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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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