ALL X-WING MISSIONS

Mission 1:                         Political Escort

Mission 2:                 Asteroid Run

Mission 3:                 Dark Whispers

Mission 4:                 Den of Thieves

Mission 5:                 Preystalker

Mission 6:                 Undeniable Assets

Mission 7:                 Cutting the Cord

Mission 8:                 Rendezvous

Mission 9:                 Jump To Subspace

Mission 10:                 Get In, Get Out

Mission 11:                 Interdiction

Mission 12:                 Bounty Hunt

Mission 13:                 Pursuit

Mission 14:                 Hunting the Hunter

Mission 15:                 Sabotage

Mission 16:                 Payback

Mission F1:                 Ambush

Mission F2:                Raid

Mission F3:                 Rescue

Missions 1-9 Setup Cards


Mission: 1 - Political Escort

Plot Summary

En route from Dantooine, a Rebel senator's fleet was ambushed by the Empire and nearly wiped out. The senator himself escaped in a shuttle, but a stray blast knocked out his ship's hyperdrive and sensors. Utterly reliant on his escort, the Rebel Senator can do little more than go straight forward and hope he reaches the outskirts of a friendly system soon. Unfortunately, the Imperial fleet has already dispatched fighters to round up the survivors. Now, the Rebel escort must protect the Senator until he can reach safety, but the Imperials won't make it easy for them…

Mission Setup

Rebel: Red Squadron Pilot.

Imperial: 2 Academy Pilot, Academy Pilot (use ID tokens to identify the two ships).

The Rebel player places the senator's shuttle token within Range 1 of his edge of the play area. The shuttle must be placed in the exact center of his edge, with its artwork pointing directly toward the Imperial player's edge of the play area. Then he places his ship(s) within Range 2 of his edge of the play area. Place one unused Rebel Ship card facedown near the Rebel player's other Ship cards outside the play area (see "Shuttle Damage" below}. Then he places his ship(s) within Range 2 of his edge of the play area. Then the Imperial player places his ships within Range 2 of his edge of the play area.

Special Rules

  • Shuttle Stats: Treat the senator's shuttle as a Rebel ship, which means that Rebel abilities that affect "friendly ships" may target the shuttle. It has an agility value of "2" and a hull value of "6", as shown on the token. (If playing with 100-point squads, it has a shield value of "6". Use tracking tokens to represent the shuttle's shields.)
  • Shuttle Movement: At the start of the Activation phase, the senator's shuttle may move by executing one of three maneuvers: [2 straight], [1 left bank], or [1 right bank]. The senator's shuttle cannot perform actions or attack.
  • Shuttle Damage: For each damage the shuttle suffers, place one Damage card facedown on top of the facedown Rebel Ship card (placed during setup). Change all critical results against the senator's shuttle to hit results (i.e. do not deal Damage cards faceup to the senator's shuttle).
  • Protect Action: Rebel ships may perform a PROTECT action when within Range 1 of the senator's shuttle. When performing a PROTECT action, the Rebel player places one evade token on the senator's shuttle. When attacked, the senator's shuttle may spend its evade token to add one additional evade result to its defense roll.
  • There is no limit to the number of evade tokens that may be on the senator's shuttle at once. The Rebel player may spend only one evade token during each attack. During the End phase, remove all evade tokens from the senator's shuttle.
  • Imperial Reinforcements: During the End phase, the Imperial player may call for one REINFORCEMENT for each Imperial ship that was destroyed in that round. For each reinforcement, he takes one Academy Pilot Ship card and places it outside the play area. Then he places one "Academy Pilot" ship within Range 1 of his edge of the play area. The Imperial player can assign maneuvers to this ship and use it as normal.

Mission Objectives

Rebel Victory: The senator's shuttle must flee off the Imperial player's side of the play area.

Imperial Victory: Destroy the senator's shuttle.


Mission: 2 - Asteroid Run

Plot Summary

While securing the Outer Rim, Rebel ships came across a hidden Imperial outpost! Unfortunately, before they could contact the Rebellion, the Imperial facility's ion cannons fired a barrage, disabling the communications relay and hyperdrive engine on one of the Rebel ships. In desperation, the Rebels have fled to a nearby asteroid field while their astromechs attempt to repair the damaged systems. Hopelessly outnumbered, the disabled ship must survive until its systems are back online, and then must flee the battlefield in order to notify Rebel high command!

Mission Setup

Rebel: Luke Skywalker with Determination

Imperial:  "Night Beast", "Mauler Mithel" with Marksmanship

The Imperial player places his ships within Range 1 of either player's edge of the play area. He is not required to place all of his ships on the same side of the play area. Then the Rebel player places his ship(s) anywhere in the play area that is not within range 1-3 of either the Imperial edge or the Rebel edge of the play area. He chooses one of his ships to be the DISABLED SHIP and inserts a tracking token into its base. Then the Imperial player places the six asteroid tokens anywhere in the play area that is not within Range 1 of any Rebel Ships or other asteroid tokens

Special Rules

  • Tracking Rounds: At the start of each Planning phase (including the first one), the Rebel player takes one tracking token from the supply and places it near his Ship cards outside the play area. The number of tracking tokens indicates the current round number (see "Objectives").
  • Disabled Ship: Until the disabled ship's systems are REPAIRED, it may be assigned only 1- or 2- speed maneuvers. At the start of Round 5, the disabled ship is repaired. The Rebel player may now assign this ship any maneuver available on its dial and may attempt to flee (see "Objectives").
  • Imperial Reinforcements: During the End phase, the Imperial player may call for one REINFORCEMENT for each Imperial ship that was destroyed during that round. For each reinforcement, he takes one "Academy Pilot" Ship card and places it outside the play area. Then he places one "Academy Pilot" ship within Range 1 of either player's edge of the play area. The Imperial player can assign maneuvers to this ship and use it as normal.

Mission Objectives

Rebel Victory: The disabled ship must flee off either player's edge of the play area during Round 5 or later. If it flees in this way, it is not considered destroyed.

