Location: The heavily fortified trench network outside Hapunn's last factor compound. Bunkers and gun emplacements break up sight-lines over dirt churned into mud. Any hand to hand combat is particularly vicious with sentients crammed together with barely any room to maneuver. All melee and brawl attacks gain a boost dice. ■ - Boost
Premise: Storm the trenches and make a hole for the main assault. Defeat all Mandalorians present
Opposition: 3 squads of four Mandalorian crusaders (ranged), 2 squads of four Mandalorian cruaders (melee) all in the Mandalorian Defenses.
PCs start charging across no sentient's land!
Player note: Mandalorians crusaders (melee) are defence 2
It’s time to rally the troops and lead an assault on the warlord’s troops!
Participants: 4 players

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Each character may attach 2 allied soldiers to them, Republic or militia. Every two skill points of Leadership allows attaching another soldier. Players must name their soldiers; first or last name is sufficient.
Every character must make a roll, representing them leading a charge across the dangerous No Sentient’s Land. This is a Hard difficulty roll (◆◆◆) using your choice of Athletics, Coordination, Discipline, or Leadership. Failure and every two threat kills one of the attached allied soldiers; please specify which one dies. Advantage can be used at 2 to 1 to boost one of the character’s rolls in round 1 of the upcoming combat. Triumph can be used to upgrade one of the character’s rolls in round 1, or to give 1 setback to every foe in round one, as your speed is well-timed with incoming allied artillery. Finally, a Triumph can be used to negate the loss of one of your soldiers.
Post the results of your roll, along with your initiative (Cool or Vigilance). You may also decide whether to begin the combat at Short, Medium, or Engaged with the Mandalorian defenses.
Each living soldier attached to your character adds a boost die■ - Boost to a single combat skill roll your character makes each round. You may choose to sacrifice a soldier to negate one hit against your character. Please note, this is most likely represented by the soldier incidentally taking a hit, or perhaps sacrificing themselves; only use them as IC body shields if you really want to.
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Mandalorian Defenses
Ranged attacks at any distance besides Engaged suffer two setback dice ■ ■ due to the abundance of cover.
Due to the tight quarters, everyone within the Mandalorian Defenses counts as Engaged with everyone else. However, because of the twists and turns, Blast weapons will only hit one additional target, and each player only applies the increased Difficulty from being engaged to their choice of two Mandalorian squads. Additionally, players cannot hit their allies when firing at engaged targets (Mandalorians still can).
At the start of each round, the GMs may nominate one Mandalorian squad to attempt to man the Light Repeating Blaster. This squad must take the last initiative slot (temporarily moving one to the bottom if one isn’t there), and can only be Engaged if every other Mandalorian squad is also engaged. If no members of this squad are killed before they attack, they are treated as being armed with a Light Repeating Blaster when they attack. They cannot use the Light Repeating Blaster if they are engaged.