Rules of Engagement: Operation Dented Shield

Listen up, this is all hands on deck on this one! Almost all of our border outposts are under attack by a massive Imperial force along our flank. With our forces spread thin on counter-piracy operations and the bulk of the fleet focused on our border along the Kathol Sector, we're going to have to get creative to organize a withdrawl as HQ is requesting. We're sending you in to cover the evacuation of one of our bases that's been estimated to be hit next, and the priority here is on the evacuation; don't bother with trying to take the Imperials on by yourself, they've brought plenty of capital ships and didn't leave their anti-starfighter frigates at home.

This situation is critical, and as such, there are two operations available for you, and only time enough for one, so pick carefully based on what you can tackle. Just be sure to report which engagement you undertook when filing your After Action Report.

Engagement 1 - The lead elements of the Imperial fighter wings have broken through our screens and are conducting a sweep of our orbital defenses. All of our telemetry indicates that they are prioritizing any our transports fleeing the system as well, so that's where we need you. We have a GR-75 Medium Transport loaded up and making a run for the nav bouy, putting the planet between them and the Interdictor Cruisers' gravity wells. It's a gamble, but it's all we have before their capital ships reach orbital engagement ranges.

Your objective is to escort this transport to the nav bouy at all costs. The good news for you is that the remaining mines we've activated have IFF transponders, so they won't frag your fighters this time around, but the bad news is that the Imperials have way more fighters on hand, so this isn't a slugging match. The GR-75 will make a straight run to the nav bouy, and won't be under your command, so focus on keeping the Imperials away from it.

Engagement 2 - An Imperial CR-90 and a group of fighters are closing to keep one of our GR-75s from escaping, but the good news for you is that one of our own CR-90s has just arrived on-station to back you up for escort. Your objective is to protect the GR-75 at all costs and get it to the nav bouy. This one's going to be a bit more heavy, with the presence of corvettes in this engagement, but remember; you're not here to stop the invasion, just get the transport out and then get out of the system ASAP.

Coordinate your fighter force with the corvette's Captain and the transport commander, because you're not going to be able to take on a CR-90 and fighters on your own.

Rebel Squadrons Objectives:

******ENGAGEMENT ONE*******
•	Build a 100 point squadron (Named pilots/crew/etc. permitted. Imperial craft are NOT permitted.)
•	The GR-75 Transport is not under your command at any time, it is pre-set to take a <X> forward move every turn, and takes no actions. (In short, it's just a giant NPC escort target). It also cannot be modified from your points pool.
•	The RS player's goal is to see the GR-75 to the nav bouy at the opposite end of the map. Once it completes a manuver that ends on it or the template overlaps it, the GR-75 is considered to have safely engaged it's hyperdrive and flee. If the GR-75 is destroyed at any time, the mission is a failure.
•	Both sides may continue to play out the engagement if they so choose, and the RS player may attempt to get their fighters to the nav bouy, but this is not nessesary, and does not change the result of the mission.
•	Before placing your pieces, you may place 4 Proximity Mines around the map. They must be at least Range 3 away from the Imperial starting position, and Range 2 away from each other. If an RS craft crosses any mine, it does not detonate, but if an Imperial one does, it behaves as normal.

******ENGAGEMENT TWO*******
•	THIS IS A 2 VS 2 MATCH. BOTH SIDES MUST HAVE 2 PLAYERS TO UNDERTAKE ENGAGEMENT TWO.
•	One player assumes control of a CR90 Corvette and GR-75 Transport, the other has the fighters. You have a total of 200 points between both players (minus 90 for the CR90) to spend. The GR-75's cost is waived for this match due to it's status as an objective. All of the RS side's rules for building the squadron applies to 
•	Any "Unique" upgrade cards can only be applied once between the two players. (ie: If one player has a Lando Calrissian crew card, the other cannot use that crew member).
•	The objective is to escort the GR-75 to the nav bouy. The RS players achieve victory when this is completed, but if it is destroyed, the mission is considered a failure for the RS side.

Imperial Force Objectives:
******ENGAGEMENT ONE*******
•	Build a 100 point squadron (Named pilots/crew/etc permitted.).
•	If any of your craft are shot down, you may "respawn" them two rounds after it's destruction. This piece is placed in the corner closest to the Imperial start position and furthest from the engagement. This is available unlimited times to the Imperial player so long as the GR-75 has not left the system.
•	The Imperial player's mission is to destroy the GR-75, and achieves a victory when they are able to do so. The Imperial mission fails if the GR-75 escapes to safety.

******ENGAGEMENT TWO*******
THIS IS A 2 VS 2 MATCH. BOTH SIDES MUST HAVE 2 PLAYERS TO UNDERTAKE ENGAGEMENT TWO.
•	One player assumes control of a CR-90 corvette, and the other is in control of the fighter force. You have a total of 200 points (minus 90 for the CR-90) to spend between both players for your forces. All rules stated in Engagement One for squadron building are applicable.
•	Again, any card with a "Unique" modifier can only be applied once between both players.
•	Any fighters lost can be "respawned" two turns after it's destruction, however, the CR-90 cannot. If the CR-90 is lost, the controlling player can deploy a 75 point reinforcement squadron to replace it, and this occurs two turns after the CR-90 is lost.
•	The Imperial force objective is to destroy the GR-75. If it reaches the nav bouy, the mission is a failure for the Imperial forces.