Any ships that flee before Round 5, or flee from a non-Imperial/non-Rebel edge of the play area are destroyed as normal.

Imperial Victory: Destroy the disabled ship.


Mission: 3 - Dark Whispers

Plot Summary

Imperial scouts have located a Rebel holonet satellite network, critical to maintaining secret communications across the entire galaxy. if Imperial ships can get close enough, they can download and decipher the encrypted Rebel transmissions. The Rebel defenders must hold off the Imperial fighters until security safeguards can be implemented to lock down the transmissions, disabling the holonet network but keeping the data safe.

Mission Setup

Rebel: Red Squadron Pilot with Proton Torpedoes and R2-F2

Imperial: Black Squadron Pilot with Determination, Obsidian Squadron Pilot

The Imperial player places his ships within Range 1 of his edge of the play area. Then the Rebel player places one satellite token within Range 3, one satellite token within Range 2, and his ship(s) within Range 1 of his edge of the play area. (If playing with 100-point squads, the Rebel player places one additional satellite token token within Range 3 and one additional satellite token within Range 2 of his edge of the play area.) Each satellite token must be at Range 2 or farther away from both edges of the play area. After placement, each satellite must be at Range 2-3 of at least one other satellite.

Special Rules

  • Scanning: Instead of performing an attack during the Combat phase, an Imperial ship that is overlapping a satellite token may SCAN the token. To do so, he removes that satellite token from the play area and places it on the scanning ship's Ship card (see "Objectives" below). A ship may scan more than one satellite token.
  • If a Rebel ship is overlapping a satellite, an Imperial ship that is touching that Rebel ship may scan the satellite as if the Imperial ship were overlapping the satellite token.
  • If an Imperial ship is destroyed after scanning one or more satellite tokens, return all satellite tokens on its Ship card to the supply.
  • Rebel Reinforcements: During the End phase, the Rebel player may call for one REINFORCEMENT for each Rebel ship that was destroyed during that round. For each reinforcement, he takes one "Rookie Pilot" Ship card and places it outside the play area. Then he places one "Rookie Pilot" ship within Range 1 of his edge of the play area. The Rebel player can assign maneuvers to this ship and use it as normal.

Mission Objectives

Rebel Victory: Destroy all Imperial ships (or return all satellite tokens to the supply).

Imperial Victory: After all satellite tokens have been scanned, at least one Imperial ship that scanned a satellite must flee off the Imperial edge of the play area. Ships that flee in this way are not considered destroyed.

Any ships that flee before all satellite tokens have been scanned, or flee from the non-Imperial edge of the play area, are destroyed as normal.


Mission: 4 - Den of Thieves

Plot Summary

On Tatooine, the cantinas are empty thanks to the latest Holonet transmission - a high price has been set on the leader of the Rebel forces desperately fleeing the area. Scum and villainy across the planet scramble to claim the bounty. But the best hunters have already found their prey, assailing the Rebel squadron as it turns to face the relentless pursuit.

Mission Setup

Rebel: 100 Squad Points.

Imperial: 100 Squad Points.

The Imperial player places his ships within Range 1-3 of the Imperial edge of the play area and not within Range 1 of the neutral edges of the play area. Then the Imperial player chooses two of his ships and assigns one escort token to each (insert the tokens into the tower of each ship's base). Then the Imperial player places three container tokens within Range 1-3 of the Imperial edge of the play area. A container token cannot be placed within Range 1 of the neutral edges of the play area, and it must be at Range 3 or farther away from each other container token. The container tokens must be oriented to face directly toward the Rebel edge of the play area as depicted in the setup diagram. Then the Rebel player places his ships within Range 1 of the Rebel edge or the neutral edges of the play area. A Rebel ship cannot be placed within Range 1-2 of a container token. Then the Rebel ship assigns the smuggler token to one of his ships, inserting the token into the tower of that ship's base.

Special Rules

  • Steal Action: The Rebel ship with the smuggler token may perform the STEAL action on a container token within Range 1. To perform the steal action, the Rebel player simultaneously rolls three attack dice and three defense dice. If he rolls More critical results than evade results, he removes the container token from the play area and places it next to his Ship cards. If the number of critical results is equal to or less than the number of evade results, he places one tracking token on the smuggler's Ship card. Each tracking token automatically adds one critical result to each future steal action roll. The steal action may be performed even if the ship has stress tokens.
  • Containers: Container tokens do not count as ships or obstacles, and they cannot be attacked or destroyed. At the start of the End phase, each container token executes a [2 Straight] maneuver toward the Rebel edge. If a container token is within Range 1 of one ship with an escort token, it executes a [3 Straight] maneuver instead. If a container token is within Range 1 of two ships with escort tokens, it executes a [4 Straight] maneuver instead.
  • Escort Tokens: When a ship with an escort token is destroyed, the Imperial player may place that token on one of his other ships at the end of the End phase. He cannot place it on a ship that already has an escort token.
  • Smuggler Token: At the end of the Planning phase, the Rebel player may assign the smuggler token to another one of his ships. When the smuggler token is assigned to a new ship, discard all tracking tokens from the previous ship.

Mission Objectives

Rebel Victory: Collect two container tokens next to your Ship cards.

Imperial Victory: Two containers must flee off the Rebel edge of the play area. You may win even if all of your ships are destroyed.


Mission: 5 - Preystalker

Plot Summary

On Tatooine, the cantinas are empty thanks to the latest Holonet transmission - a high price has been set on the leader of the Rebel forces desperately fleeing the area. Scum and villainy across the planet scramble to claim the bounty. But the best hunters have already found their prey, assailing the Rebel squadron as it turns to face the relentless pursuit.

Mission Setup

Rebel: 150 Squad Points (see rules below).

When the Rebel player builds his squad, he must choose one of his ships to have a BOUNTY. The squad point cost of this ship is doubled. Regardless of the number of elite icons in its upgrade bar, treat this ship as having two elite upgrade icons. Reduce the combined cost of all Upgrade cards equipped to the ship by 10 (to a minimum of 0).

Imperial: 90 Squad Points.

