Need to finish up the pirate mission, so the plan is a more traditional extraction, but I think I can make it tiered.
The goal is to have the players recover supplies that the pirates took, and get them to the extraction zone. They will also need to escape. The 10 turn limit Extractions normally post seem like a good choice here, I just need to size the map right so it's not too long to get from one side to the other. 35-45 hexes should be long enough.
Enemy forces are supposed to be double deployment, but based on what I've read, the standard deployment might be a little light, so I may just go double deployment + some extra grunts? I keep the reinforcements invisible in Foundry so I can hold some back if the fights way too out of hand.
The goal is to have them recover 1-3 pieces of stolen goods. The more they grab, the more good graces with their CO they'll be in, because right now, they're in the shithouse. Think they'll reduce how many "unimportant" missions they'll need to do before being allowed to do the job they were brought there to do.
I also am going to reveal a hidden entrance that's people sized that the party can go into as an optional mission. Mirage took the Convenient Opportunity selection from Get A Damn Drink. I had initially thought about making it a whole fourth stage, on foot, but maybe just making them have to leave their frame for a bit to explore it is convenient enough, this way they can recover some other sort of Reserve that's more useful.
So far the pilots have deployed both Capharact grunts, and standards (in separate fights), which I really enjoyed. I think I need to deploy some actual Pirate Template enemies here though, and BOY some of the stuff in that template is nasty. Like "This will kill the pilot" type nasty. It's great.
We'll see how this all plays out. Need to make the map yet, but because it's 10 turns, this + downtime should cover the entire session.