action to Crack, so he locks Delta-2. Dozer locks the Decimator. The proton bomb goes off killing Falcon-2 (+1xp all for it being elite) and blinds the pilot of Gamma-2. His TLT then finishes off Delta-1. Dozer tears off three shields from the Decimator.

Gamma-1 and 2 have no shots.

Cmoz takes 3 more shields off the Decimator. Imo-thep's proton torpedo tears the last two shields off the Decimator, gives it a blinded pilot and Damaged sensor array critical. This takes everyone to 15xp for Imo-thep, 9 for Crack (for now), 15 for Unca, 11 for Dozer and 7 for Cmoz.

The Decimator auto-misses its first shot on Cmoz. But its 2 nd shot deals 2 hull to the Central hub.

The YT adds a Damaged engine and Damage cockpit critical to the Decimator (now at 1 hull and 3 criticals).

Delta-2 kills Crack off, before he can get a shot off.

The troops roll only 1 hit to get into the central hub.

Round 8. 2 turn right for the YT, 1 straight for Cmoz, 3 straight for Dozer, 2 turn right for Imo-thep, 3 straight for Unca.

The Decimator bank 2 left. Fails to clear his sensor array critical. Delta 2 locks Unca, then bumps into him turning 1 right. No action.

The YT moves and focuses. Imo-thep locks Delta-2 then boosts left via droid.

Gamma-1 and 2 re-lock Unca. Gamma-1 then 3-turns right. Has no arc, so boosts right to try and gain one. Gamma-2 does a 4k.

The rest of the rebels move. Cmoz drops his seismic charge (finally), then moves and focuses. Dozer focuses. Unca also focuses.

Seismic bomb goes off, dealing 2 nd hull to the Decimator. Dozer then adds 3 hull to the Decimator, taking it to 5 total + 3 crits. Unca adds 2 more.

Gamma-1 hits Dozer for 1 shield and his stealth device. Ruthlessness takes the 6 th shield off the YT. Gamma-2 has no shot.

Cmoz then kills the Decimator (+1xp all as its elite). Imo-thep ions Delta-2, taking its last shield. The YT then gives it a Console fire critical.

Delta-2 misses Dozer.

XP now shifts to 17 for Imo-thep, 10 for Crack, 17 for Unca, 13 for Dozer and 11 for Cmoz.

The rebel troops get the 2 nd hit needed to get into the central hub.

Round 9. 2 turn right for the YT, 4k for Unca, 2 straight for Cmoz, Dozer and Imo-thep.

Delta-2 clears his ion, and flips his Console fire over, now at 1 hull.

The YT focuses. Imo-thep locks Delta-2 again. Gamma-1 locks Dozr, banks 3 right and focuses. Gamma-2 locks Imo-thep, does same move.

Dozer moves, locks Gamma-1, Unca stresses and Cmoz locks Gamma-1 as well.

Unca's TLT takes off both shields from Gamma-2. Dozer misses.

Gamma-1 then hits Dozer taking his last two shields, and the last shield off the YT, thanks to R uthlessness . Gamma 2 auto-misses, thanks to the Blinded pilot critical it had from Round 7. Now down 1 shield.

Cmoz deals 1 hull to Gamma-1. Imo-thep's main guns send Delta-2 EVA. The YT kills Gamma-2 with an Injured pilot and Direct hit critical. +1xp all.

The rebel troops take over the command center. XP now 21 for Imo-thep, 19 for Unca, 13 for Cmoz, 12 for Crack and 15 for Dozer. Wow, that's some MAJOR XP!!!

In round 10, the rebels win, with Dozer getting in the Kill on Gamma-1. Ending XP was 22 for Imo-thep, 20 for Unca, 14 for Cmoz, 13 for Crack and 19 for Dozer.. XP averages to 17.6 which rounds UP TO 18!!!

2 nd win, 2 losses.