The Rebel player places his ships anywhere in the play area that is not within Range 1-3 of the Rebel or Imperial edges of the play area. Each Rebel ship must directly face the Rebel edge of the play area as depicted in the set diagram. Each ship placed by the Rebel player receives one stress token. Then the Rebel player inserts the bounty token into the tower of the Rebel ship's base that he chose during squad building. Then the Imperial player places his ships within Range 1-3 of the Imperial edge of the play area.

Special Rules

n/a

Mission Objectives

Rebel Victory: Destroy all Imperial ships.

Imperial Victory: Destroy the ship with the bounty.


Mission: 6 - Undeniable Assets

Plot Summary

Imperial Intelligence deployed a team of undercover agents on a convoy contracted to Xizor Transport Systems, hoping to uncover the Alliance's infrastructure. Rebel sympathizers in the convoy discovered the plot and disabled the convoy before it could return to Imperial space. The Empire's forces must cover the agents as they escape: any agents forced to flee without escort will surely fall into Rebel hands.

Mission Setup

Rebel: 100 Squad Points.

Imperial: 120 Squad Points.

The Rebel player places one disabled ship token into the play area. Then he places two more disabled ship tokens into the play area, each at Range 3 of the first disabled ship and not at Range 1 of each other. Disabled ships cannot be placed within Range 1 of any edge of the play area. Then he places four passengers (tracking tokens) on each disabled ship. Then the Rebel player places his ships anywhere within Range 1-2 of the upper-left and/or lower-right corners of the play area as depicted in the setup example. Then the Imperial player places his ships anywhere within Range 1-3 of the lower-left corner of the play area and/or within Range 1 of the upper-right corner of the play area as depicted in the setup example.

Special Rules

  • Disabled Ships: Treat each disabled ship as an Imperial ship with an agility value of "3". Disabled ships cannot execute maneuvers, perform actions, or attack. They do not receive Damage cards and cannot be destroyed.
  • Rescue Action: Imperial ships may perform a RESCUE action when within Range 1 of a disabled ship. To perform a rescue action, the Imperial player takes as many passengers as desired from one disabled ship at Range 1 and assigns them to the ship performing the action. Then, for each passenger rescued during this action, the ship suffers damage equal to the speed of the maneuver it executed. For example, if a Lambda-class shuttle executes a 3-speed maneuver and rescues two passengers, it suffers six damage. The rescue action cannot be performed as a free action.
  • Capturing Passengers: When a disabled ship suffers from one or more critical damage from an attack, the Rebel player captures one passenger on that ship. Alternatively, if an Imperial ship is destroyed, the Rebel player captures all rescued passengers assigned to that ship. Captured passengers are placed next to the Rebel player's Ship cards.
  • Securing Passengers: If an Imperial ship with one or more passengers flees the play area off an Imperial edge, it is not destroyed. Instead, the Imperial ship SECURES all passengers on that ship, placing them next to his Ship cards. At the start of the End phase, that ship may be placed within Range 1 of either Imperial edge of the play area with all the Upgrade cards, shield tokens, and Damage cards it had when it fled.
  • Rebel Reinforcements: At the end of the End phase, the Rebel player may call for one reinforcement for each Rebel ship that was destroyed during that round. For each reinforcement, he takes the Ship card with the lowest squad point cost matching the destroyed ship's type and places it outside the play area. Then he places the matching ship within Range 1-2 of any corner chosen by the Imperial player. The Rebel player can use this ship as normal.

Mission Objectives

Rebel: Capture six passengers or destroy all Imperial ships (excluding disabled ships).

Imperial: Secure five passengers.


Mission: 7 - Cutting the Cord

Plot Summary

Alliance intel has speculative data on a new flight system that tremendously enhances the abilities of a normal starfighter. Recon images of hidden Imperial facilities suggest the prototype still depends on short-range broadcasts from these structures. Rebel Command has dispatched a strike team to destroy these assets; if the prototype gains long-range functionality, Rebel fighters will never again enjoy space superiority.

Mission Setup

Rebel: 110 Squad Points; The Rebel player must assign two operatives (tracking tokens) to one of his Ship cards.

Imperial: 100 Squad Points; The Imperial player must field a non-unique ship as the PROTOTYPE, and he assigns the prototype ID token to it.

The Imperial player places six asteroid tokens into the play area. Each asteroid must be placed at Range 1-2 of at least one other asteroid without overlapping, and they cannot be placed at Range 1 of any edge. Then the Imperial player looks at each function token and places each one facedown on a different asteroid. Then the Rebel player may move up to three asteroids to anywhere at Range 1 of their original positions. Then he chooses which edge of the play is his edge. The Imperial player's edge is the opposite edge. Then the Imperial player places his ships anywhere in the play area that is not within Range 1-3 of the Rebel edge. Then the Rebel player places his ships within Range 1-2 of the Rebel edge of the play area. The Rebel player has initiative.

Special Rules

  • Facilities: Each asteroid and function token pair is a FACILITY. Facilities are treated as obstacles that can be attacked, target-locked, damaged, and destroyed as if they were Imperial ships. Each facility with a facedown function token has a hull value of "3" and an agility value of "4". Each faceup facility token has an agility value of "2".
  • Deploying Operatives: When the Rebel ship with the operatives executes a maneuver and overlaps a facility, it may deploy one operative. To do this, the Rebel player removes one operative from that ship's Ship card and places it next to the ship's base. While this token is assigned to the ship's base, the ship's agility value is reduced to 0. If this ship deploys an operative, it does not roll for damage from overlapping the facility.
  • Sabotage: At the start of the End phase, if the Rebel player deployed an operative this round, he may look at a function token assigned to one facility that the operative's ship overlaps. Then, he must either return the operative to the game box to destroy that facility, or return the operative to the Ship card that it was deployed from. If the operative's ship is destroyed before the End phase, the operative is returned to the game box without effect.
  • Sync Action: The prototype may perform the sync action. To perform this action, the prototype chooses one facility within Range 1 and flips its function token faceup. Faceup function tokens convey the following effects to the prototype:
  • When attacking, you may change all of your hit results to critical results.
  • You may perform 1 additional attack during your activation in the Combat phase.
  • Increase your primary weapon value by 2 and your agility value by 1.
  • Increase your hull value by 3.
  • You cannot be attacked with secondary weapons.
  • You may treat all your maneuvers as green maneuvers.
  • Destroying Facilities: When a facility suffers damage or critical damage, instead of drawing Damage cards, assigned a damage token to it to indicate its current damage. When a facility is destroyed, its function token and damage token are returned to the game box and its effect is no longer active. The asteroid remains in play as an obstacle.

