<strong>Destiny Points:</strong><br/>Light Side: 1 Dark Side: 1<br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Initiative Order</div><div class="spoiler_body">Rebel Slot: 4.1 <br/>Rebel Slot 3.3<br/>Kader: 3.2<br/>Imperial Slot: 2.2<br/>Rebel Slot: 1.3<br/>Imperial Slot 1.2<br/>Imperial Slot: 0.0<br/><br/>The rebel forces (Y-wings, A-Wings and Ackermann) rolled Cool checks, because they were prepared for this attack. The Imperial Pilots rolled Vigilance because they were the ones being ambushed.<br/></div></div><br/>A gruff voice came over the comms. "Agent VERDICT, did your friend just say he was moving to engage our attack force?"<br/><br/>"Kriff," Ackermann cursed. "Kader, you really don't want to be making enemies right now. I'll give you the long version if we make it out of here alive. Short version, though: you're a Rebel now."<br/><br/>The second TIE Fighter detached from its docking clamp, pivoting to rake its guns across the two docked starfighters. One of them erupted into flames. Then Ackermann opened up the throttle, pointing her fighter towards the rebel cruiser.<br/><br/>"I'm no pilot, Kader," she continued. "I'm gonna make a run for the<em>Tranquility.</em>Mind covering me?"<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanical breakdownd</div><div class="spoiler_body">Mia takes the first rebel initiative slot. She takes the <strong>Aim</strong> maneuver to target the docked ties, gaining a boost die, and then uses her action to <strong>fire ship weapons</strong>. A TIE shooting another TIE is average difficulty, but because they're parked I gave her another 2 boost dice. Her final pool ends up being GGGBBB vs PP. Her result was 3 successes.<br/><br/>She deals 9 damage (6 from laser cannons + 3  successes). After soak, that's 7 points of damage against the TIEs, destroying one of them, and dealing 1 point of damage to the second.<br/><br/>Finally, she suffers 2 strain to take the <strong>"Punch It!"</strong> maneuver, going to speed 5. Her starfighter takes 5 system strain to do it. Since Aim is not a "Pilot only" maneuver, her ship doesn't take additional system strain. (If she'd Punched It, and then taken the "Fly/Drive" maneuver, then her ship would have taken an additional 2 system strain, for taking 2 Pilot Only maneuvers).<br/></div></div><br/>The Y-wing formation dove down into the maze of docking tubes and scaffolding. As the closed on one of the external fuel tanks, however, one of the spars swun in an unexpected direction, forcing them to make a sharp maneuver and change their angle of attack. Undeterred, however, the Y-wings launched a volley of torpedoes that obliterated the fuel tanks at the end of that spar.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics &amp; Kader's turn</div><div class="spoiler_body">The Y-wings take the <strong>Fly/Drive</strong> maneuver to fly down into the depot. They are actually a Nemesis grade pilot (basically a "PC equivalent" NPC), with a minion group of 3 flying as a "squadron". While this is still a maneuver, it requires them to make a <strong>stellar terrain</strong> piloting check. They are travelling at speed 3, the squadron's silhouette is 4, and the station terrain adds 1 setback die, so the difficulty of the check is RRPB (difficulty = speed, upgraded by half silhouette rounded up). The Nemesis makes the check on behalf of the squadron, and gets 1 success and 3 threats. I rule that they have to make a sharp maneuver that inflicts 2 system strain on the lead fighter, and they take a setback die to their gunnery check.<br/><br/>Then they <strong>Fire Ship Weapons</strong> on one of the docking spar fuel tanks. Since these are large, stationary targets, I set the difficulty as easy (plus 1 setback die). The Nemesis again rolls on behalf of his squadron, and gets 2 successes and 2 advantages. He could trigger the "Linked" quality to score an additional hit, but he's already annihilated the fuel tank. Instead, he spends the 2 advantages to recover 2 system strain.<br/><br/>Technically, Kader would go next, but he's already taken his turn, so I'm just assuming it goes here.<br/></div></div><br/>The<em>Caveat</em>'s final TIE Fighter detached from the docking clamps, engines powering up and moving to intercept Ackermann's fighter.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics</div><div class="spoiler_body">It takes one maneuver for the TIE Pilot to reach his fighter. He then Punches it to go to speed 5. However, minions cannot suffer personal strain, and thus he cannot take an action to fire yet.<br/></div></div><br/>While the Empire attempted to scramble fighters, the A-wings moved to make their own attack run on the depot. However, the wingmen seemed to have trouble following their flight leader, and the group had to abort their attack run, instead getting up to speed to intercept the enemy fighters when they launched.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics</div><div class="spoiler_body">The A-Wings attempt to <strong>Fly/Drive</strong> into the station (also a squadron led by a Nemesis). They fail with 4 advantages. The Flight leader spends three advantages to <strong>Punch It</strong> for free, going from speed 4 to speed 6, and suffering 2 system strain, one of which is immediately healed by spending the last advantage.<br/></div></div><br/>The Imperial forces were beginning to rally, the TIEs launching from the Raider Corvettes.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics</div><div class="spoiler_body">These are also minions, who must spend 1 maneuver entering their TIEs, and 1 Punching it to speed 5. We then go back to the top of the Round.<br/></div></div><br/><br/>Ackermann's fighter set a course for the rebel cruiser, but would have to clear one of the Raider corvettes and its fighters first. She let loose with her cannons, taking down one of the TIEs as she blew past. Some of the debris from her target seemed to catch her though, leaving some light scoring on one of her solar collectors. "This is VERDICT. Any help would be appreciated," she called.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics</div><div class="spoiler_body">At speed 5, it takes 2 maneuvers to reach the cruiser, which is at <strong>long range</strong>. The Raider and its fighters are at <strong>medium range</strong>. She shoots at the TIEs as she passes, getting 2 successes and 2 threats. I spend the 2 threats to inflict 1 hull trauma on her fighter as she goes past.<br/></div></div><br/>"Copy that, VERDICT. We're on them." The A-wings veered off from the station, making their own pass at the TIEs. Their attack didn't take down either of the two remaining TIEs, but managed to separate them as one of the pilots took a panicky maneuver that took them far off course from the rest of the fight.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics</div><div class="spoiler_body">The A-wings got 0 successes and 3 advantages on their roll. From the "Large Space Battles" table, I take the option: "One enemy craft is removed from the battle. They may return if a despair is rolled."<br/></div></div>