5 th running at 5 ships

Using the B-wings Shunt (PS6, Proton bomb and Proton torpedo for ordinance, Sabine wren for crew slot. Named pilot of Etahn Abaht), and Spot (PS 7, proton and plasma torpedos, Gunner crew slot, Named pilot of Sabine Wren),. The X-wings Tin-bok (PS 6. Advance proton torpedo with extra munitions, Named pilot of Sabine Wren),and Squeaky (PS7, plasma torpedo, Named pilot of Arvel Crynyd). And the Y-wing Imo-thep (PS 5, goes with his proton and seismic bombs, with named pilot of Chewbacca). Squad leader will be on Spot.

PS averages to a 6.

Turret 1 and 2 out of the 3 are upped to Heavy. Delta has three defenders (none of which are elites) NOW coming in in round 3.. Charlie has one elite and 2 regular bombers, now showing up in round 2. FALCON Squadron is added in turn 3, with 2 more tie bombers, one of which is elite.. Gamma is now coming in on round 5. The Decimator is not changed. Alpha and Beta squad are not in patrol AI but in Attack AI starting out. Delta squad shifts to using AI pilot card with the Ion cannon. Falcon squad shifts to using the AI pilot card with the homing missile.

Spot and Shunt line up towards Alpha, Squeaky, Tin-bok and Imo-thep towards Beta.

Round 1. Shunt plans 3 straight, 2 straight for Spot, 3 straight for Squeaky, 3 bank right for Imo-thep and Tin-bok.

Alpha squad all banks 3 left. All evade. Beta squad 3 banks left as well. Beta-1 focuses as its in weapon range. Beta-2 and 3 evade.

The rebels move. Imo-thep locks onto Beta-3, then boosts left via its droid, getting out of all their arc's. Tin-bok boosts forward, moves and focuses. Shunt locks Alpha-3. Squeaky and Spot focus.

Spot's ion cannon barely connects with Alpha-1, dealing it 1 hull and 1 ion token. Squeaky rolls a pair of blanks and 1 hit, vs the Two evades of Beta-3. Tin-bok rolls 3 hits and a blank vs the THREE evades of Beta-1. Imo-thep rolls only 1 hit vs one evade and the token, on Beta-2. Shunt rolls ALL BLANKS, totally whiffing vs Alpha-3. WOW.. Talk about the dice giveth and the die taketh...

Alpha-1, 2 and 3 each hit Shunt, taking a shield each off of him. Beta-1 takes a shield and the stealth device off Squeaky. Beta-2 takes a shield and Imo-thep's stealth device, while Beta-3 misses. Turret 1, 2 and 3 out of range. XP 1 for Spot, 0 for everyone else... BOOOO.

WOW, talk about a real sucky opening round!.

Round 2. Charlie squad comes out of the Hanger bay, the YT appears, hoping to split the gap between Spot and Squeaky. Spot, Squeaky and Shunt all plan 1 straights, 4 straight for the YT, 2 turn right for Imo-thep and Tin-bok.

Alpha-1 bleeds his ion, focuses. Alpha-2 and 3 each roll a 2 straight, and come almost alongside Alpha-1. Both also focus. Beta-1 does a 4k, barely getting behind Squeaky. Beta-2 and 3 also tried their 4K's, but both bump INTO squeaky. THIS causes Squeaky to be unable to move.

Charlie-1 and 2 bank 3 left. Both lock onto the YT, and both focus.

The YT winds up bumping into Beta-1's rear, as It won't get to clear where Beta-3 is bumping Spot.

Charlie-3 banks 2 left and focuses after locking the YT.

The rest of the rebels move. Imo-thep bumps Beta-2. Tin-bok uses Sabine, barrel rolls left, then moves and focuses. Shunt launches his first proton bomb via Trajectory simulator , then bumps into Alpha-3. Squeaky can't move, so no regenerates shield. Spot focuses.

Shunt's proton bomb detonates, dealing a Blinded pilot critical to Alpha-2, Injures the pilot of Alpha-3 (though as it has no pilot to injure its just counted as 1 hull), and deals a Damaged sensor array critical to Alpha-1. He then uses his Sabine crew slot to blow Alpha-1 up. Spot's main guns finish off Alpha-2. Squeaky deals 1 hull to Charlie-1. Tin-bok adds a Structural damage crit and 2 more hull to Charlie-1. Shunt has no shot.