Mission Objectives

Rebel Victory: Destroy the prototype.

Imperial Victory: Destroy all Rebel ships.


Mission: 8 - Rendezvous

Plot Summary

After escaping from the Hoth system, three straggling transports rendezvous at the predetermined coordinates and plan a course of action. Despite their best efforts, Imperial forces tracked one GR-75's sensor trail to the rendezvous point. As the Imperial trap springs, the Rebels scatter, hoping that the majority of the gathered forces manage to survive.

Mission Setup

Rebel: 3 GR-75s (each with Combat Retrofit), 200 squad points. On each GR-75, reduce the combined cost of the Upgrade cards equipped to that ship by 10 (to a minimum of 0).

Imperial: 250 Squad Points

The play area is 4' x 3'.

The Rebel player places his GR-75 ships in the play area. Each GR-75 must touch the Rebel edge and cannot be at Range 1-2 of a neutral edge. Then the Imperial player places four hyperspace tokens along his edge. He must place each hyperspace token beyond Range 3 of each other hyperspace token. Then the Imperial player divides his ships into four groups. He must distribute his ships as evenly as possible among the groups (ignoring squad point cost). Then he places each group in the play area at Range 1 of a different hyperspace token. Then the Rebel player places his remaining ships within Range 1-3 of the Rebel edge. Then the Imperial player removes one of the hyperspace tokens from the play area. For each remaining hyperspace token, he assigns the matching group token to a different GR-75.

The Rebel player has initiative.

Special Rules

  • Huge Ship Collisions: If a GR-75 overlaps another GR-75, use the rules for "Overlapping Huge Ships" with one exception: the GR-75 that just executed its maneuver must skip its "Use Energy" and "Perform Action" steps.
  • Assist Action: Each GR-75 may perform the ASSIST action. To perform this action, the GR-75 chooses another GR-75 at Range 1-2. The chosen GR-75 may immediately perform one free action. This is an exception to the GR-75's inability to perform free action.

Mission Objectives

Rebel Victory: Two GR-75s must flee the play area; each must flee with a portion of one section still in the play area at Range 1 of the hyperspace token matching its group token.

Imperial Victory: Destroy two GR-75 ships.


Mission: 9 - Jump to Subspace

Plot Summary

Hunched over inside an escape pod, a Rebel operative holds a high-ranking Moff at gunpoint. "I know it's cramped in here; quit complaining. I don't have much faith in this thing's life support, so stop using up all the oxygen." The Rebel operative tries the comms again. "Come in Dagger Squadron, do you read me? Dagger Squadron?"

"Copy that. Your last transmission came in garbled, what's your status?'

Holstering his blaster, the operative replies, "I appear to have gotten myself in a bit of a sticky situation. The good news is I escaped the facility with the target, and as far as I can tell, the Imperials don't know our current position."

"Great! Mission accomplished! What's the bad news?"

"We're adrift in a damaged escape pod, the thrusters are failing, and we are rapidly approaching an asteroid belt. You need to send help, and fast. It won't take long for them to realize where their Moff and I went."

"Maintain your position; we are scrambling some rescue craft now. Our engineers should be able to jury-rig something that will give your escape pod enough juice to get out of there."

The cabin lights in the pod flicker. "Don't worry, we're not going anywhere."

After a few minutes of the pair silently drifting through space, the Moff, staring out a viewport stiffens his back. "Ha, see that? Your little rescue is over before it's begun." Almost immediately, green lasers streak by the viewport. The Rebel operative smiling smugly turns to his captive. "I guess we're about find out disposable an asset you are."

Mission Setup

Rebel: 100 squad points; the Rebel player must field at least one A-wing and one B-wing as part of his squad; at least one of those ships must be unique.

Imperial: 75 squad points; the Imperial player cannot field large ships.

The Imperial player places one of the six asteroid tokens into the asteroid setup area (see setup diagram). Then, the Rebel player chooses one of the remaining asteroid tokens and places it into the setup area. The players continue to alternate until all six tokens have been placed. Asteroids cannot be placed within Range 1 of any other asteroid. The Rebel player then places the escape pod token within Range 2 of the Imperial edge and equidistant from the 2 neutral edges. Then, starting with the Rebel player, each player takes a turn placing one of his ships in one of the two marked deployment areas as shown on the setup diagram. At least 25 points worth of ships must be deployed in each deployment zone.

The Imperial player has initiative.

Special Rules

  • Escape Pod: The escape pod token does not count as a ship or an obstacle. It cannot perform actions, attack, does not obstruct attacks, etc. It may move through and overlap obstacles without penalty.
  • Jump-starting the Engines: At the end of the Activation phase, the Rebel player may choose two of his ships that are at Range 1-2 of each other. If he can draw a line between those ships that also passes through the escape pod, he may assign 2 tracking tokens to the escape pod.
  • Escape Pod Movement: At the start of the Activation phase, if the escape pod has at least one tracking token, the Rebel player must remove one tracking token and move the escape pod by executing one of three maneuvers [2 Straight], [1 Left Bank], or [1 Right Bank]. The escape pod cannot perform actions.
  • Imperial Reinforcements: At the end of each End phase, the Imperial player may call for one reinforcement for each Imperial ship with a pilot skill of "4" or higher that was destroyed that round. For each reinforcement, he takes the lowest-cost Ship card that matches the destroyed ship's type and places it outside the play area. Then he places the matching ship within Range 1-2 of any corner chosen by the Rebel player. The Imperial player uses this ship as normal.

