Here goes!
The Converging Destinies rule is still in effect, as Dark Side and Jedi alike are attempting breakthroughs of narrow, defended areas...
It is Ranto's noisy BWARRRRRRRRRRRK! that instantly alerts the guards to your approach...
You have knife armed defenders and archers- those archers actually using bent metal pieces strung with metallic wire; they also wear heavy duty mining gloves less stringing the bow slices through their fingers.
-----
ASCENT TO RED, Start of Turn 1
Junction
Relle (C11): 3 (3A BH)/1 [MA SF DU] [FE FA IM] (6F)
Galder (C9): 3/11 [DU FB PA] [SF DW IM] (4F)
Rianna (C11): 2 (1A)/15 [MA FA DW] [DU FE AS] (3F)
Dak: (C9): 2 (1A)/19 [DW SF IM] [DU WS FE TW] (3F)
Con (C8): 2 (1A)/25 [MA DW FA] (7F)
Rand (C4): 2 (1A)/0 [DW] (5F)
Azarl (C5): 1/6 [MA] (7F)
Gallador (C4*): 1/0 (5F)
Xavier (C7): 1/30 [SF DW FE] [FB AS MA] (4F)
Rah: (C9): 1/36 [FA FE WS] [SF DW] (5F)
Thugs x12 (C5)
Chunn: 0
Det: 0
Kai: 0
Almir: 0
Orikan: 0
Ranto: 0
Ramp South
Clear
Trench Area
Clear
Ramp North
Defenders x12 (C5)
Improvised Fortifications
Defenders x12 (C5)
Archers x6 (C5)
Door Area
Defenders x12 (C5)
Archers x6 (C5)
-----
Ok, so, please tell me:
a. how you are armed
b. what schticks you want in
c. any mistakes I have made