Charlie-3 misses the YT, even with spending its lock.

Imo-thep adds another hull to Charlie-1. The YT finishes it off. XP now 2 for Shunt, 2 for Spot, 2 for Squeaky, 1 for Imo-thep and 1 for Tin-bok.

Charlie-2 takes a shield off the YT. Alpha-3 takes two shields off Spot. Beta-1 misses Squeaky's rear. Beta-2 and 3 smack the YT taking FIVE more shields.. OUCH.

Turret 1 then misses Spot, but Turret 2 hits Imo-thep taking a 2 nd shield. Turret 3 out of range.

Round 3. Falcon squad's two bombers come out of the hanger bay. Delta squad's defenders appear on tab 4, RIGHT BEHIND Imo-thep. EEK.

Imo-thep plans a 2 bank left, 2 turn left Spot and Shunt, 4 straight for the YT, 2 straight for Squeaky, and 2 bank left for Tin-bok.

Alpha-3 does a 3k, getting in behind Shunt. Beta-1 straights 2, focuses, as cannot barrel roll out of Squeaky's arc. Beta-3 does a 3 turn left and focuses. Beta-3 straights 5, bumping into Alpha-3. Delta-1 to 3 lock onto Imo-thep then all bank 1 left. Cannot barrel roll right to get arc as two would be bumping. So all take a focus. Charlie-2 re-locks the YT, then straights 3 bumping into Beta-1. Falcon 1 turns 3 left, locks the YT, barrel rolls right to get it into arc.

The YT moves, and locks Falcon-1.

Charlie-3 re-locks the YT, banks 1 left bumping into Charlie-2. Falcon-2 banks 2 left and focuses after locking the YT.

Imo-thep moves, drops his proton bomb, then bumps into Falcon-2. Tin-bok doesn't have space to barrel roll, bumps into Falcon-1. Shunt drops his 2 nd proton bomb, moves then barrel rolls right. Squeaky cannot move as won't clear all the ships in front of him. No regenerates a shield again. Spot uses Sabine to boost forward, moves then locks onto Charlie-3.

Imo-thep's proton bomb detonates. Deals a minor explosion critical, that takes 2 shields off Delta-1. A minor hull breach critical to Delta-2, and a direct hit critical to Delta-3. Shunt's bomb detonates blowing up Alpha-3 with a Direct hit critical, deals another direct hit critical to both Beta 2 and 3, then uses Sabine crew slot to blow Beta 2 up.

Sqeuaky's main guns then deal 1 hull to Charlie-2. Spot's proton torpedo deals only a damaged engine critical to Charlie-3. Shunt's HLC adds 2 more hull to Charlie-2. Tin-bok adds 2 hull and a Damaged cockpit crit to Charlie-3.

Charlie-3 then hits into the YT taking its last 2 shields. Falcon 3's homing missile dears 2 more hull off the YT and deals it a stunned pilot critical..

Imo-thep then ions Charlie-3. The YT finishes it off (+1xp all).

Shunt increases to 6xp. 4 for Spot. 4 for Squeaky. 3 for Imo-thep and 3 for Tin-bok.

Charlie-2 then hits Squeaky (as It has no arc to shoot the YT) taking hi last 2 shields and deals him a direct hit critical (now at 2 hull). Falcon-1 then rips into the YT with 2 more hull AND a munitions failure critical, blowing it up.. REBELS cannot win now.

Beta-3 has no shot. Beta-1 misses. Delta-2 and 3 have no arc to shoot. BUT Delta 1-s main guns tear the last two shields off Imo-thep, and stuns his pilot....

Round 4. All rebels plan to hyper out. Squeaky fails to enter, after once again bumping. Then dies. Same with Imo-thep. Shunt, Spot and Tin-bok all safely enter though...

Ending XP 3, 3, 4, 4 and 6. For an average of 4. 3rd loss, 2 wins.