Mission Objectives

Rebel Victory: The escape pod must flee off the Rebel edge.

Imperial Victory: Destroy all Rebel ships.


Mission: 10 - Get In, Get Out

Plot Summary

After Imperial forces destroyed a Rebel smuggling operation, the Rebel Alliance offered a substantial reward for anyone willing to brave Imperial patrols and recover the smugglers' supplies. Only one pilot was daring (and foolish) enough to accept the mission.

Mission Setup

Rebel: Dash Rendar with Leebo, Heavy Laser Cannon, Proton Rockets, Countermeasures, Lone Wolf, Outrider. Alternatively, the Rebel player may field Dash Rendar and up to 22 points of upgrades.

Imperial: 75 squad points; the Imperial player cannot field more than 3 ships and cannot field large ships.

The Imperial player places the six unique asteroid tokens from his core set and the three debris cloud tokens next to the play area. He chooses one of these obstacle tokens and places it into the play area. The players continue to alternate until all nine obstacle tokens have been placed. An obstacle token cannot be placed within Range 1 of any edge of the play area or within Range 1 of another obstacle token. Then, the Imperial player takes the five cache tokens, turns them facedown, and randomizes them. He chooses one of these tokens and, without looking at it, places it facedown on any obstacle. Then the Rebel player chooses one of the remaining cache tokens and, without looking at it, places it facedown on any obstacle. The players continue to alternate until all five cache tokens have been placed. A cache token cannot be placed on an obstacle that already has a cache token on it. Then, the Imperial player places his entire squad within range 1 of the Imperial edge. Then, the Rebel player places Dash Rendar within Range 1 of the Rebel edge.

Special Rules

  • Man with a Mission: Dash Rendar may perform 1 additional free action during his perform action step. If Dash Rendar is overlapping an obstacle with a cache token on it during the activation phase, he may perform the PICKUP action. To perform the pickup action, the Rebel player reveals the cache token. If it is a raided cache token, there is no effect. If it is an intact cache token, he places it on his ship card.
  • Imperial Reinforcements: At the end of each End phase, the Imperial player may call for one reinforcement for each Imperial ship that was destroyed during that round. For each reinforcement, he rolls 1 attack die. On a Hit or Critical Hit result, he deploys Academy Pilot within Range 1 of a neutral edge of his choice. On a Focus or blank result, he deploys one Academy Pilot within Range 1 of a neutral edge of the Rebel player's choice.

Mission Objectives

Rebel Victory: Flee off any board edge with three intact cache tokens on Dash Rendar's ship card.

Imperial Victory: Destroy Dash Rendar.


Mission: 11 - Interdiction

Plot Summary

The Imperial Commander stood stock-still upon the bridge of the VT-49 Decimator; hands clasped tightly behind her back, watching through the viewports as two TIE/ln fighters moved to intercept a pair of Rebel ships. "Perhaps you can explain something to me, lieutenant," she said, her icy voice breaking the silence. "Why aren't our batteries firing?"

"Our fighters are engaging the enemy, Commander. We have no clear shot."

"I have heard you praise the accuracy of your gunnery teams on numerous occasions. I hope it was more than idle boasting. Commence firing!"

Mission Setup

Rebel: 100 squad points; the Rebel player must field exactly four small ships.

Imperial: Rear Admiral Chiraneau with Ruthlessness, Ysanne Isard, Ion Torpedoes, Dauntless, 2 Academy Pilots. Alternatively instead of Rear Admiral Chiraneau and his upgrades, the Imperial player may spend up to 60 squad points on a VT-49 Decimator with equipped upgrade cards.

The Imperial player places all six of the asteroids in the play area. Asteroids cannot be placed within Range 1 of any other asteroid. Then the Imperial player chooses two of the Rebel player's ships. The Rebel player places those ships within Range 1 of the Rebel edge. Then the Imperial player places his ship within Range 1 of either of the two Imperial edges.

Special Rules

  • Ruthless: Note that Ruthlessness affects enemy and friendly ships alike.
  • Total Annihilation: When the VT-49 Decimator destroys a ship, the Imperial player places one of the debris cloud obstacle tokens in the play area such that at least part of the debris cloud overlaps the base of the destroyed ship.
  • Call For Backup: At the end of the third round, the Rebel player places his two remaining ships within Range 1 of any edge. The Rebel player uses these ships as normal.

Mission Objectives

Rebel Victory: Destroy all Imperial ships.

Imperial Victory: Destroy all four Rebel ships.


Mission: 12 - Bounty Hunt

Plot Summary

Sometimes a bounty is so lucrative, it draws hunters from all over the galaxy. Lucky hunters arrive before their competitors. Unlucky hunters arrive too late. Really unlucky hunters arrive at the same time!

That much is certain: when the stakes are high, there can be but one victor!

Mission Setup

Imperial: Boba Fett with Heavy Laser Cannon, Seismic Charges, Stealth Device, Determination, 48 squad points.

Rebel: Han Solo with Chewbacca, Elusiveness, Millennium Falcon, 47 squad points.

Scum & Villainy: IG-88B with Ion Cannon, "Mangler" Cannon, Accuracy Corrector, "Hot Shot" Blaster, Seismic Charges, IG-2000, 49 squad points.

Alternatively, each player may build a squad with 100 squad points and nominate one ship as the WING LEADER.

Place the six asteroid tokens from the core set next to the play area. Then, the Imperial player chooses one asteroid and places it into the play area. Then, the Rebel player chooses one of the remaining asteroids and places it into the play area. Then, the Scum player chooses one of the remaining asteroids and places it into the play area. This sequence continues until all six asteroids have been placed. Asteroids cannot be placed inside any setup area or at Range 1-2 of another asteroid. Then, each player collects the three order tokens that match their faction and places them next to their wing leader Ship card.

Special Rules

  • Initiative: The Imperial player has initiative, followed by the Rebel player, and the Scum player is last. When activating ships with the same pilot skill, the Imperial player activates all ships first, followed by the Rebel player, followed by the Scum & Villainy player. When ships with the same pilot skill fire in the Combat phase, the Imperial player attacks with all ships first, followed by the Rebel player, followed by the Scum player.
  • Wing Leader: Boba Fett is the wing leader of the Imperial squadron, Han Solo is the wing leader of the Rebel squadron, and IG-88B is the wing leader of the Scum squadron.
  • If the player's wing leader is destroyed (or if it flees the battlefield), that player is eliminated! After resolving all simultaneous attacks, that player's remaining ships (if any) are destroyed.
  • Order Tokens: At the start of each round, each player may assign one of his unused order tokens to his wing leader or one friendly ship at Range 1-3 of it. Place the token facedown on the chosen ship's Ship card. At the start of the Activation phase, players reveal all tokens simultaneously. Each token has one of the following effects:
  • TAKE EVASIVE ACTION: Increase the ship's agility value by 1 until the end of the round.
  • OPEN FIRE: Treat this ship's pilot skill value as "12" during the Combat phase.
  • STAY FROSTY: Treat all maneuvers this ship executes as green maneuvers until the end of the round.
  • During the End phase, discard all assigned order tokens. They may not be used again.

Mission Objectives

Victory: Destroy all enemy ships.


Mission: 13 - Pursuit

Plot Summary

A dogged Imperial Raider-class corvette pursues a desperate band of Rebels across the void of space.

Mission Setup

Rebel: CR90 (25 squad points worth of upgrades), 125 squad points; the Rebel player must field at least 2 unique ships as part of his squad.

Imperial: Raider-class corvette (25 squad points worth of upgrades), 100 squad points; the Imperial player cannot field any large ships.

The play area is 4' x 3'.

Starting with the Rebel player, each player takes turns place the six unique asteroids within Range 2-5 of the Rebel edge. An asteroid token cannot be placed at Range 1 of any edge of the play area or at Range 1 of another asteroid token. Then, the Imperial player places the Raider within Range 1 of the Imperial edge and each of his small ships within Range 2 of the Imperial edge. Then, the Rebel player places his ships within Range 5 of the Imperial edge with the front of each ship facing the Rebel edge and the sides of each ship base parallel to the neutral edges.

The Rebel player has initiative.

Special Rules

  • Pursuit: At the start of the Activation phase, the Imperial player reveals the maneuver dial of the Raider. Any small Rebel ship that has the Rebel edge inside its firing arc (regardless of range) reduces the speed of its revealed maneuver by the speed of the Raider's revealed dial (to a minimum of 1).
  • Distress signal: At the end of the second and third rounds, the Rebel player rolls an attack die. If it is a Hit result, the Rebel player places the CR90 within Range 1 of the Rebel edge. At the end of the fourth round, if the CR90 has not been placed, place it within Range 1 of the Rebel edge.
  • Rebel Rescue: When the CR90 is placed into the play area, assign energy tokens to all equipped upgrade cards and to the aft section Ship card up to its energy limit. While the CR90 is in the play area, the Pursuit rules are ignored.

Mission Objectives

Rebel Victory: At least one unique small Rebel ship flees off the Rebel edge.

Imperial Victory: Destroy all unique Rebel ships.


Mission: 14 - Hunting the Hunter

Plot Summary

The bounty hunter hisses as his ship is violently wrenched out of hyperspace. Klaxons blare and his scopes light up with a squadron of Rebel fighters, coming in fast and looking none too friendly. Too many to fight, but something had disabled his hyperdrive - there! Four gravity well projectors in an interdiction pattern. Well, well it had been a while since he walked into a trap. Never mind; the Rebels were about to find out they snared a bigger fish than they bargained for.

Mission Setup

Rebel: 150 squad points; when the Rebel player builds his squad, he must build 2 groups of up to 75 squad points each.

Scum & Villainy: Bossk (Marksmanship, Outlaw Tech, Engine Upgrade, Hound's Tooth), 50 squad points. Alternatively, the Scum player may build a squad of up to 100 squad points that includes Bossk equipped with the Hound's Tooth Upgrade card.

The Rebel player places one satellite token from the core set within Range 1 of each corner. Then place the six asteroids from the core set next to the play area. The Rebel player chooses one asteroid and places it in the play area. Then the Scum player chooses one of the remaining asteroids and places it in the play area. This sequence continues until all six asteroids have been placed. Asteroids must be placed within Range 1-3 of the edge of the play area and cannot be placed at Range 1-2 of any satellite or another asteroid. Then the Rebel player chooses one of his squads and place those ships within Range 1 of either of the two Rebel edges. At least one ship must be placed in each setup area. Then the Scum player places his ships in the center of the play area, beyond Range 1-3 of any edge.

The Rebel player has initiative.

Special Rules

  • Satellites: Satellites are treated as obstacles that can be attacked, target-locked, damaged, and destroyed. Each satellite has a hull value of "4" and an agility value of "1". For each damage or critical damage a satellite suffers, place one damage token near that satellite. For each critical damage a satellite suffers from an attack by Bossk or Naphtha Pup Pilot, place two damage tokens near that satellite. When there are four or more damage tokens near a satellite, it is destroyed.
  • Closing the Jaws: At the end of the third round, the Rebel player places his other squad within Range 1 of either neutral edge. At least one ship must be placed near the edge.

Mission Objectives

Rebel Victory: Destroy both Bossk and Nashtah Pup.

Scum Victory: Destroy the four satellite tokens. Alternatively, destroy all Rebel ships.


Mission: 15 - Sabotage

Plot Summary

The captain of the VCX-100 eases back on the throttle as she approaches the rendezvous point. The sensor scramblers are active and the scopes are clear; but it's always best to slip in slowly and quietly. Cutting the engines, she settles the freighter into a smooth, silent glide, and turns to her copilot. "Spectre 5 has been out of contact for days. Are you sure she'll make the rendezvous?"

"She'll be there."

"You're assuming everything went according to the plan. Nothing ever goes according to plan."