WOW a SWIFT AS **** loss for the rebels... Man the dice just were in the imperials favor from the get go...

6 th and hopefully last running at 5 ships

Using the Y-wings Crack (PS 7 also, goes with his Proton bomb and Proton torpedo, with extra munitions, no named pilot), and Unca (PS7 goes with his Proton bomb and Proton torpedo, with extra munitions, Named pilots of Ibtisam and Zeb Orrelios). The X-wing Reign-fire (PS5, Named pilot of Thane Kyrell, Plasma torpedo). And the A-wings Red-bull PS 4, assault missile, Named pilot of Tarn Mision), and Blue thunder (PS5, concussion missile). PS averages to a 5. Squad leader on Unca again.

Turret 1 of 3 is upped to a heavy. Delta has three defenders. Charlie has 3 bombers, but only 1 is upped to elite. Charlie back to showing up in round 3. Delta back to coming in, in round 4, and Gamma back to coming in, in round 6. NO FALCON SQUAD. Alpha and Beta squadrons back to starting out in patrol AI.

Unca and Both A-wings line up towards Beta, Crack and Reign towards Alpha.

Round 1. Both A-wings and Reign plan 4 straights, Unca and Crack plan 3 straights.

Alpha and Beta squad all straight 3 and evade.

The rebels move. Crack locks Alpha-1, Unca focuses, Blue-thunder locks Beta-2, then Pushes the limit to focus (taking a stress), Red-bull locks Beta-1 and Reign locks Alpha-3. Reign's plasma torpedo blows Alpha-3 up with TWO crits and two hits vs NO evades... Crack deals only 1 hull to Alpha-1 with his first proton torpedo (what a waste). Unca's TLT deals two hull to Beta-3. Blue-thunder's Concussion missile fails to fire, Focus not wasted, missile not wasted thanks to munitions failsafe. Red-bull's assault missile strikes blowing Beta-1 up, finishes off Beta-3 and deals 1 hull to Beta-3.

XP 3 for Red-bull, 2 for Reign, 1 for Crack and Unca, and 0 for Blue-thunder.

Alpha-1 hits Unca, taking his first shield and his stealth device. Alpha-2 misses, Beta-2 misses Blue-thunder. Turret 1 to 3 no shots. Reign uses Thayne to lock Alpha-1.

Round 2. Crack and Reign plans 1 bank left. 4 straight for the YT that shows up. 1 straight for Unca, and 2 straights for both Red-bull and Blue-thunder.

Alpha-1 banks 2 left and focuses. Alpha-2 turns 2 left and focuses. Beta-2 turns 1 left, and barrel rolls right to get out of both Unca's and Red-bull's front arc. Still in Blue-thunder's arc.

The YT moves and focuses. Crack locks Alpha-2. Red-bull boosts left. Reign activates marksmanship, Blue-thunder clears stress and barrel rolls left. Unca focuses again.

Unca deals 2 hull to Beta 2 Finishing it off. Red-bull and Blue-thunder now have no shots. Crack deals just 1 hull to Alpha-2 with his turret. Reign finishes Alpha-1 off.

The YT misses. XP now 3 for Unca, 3 still on Red-bull, 0 still for Blue-thunder, 4 for Reign and 2 for Crack.

Alpha-2 then shoots but misses Reign-Fire, he uses Thayne to lock him.

Turret 1 misses Unca. Turret 2 misses Red-bull, Turret 3 still out of range to shoot.

Round 3. Charlie squad comes out of the hanger bay. 1 turn right for Red-bull, 2 bank right for Blue-Thunder, 4k for Reign-Fire (stress), 3 bank left Crack, 1 bank left Unca, and 4 straight for the YT.

Alpha-2 does a 4k, barely getting behind Reign. Charlie-1 locks the YT (Charlie-2 is just out of range to do so before moving). Both roll a 2 straight. Charlie-1 bumps Red-bull. Charlie-2 focuses, then locks the YT.

The YT moves. Locks Charlie-3.

Charlie-3 locks the YT, turns 3 left and focuses.