"You know she went dark to avoid detection. It---"

The copilot breaks off mid-sentence. One of the Empire's deadly new TIE prototypes approaches, flanked by four TIE fighters.

"Let's hope you're right, because they're ready for us. Battle stations!"

Mission Setup

Rebel: Kanan Jarrus (VCX-100; Reinforced Deflectors, Dorsal Turret, Ezra Bridger, Chopper, Ghost), Hera Syndulla (Attack Shuttle; Predator, Phantom). Alternatively, the Rebel player may build a squad of up to 79 squad points consisting of a VCX-100 equipped with the "Ghost" title, an Attack Shuttle equipped with the "Phantom" title, and their equipped Upgrade cards.

Imperial: The Inquisitor (Deadeye, Homing Missiles, TIE v/1, Guidance Chips), 4 Obsidian Squadron Pilots. Alternatively, the Imperial player may build a squad of up to 79 squad points that includes at least five ships.

The Imperial player places any six obstacles into the play area. An obstacle cannot be placed within Range 1-2 of the edge of the play area or at Range 1 of another obstacle. Then, the Rebel player places the six sabotage tokens (five explosives tokens and one operative token) facedown and shuffles them. Without looking at the facedown side, he places one sabotage token on each obstacles. Then, the Imperial player places his entire squad within Range 1 of the Imperial edge. The, the Rebel player places the Ghost within Range 1 of the Rebel edge. The Phantom begins the game docked.

The Rebel player has initiative.

Special Rules

  • Rebel Operative: At the beginning of the second round, reveal all sabotage tokens. After these tokens have been revealed, the Phantom ignores the effect of overlapping the obstacle with the operative token on it. Additionally, if it is overlapping this obstacle during the activation phase, it may perform the PICKUP action. When this action is performed, equip the "Sabine Wren" Upgrade card and the "Thermal Detonators" Upgrade card to the Phantom and remove the operative token.
  • Detonation: Immediately after the operative token is removed, each ship at Range 1 of at least one obstacle with an explosives token on it suffers one damage and receives on stress token, and all obstacles with explosives tokens on them are removed from the play area.
  • Lake Pickup: At the end of round five, if the Rebel player has not picked up the operative, the operative is captured and the Imperials win.

Mission Objectives

Rebel Victory: Destroy all Imperial ships.

Imperial Victory: Prevent the Rebel player from picking up the Rebel operative for five rounds or destroy the Ghost and the Phantom.


Mission: 16 - Payback

Plot Summary

The bounty hunter studied his scopes, his breathing slow and regular. The Rebel squadron had him outnumbered, outgunned. It would be an impossible fight, save for one thing: preparation.

Three precision hyperspace microjumps, plotted in close proximity to one another. A risky move; perhaps a mad one. Jumping to hyperspace in the middle of a firefight is dangerous enough, but it takes perfect calm and preternatural reflexes to jump back into the fray an instant later. "If I could feel fear," the hunter mused, "I would feel it now. Perhaps it is better than I cannot." Instead, he focused on the one thing he could still feel: hate.

"I will tear through this rag-tag squadron and capture the survivors. They will tell me where Solo is, or they will die. And the Empire pays handsomely for dead Rebels."

Mission Setup

Rebel: 100 squad points; the Rebel player must field at least 4 ships.

Scum & Villainy: Dengar (Rage, Plasma Torpedoes, "Gonk," R5-P8, Feedback Array, Guidance Chips, Punishing One). Alternatively, the Scum player may build a squad of up to 56 points consisting of a single JumpMaster 5000 and its equipped Upgrade cards.

Place the six asteroids from the core set next to the play area. The Scum & Villainy player chooses one of these asteroids and places it into the play area. Then, the Rebel player chooses one of the remaining asteroids and places it into the play area. The players continue to alternate until all six asteroids have been places. An asteroid cannot be placed at Range 1-2 of any edge of the play area or at Range 1 of another asteroid. Then, the Scum player places the three microjump tokens in the play area. A microjump token can be placed overlapping an obstacle, but cannot be placed at Range 1-2 of another microjump token. Then, the Rebel player places his ships at Range 1 of the Rebel edge. Then, the Rebel player chooses one of the microjump tokens. The Scum & Villainy player places the JumpMaster 5000 at Range 1 of that token.

The Scum player has initiative.

Special Rules

  • Hyperspace Assault: At the end of each round, the Scum player may remove all tokens from the JumpMaster 5000 and remove the ship from the play area. Then, he places the ship at Range 1 of any microjump token and removes that token.

Mission Objectives

Rebel Victory: Destroy the JumpMaster 5000.

Scum Victory: Destroy three Rebel ships.


Mission: F1 - Ambush

Plot Summary

Outnumbered and outgunned, a cunning starfighter  pilot leads his enemies into a minefield. Will it be enough to turn the tide of battle, or will superior numbers prevail?

Mission Setup

Resistance: Blue Squadron Novice

First Order: Epsilon Squadron Pilot, Zeta Squadron Pilot

The First Order player chooses three unique asteroid tokens and places them, one at a time, into the play area. An asteroid cannot be placed at Range 1-2 of any edge of the play area or at Range 1 of another asteroid. Then the Resistance player takes three mine tokens and places them, one at a time, into the play area. A mine token cannot be placed within Range 1-2 of either player edge, at Range 1-2 of another mine token, or overlapping an asteroid token. (If playing with 100-point squads, the Resistance player places three additional mine tokens and the First Order player builds a 115-point squad). Then the First Order player places his ship(s) within Range 1 of the First Order edge. Then the Resistance player places his ships within Range 2 of his edge of the play area.

The Resistance player has initiative.

Special Rules

  • Minefield: At the end of the Combat phase, the Resistance player may choose to DETONATE one or more mine tokens. To detonate a mine, he rolls three attack dice. Each ship at Range 1 of the mine suffers any damage (Hit) and critical damage (Critical Hit) rolled. Then he discards that mine token. The Resistance player may measure range from the mine tokens to enemy ships before deciding to detonate a mine.
  • Minesweeping: Mines are treated as obstacles that can be attacked, target-locked, damaged, and destroyed. Each mine a hull value of "2" and an agility value of "0". Mines can be damaged only by critical hits; for each critical damage (Critical Hit) a mine suffers, place one damage token near that mine instead of dealing a Damage card. When there are two or more damage tokens near a mine, it is destroyed.