The rest of the rebels move. Red-bull bumps Charlie-2. Blue-thunder bumps Red-bull. Reign stresses. Unca uses SQL to give Blue-thunder an action, he locks Charlie-1. Crack locks Charlie-3.

Unca's main guns deal just 1 hull to Charlie-1. Crack's Sync turret deals a Structural damage critical and 1 hull to Charlie-3.

Charlie-3's Cluster missile RIPS into the YT, stealing 5 shields... OUCH.

Reign misses Alpha-2. Lock spent. Blue-thunder adds 3 more hull to Charlie-3 with a direct hit crit and 1 hull. Red-bull no shot. XP now 4 for Unca, 4 for Red-bull, 1 now for Blue-thunder, 4 still for Reign and 3 for Crack. The YT then kills Charlie-3 off. +1 XP to all due to it being elite. So 5xp for Unca, 5xp for Red-bull, 4xp for Crack and Reign and 2 for Blue-thunder.

Charlie-1 then takes one shield off Blue-thunder, Charlie-2 takes a 2 nd . Turret 1 misses Reign, Turret 3 no shot, Turret 2 misses Red-bull. Alpha-2 misses Reign. He focuses via Thayne.

Round 4. Delta squad shows up on Tab 2. Reign plans a 1 straight to try and clear his stress, 2 turn left for the YT (Will dock in next round). 2 bank right Blue-thnder, 3k for Red-bull (will stress), 3 bank left Crack and 2 bank left Unca.

Alpha-2 straights 5, bumping into Reign. Delta-1 to 3 roll a 5 straight. Delta-1 bumps Alpha-2. Delta-3 bumps him, Delta-2 bumps Reign. This blocks reign in so he won't get to clear his stress. Charlie-1 does a 5k. Couldn't lock as was bumping at the start of the round. Charlie-2 hard turns 2 left. Also could not lock.

The rebels move. The YT locks Charlie-2. Blue locks Delta-1. Red stresses, Reign can't move so won't clear his stress. Unca focuses and Crack locks Charlie-1. Unca deals 2 hull to Charlie-1, Crack adds a 3 rd . Red-bull misses. Blue-thunder's Concussion missile finally hits, taking all 3 shields off Delta 1 and dealing it 2 hull via a direct hit critical. Reign misses him. The YT deals 2 hull to Charlie-2. Lock spent. XP still 5 for Red-bull, 6 now for Unca, 3 for Blue-thunder, 4 still on Reign, 5 now for Crack.

Charlie-1 takes a 6 th shield off the YT. Two more left (OUCH). Charlie-2 misses. Delta-1 misses Crack, So does Delta-2. Delta-3 hits Reign, taking two of his shields and his stealth device. Thayne lets him take a focus. Alpha-2 had no shot. Turret 1 miss him, thanks to the focus (otherwise he'd have lost his last shield and taken 2 hull!). Turret 2 and 3 shoot at Blue-thunder but miss.

Round 5. Reign plans a 1 bank right to clear stress, 2 bank right for Red-bull to clear stress, 2 bank left to dock for the YT, 3k for Blue thunder, 3 turn left for Unca (Will stress) and 2 turn left for Crack.

Alpha-2 turns 3 left, and focuses. Delta-1 re0locks Crack, straights 3 and focuses. Delta-2 locks Crack, bumps Alpha-2, trying a 4 straight. No action. Delta-3 just out of range to lock Crack, 4 straights, bumping into Delta-1's rear. No got to lock or act. Charlie-1 re-locks the YT, 3 straights and focuses. Charlie-2 also re-locks the YT, 3 turns left and focuses.

The YT moves and docks. Reign clears his stress and focuses. Blue takes a stress, Unca takes a stress, Crack drops his first proton bomb, then locks Charlie-2. The bomb deals a Minor explosion to charlie-2 bringing it up to 4 hull, Damages Delta-3's cockpit, deals a direct hit critical to Delta 1 and 2, kills Alpha-2 and Delta-1. Adds 4xp. Then his turret deals only a 5 th hull to Charlie-2. Unca finishes it off.

Red-bull and Reign now have no shots. Blue misses.

Delta-2 hits Crack taking 3 of his shields, and due to the Flechette cannon, Crack takes a stress.. Delta-3 barely misses Crack.. If he'd have hit, he'd have added a 2 nd stress token.. Turret 1 misses Blue. Turret 2 and 3 also miss.

XP now 5 still for Red-bull, 9 now for Unca, 3 still on Blue-thunder, 4 still on Reign, 9 now for Crack.

Round 6. The Decimator shows up on Tab 2. Gamma squad on tab 1. Unca plans a 3 bank left (Will keep his stress) 3 turn left for Red-bull, 2 bank left for Blue-thunder (will clear his stress), 2 straight Crack to clear his stress and 2 bank right Reign.

Delta-2 and 3 re-lock Crack. Delta-3 straights 4, then has to barrel roll left to get arc. Delta-2 straights 3, and focuses. The Decimator 3 straights, locks Blue and focuses.

Blue-thunder clears his stress, Focuses. Red-bull boosts right. Reign locks Delta-3.

Gamma 1 and 2 straights 5. Both bump into the Decimator. No lock or action.

Crack drops his 2 nd proton bomb, clears his stress then locks Delta-3. Unca moves. Keeps his stress.

The proton bomb goes off, taking the last 2 shields on Delta-3 and Damages the weapons of Delta-2. Unca's TLT then deals 2 hull to Delta-2, while Crack kills Delta-3 off. Reign now has no shot.

Gamma-1 and 2 both shoot but miss Blue-thunder.

Blue-thunder finishes off Delta-2. Red-bull takes 1 shield off the Decimator. XP now 12 for Crack, 10 for Unca, 6 for Blue-thunder and Red-bull, 4 still on Reign.

The Decimator's first shot misses Blue, its 2 nd misses the Central hub.

Turret 1 and 2 miss Blue-thunder. Turret 3 out of range.

The Troops get one hit needed to advance out of the Hanger bay.

Round 7. Reign plans a 4k (will stress), 3 bank left Blue-thunder, 2 turn left Crack, 2 turn left Unca (will keep stress), 2 straight Red-bull.

The Decimator re-locks Blue, banks 2 left and focuses.

Red-bull focuses, Reign stress, Blue-thunder focuses.

Gamma-1 and 2 turn left, Lock red-bull and both focus.

Crack and unca move. Crack locks Gamma-2. Unca can't act still has stress. Crack's first torpedo misses, but via Saturation salvo takes 1 shield off Gamma-1. Unca strips the 2 nd shield off Gamma-1.

Gamma-1 hits Red-bull takes a shield. Via Ruthlessness damages the Decimator for a 2 nd shield. Gamma-2's homing missile KILLS red-bull with 4 solid thwakings. Takes another shield off the Decimator due to Ruthlessness.

Blue-thunder now has no shot. Reign hits taking 2 more shields off the Decimator. Reign shifts up to 5xp, Blue stays at 6xp, so does Red-bull. Unca shifts to 11. and Crack now at 13xp.

The Decimator's first shot misses Blue, but its 2 nd hits the Central hub dealing it 2 hull damage.

The troops roll a 2 nd hit, and now move out of the hanger, into the feed-through module.

Round 8. The YT can now move, plans a 1 turn left. 1 bank left for Crack, 3 turn left for Blue-thunder, 1 bank left for Reign to clear stress, 1 straight for Unca to clear his stress.

The Decimator re-locks Blue-thunder, then straights 4 and focuses. Not good for him (as Unca can now drop a bomb on him!).

Blue moves, boosts left, then via PTL barrel rolls right and takes a focus via Intensity. Reign clears stress and locks Gamma-1.

Gamma-1 and 2 lock Blue-thunder, Gamma-1 then turns 2 left and focuses, Gamma-1 turns 1 left and has to barrel roll right to gain an arc to shoot him.