Mission Objectives

Resistance Victory: Destroy all First Order ships.

First Order Victory: Destroy all Resistance ships.


Mission: F2 - Raid

Plot Summary

The Resistance forces scramble to defend a vital early-warning satellite array from a First Order strike force that will stop at nothing to sever communications. The Resistance must hold off the enemy long enough to send an emergency transmission before their comms are cut.

Mission Setup

Resistance: 36 squad points.

First Order: 36 squad points; the First Order player must field at least two ships.

The First Order player chooses three unique asteroid tokens and places them, one at a time, into the play area. An asteroid cannot be placed at Range 1-3 of either player's edge or at Range 1-2 of another asteroid. Then the Resistance player takes four satellite tokens and places them, one at a time, into the play area. A satellite cannot be placed within Range 1-3 of either player's edge or at Range 1 of another satellite or asteroid. (If playing a 100-point squads, the Resistance player places one additional satellite). The First Order player places one ship within Range 1 of the First Order edge, then places one ship within Range 1 of the Resistance edge, alternating until he has placed all his ships. Then the Resistance player places his ship(s) anywhere in the play area that is not at Range 1-3 of either player's edge or overlapping an asteroid or satellite.

The First Order player has initiative.

Special Rules

  • Tracking Rounds: At the start of each Planning phase (including the first one), the First Order players takes one tracking token from the supply and places it near his Ship cards outside the play area. the number of tracking tokens indicates the current round number (see "Objectives").
  • Jamming: At the start of the Combat phase, each First Order at Range 1 of a satellite token receives one stress token.
  • Sabotage: Instead of performing an attack during the Combat phase, a First Order ship that is overlapping a satellite token may SABOTAGE the token. To do so, he removes that satellite token from the play area.
  • If a Resistance ship is overlapping a satellite, a First Order ship that is touching that Resistance ship may sabotage the satellite as if the First Order ship were overlapping the satellite token.
  • Resistance Reinforcement: During the End phase, if at least one Resistance ship has been destroyed during that round, the Resistance player must call for one REINFORCEMENT. To do so, he takes one "Blue Squadron Novice" Ship card and places it outside the play area. Then he places one "Blue Squadron Novice" ship within Range 1 of his edge of the play area. The Resistance player can assign maneuvers to this ship and use it as normal. Only one reinforcement is placed during the match.

Mission Objectives

Resistance Victory: Destroy all First Order ships, or have at least one Resistance ship and one satellite remaining in the play area at the end of Round 8.

First Order Victory: Sabotage all satellite tokens or destroy all Resistance ships (including the reinforcement).


Mission: F3 - Rescue

Plot Summary

During a skirmish, a pilot's systems malfunction, rendering him an easy target for the enemy. He must be defended while he makes his escape!

Mission Setup

Resistance: 36 squad points.

First Order: 36 squad points.

The First Order player places the six unique asteroid tokens next to the play area. He chooses one of these asteroids and places it into the play area. Then the Resistance player chooses one of the remaining asteroids and places it into the play area. The players continue to alternate until all six asteroids have been placed. An asteroid cannot be placed at Range 1-2 of any edge or at Range 1 of another asteroid. Then the Resistance player places the squadmate token beyond Range 3 of both neutral edges and within Range 2 of the Resistance edge. Place one unused Resistance Ship card facedown near the Resistance player's other ship cards outside the play area to represent the squadmate. Then the Resistance player places his ship(s) beyond Range 3 of both player edges and within Range 1 of the right neutral edge. Then the First Order player places his ships within Range 1-2 of the First Order edge and within Range 1-2 of the left neutral edge. The Resistance player has initiative.

Special Rules

  • Squadmate: Treat the squadmate token as a Resistance ship for all purposes, which means Resistance abilities that affect "friendly ships" may target the squadmate. It has a pilot skill value of "0", an attack value of "2", an agility value of "2", a hull value of "4", and a shield value of "2". (If playing a 100-point game, it has a shield value of "6".) It has no firing arc and cannot perform actions listed on faceup Damage cards.
  • Squadmate Movement: At the start of each Activation phase, the Resistance player may move the squadmate by choosing to execute one of three possible green maneuvers: Straight 2, Left Bank 1, or Right Bank 1.
  • Squadmate Combat: At the start of each Combat phase, assign one focus token to the squadmate. During each Combat phase, the squadmate may perform an attack at pilot skill "0" against an enemy ship at Range 1-2. Apply range combat bonuses as normal.
  • Protect Action; Resistance ships may perform a PROTECT action if at Range 1 of the squadmate. To perform a PROTECT action, the Resistance player assigns one evade token to the squadmate. When attacked, the squadmate may spend an evade token to add one additional Evade result to its defense roll. The squadmate can spend only one evade token per attack. During the End phase, remove all evade tokens from the squadmate.
  • First Order Reinforcements: During the End phase, the First Order player may call for one REINFORCEMENT for each First Order ship that was destroyed during that round. For each reinforcement, he takes one "Epsilon Squadron Pilot" Ship card and places it outside the play area with one facedown Damage card assigned to it. Then the Resistance player chooses a neutral edge and the First Order player places each "Epsilon Squadron Pilot" ship within Range 1 of that edge. The First Order player can assign maneuvers to this ship and use it as normal.

Mission Objectives

Resistance Victory: The squadmate must flee off the First Order edge of the play area.

First Order Victory: Destroy the squadmate.


Map Setup Images

Mission 1 - Political Escort


Mission 2 - Asteroid Run

Mission 3 - Dark Whispers

Mission 4 - Den of Thieves

Mission 5 - Preystalker

Mission 6 - Undeniable Assets

Mission 7 - Cutting the Cord

Mission 8 - Rendezvous

Mission 9 - Jump to Subspace