Crack moves and locks Gamma-1, Unca locks Gamma-2. Crack then misses. Unca then strips both shields off Gamma-2 with his first torpedo, and deals it a damaged sensor array critical.

Gamma-1 misses, Gamma-2 also misses, but stripped Blue's focus token.

Reign no shot. Blue misses.

Decimator has no shot, either primary or secondary as both guns are out of range.

XP now 12 for Unca. Crack stays at 13xp. Blue and Red stay at 6xp, Reign stays at 5xp. The YT strips the last 3 shields off the Decimator.

The Troops roll only one focus and 1 blank, fail to advance from the Central hub.

Round 9. Blue-thunder plans a 2 bank left, to clear the stress he gained last round. Unca plans another 1 straight, 2 turn right Reign, another 1 turn left for the YT and 2 straight for Crack.

The YT moves and re-locks the YT.

The Decimator rolls a 3 bank left. This would put it too close to running off the map, even a 3 turn would take it too close. So it shifts to a 2 turn to stay on the map. Locks reign, then Focuses.

Reign moves, focuses. Blue clears stress, boosts left, and PTL's to focus.

Gamma-1 locks Blue, rolls a 1 turn left. Won't clear Gamma-2, so bumps into it. Gamma-2 turns 1 left, fails to clear its sensor crit.

Crack re-locks Gamma-2, Unca drops his 1 st proton bomb, moves then focuses. Bomb deals a Structural damage critical to the Decimator (no real effect as it has no agility, but still will force it to use an action to try and clear it rather than focus). Then takes 2 hull of it with his TLT. Crack kills off Gamma-2. (+1xp all for it being elite)

Gamma-1 no shot.

Reign finishes off Gamma-1. (+1 xp all for it being elite)

The Decimator's first shot takes the last shield of Reign, and deals him a Console fire critical.

Too far to get its 2 nd shot off.

The YT then deals a blinded pilot critical to the Decimator.

XP now 13 for Unca. Crack stays at 18xp. Blue and Red up to 8xp ea, Reign upps to 10xp.

Turret 1 takes another hull off Reign, and Turret 2 sends him EVA.

The rebel troops STILL fail to advance, roll a pair of blanks.

Blue uses his focus to Flip intensity back over.

Round 10. The YT plans a 1 straight, 2 bank left for Blue, 2 straight again for Crack, and 2 turn left for Unca.

The YT re-locks the Decimator.

The Decimator locks Unca, turns 3 left, fails to clear its structural damage critical.

Blue moves, locks the Decimator, then uses PTL to focus. Crack has no shot, (too far) so focuses defensively. Unca drops his 2 nd proton bomb, then focuses. The Decimator takes an injured pilot critical, but has no EPT's to ignore, but does have the named pilot of Agent Kallus.

The TLT of Unca adds 2 more hull to the Decimator, Blue adds 2 more (so its now at 6 hull and 3 criticals).

Due to the blinded pilot critical it auto misses Unca. Still too far to get its 2 nd shot off on the central hub.

XP now 14 for Unca. Crack stays at 18xp. Blue and Red stay at 8xp ea, Reign stays at 10xp.

The YT adds a 7 th hull.

Turret 1 takes the last 2 shields off Crack, Turret 2 hits him for a Munition's failure, so his 2 nd proton torpedo is gone.

The Rebel troops fail to enter the central hub AGAIN, but do gain 1 hit needed to move on.

Round 11. After moving, Blue dies to the Turrets and the Decimator dies to the YT. The rebel troops FINALLY enter the central hub. HOWEVER THEY FAIL TO TAKE the base by the end of the 12 th round..

MAN this was a buggered up way to lose, just NOT being able to get the hits needed to take the base... BOOOOO...

Ending XP was 15 for Unca, 19 for Crack, 9 ea for both Red and Blue, and 11 for Reign. Averages to 13.

2 wins and 4 losses at 6 players. Considering this mission good to go.

Xp for 3 player

9

7

11

7

11

9

XP average for 3 players = 9

Xp for 5 player

7

10

10

18

4

13

XP average for 5 players = 10