Star Wars X-wing Official Missions
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Transcript of Star Wars X-wing Official Missions
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r B T H T T U n I I i f c i i i i b i i J i i i i i i i i
missionsMissions are a special way of playing the game which
changes the victory conditions and offers some
unique rules and objectives for the game session.After learning the basics of X-Wing, players can
play missions to add variety and unique objectives to
the game.
Before following the standard steps for setup, players
resolve the following steps:
1. Choose Mission: Players must both agree on
which mission to play. There are three missions
included in this rulebook (see pages 22-24).
2. Choose Ships: Both players must agree
to either use the ships and upgrades listed in
the Mission Setup section of the mission or
choose their own ships using the squad building
rules (see Squad Building in Missions ). These
ships are used during the Gather Forces stepof setup.
Then players perform the setup steps listed on page
4 with the following exception: instead of performing
the Place Forces step, players follow the rules in
the Mission Setup section of the mission overview.
After setting up the game, review the mission'sspecial rules and objectives. Then players are ready
to begin the game.
[omponBiTLimiTflTions
Asteroid obstacle tokens, all cards,
plastic ships, bases, and pegs arelimited by the quantities included in this
game box.If players run out of any other tokens,
they may use a suitable replacement(such as a coin or bead) as a substitute.
If players would roll more dice than the
mawmum number they have available,
keep track of the results showing andreroll t^e dice necessary to equal thetotal number of dice the player would
have rolled all at once. Note that
these dice are not considered rerolled
for the purposes modifying dice (see
Modifying Dice Results on page 12].
In the unlikely event that there are no
Damage cards remaining in the deckor discard pile, change all ^ results
rolled to # results. Use a suitable
replacement to track additional
damage until the deck is replenished.
P L A Y I I M G A M I S S I O N
When playing a mission, players follow all standard
rules found in this rulebook in addition to any
special rules that apply to that specific mission. Players
resolve game rounds as normal until one player has
fulfilled his objective (see 'Mission Overviews below).
M I S S I O N P L A Y A R E A S I Z E
When playing a mission, the size of the playing
surface is crucial to the overall balance of the game.
These missions play best with a play area of 3' x 3'.
M I S S I O N O V E R V I E W S
The rules for each mission are described in three
major sections: Mission Setup, Special Rules, and
Objectives. Each section's purpose is explained below:
Mission Setup: This section explains the Ship and
Upgrade cards used by both players (unless using
squad building rules - see Squad Building in Missions
below). During the Gather Forces step of setup,
each player takes the indicated Ship cards as well as
the Upgrade cards, indicated in parentheses after
the pilot's name. This section also provides detailed
instructions for how to place ships and special tokens
during setup. These instructions are followed evenwhen using the squad building rules below.
Special Rules; This section describes the uniquerules that players must follow during this mission.
These rules override all other rules and abilities.
Objectives: This section describes what each
player needs to do in order to win the game. A
player can only win by fulfilling his faction's
objective. Players cannot win by destroying all
enemy ships unless stated in the Objectives section.
S Q U A D B U I L D I N G I N M I S S I O N S
Instead of using the pre-determined ships listedunder the Mission Setup, players may agree to
instead choose their own ships and upgrades.
In order to do this, players agree on a squad point
total. Then they choose Ship and Upgrade cards with
total squad points equal to or lower than this number
(see Squad Building on pages 18-19).
The scenarios included in this rulebook play best
with 10G-point squads. If players own only the three
ships found in this game box, it is recommended thatthey each build 31-point squads. The Imperial playerchooses first from the available Upgrade cards.
At the start of the game (before performing Mission
Setup ), the player whose squad point total is thelowest has initiative. If both players' squad point
totals are equal, or if using the pre-determined ships
listed under mission setup, the Imperial player has
initiative (see Initiative on page 16). ^
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,Imperials won't make it easy for them...
M i s s i o n S e t u p
Rebel: Red Squadron Pilot
Imperial: Academy Pilot, Academy Pilot (use IDtokens to identify the two ships; see page 18)
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 hisedge, with its artwork pointing directly toward theImperial player's edge of the play area.
Place one unused Rebel Ship card facedown near
the Rebel player's other Ship cards outside the playarea (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 trackingtokens to represent the shuttle's shields.)
• Shuttle Movement: At the start of each
Activation phase, the Rebel player may move thesenator's shuttle by choosing to execute one ofthree possible maneuvers; It 21, (Ml, or [f 11. The
senator's shuttle cannot perform actions or attack.
• Shuttle Damage: For each damage the
shuttle suffers, place one Damage card facedownon top of the facedown Rebel Ship card (placed
during setup). Change all ̂results against thesenator's shuttle to * results (i.e., do not deal
Damage cards faceup to the senator's shuttle).
TrackingToken
i s ^
0. . 0I-1. Imperial Setup Area
2. Imperial Edge 4. Shuttle
3. Rebel Setup Area 5. Rebel
Protect Action: Rebel ships maa PROTECT action when within Ran
senator's shuttle. When performiaction, the Rebel player places one
on the senator's shuttle. When att
senator's shuttle may spend its ev
add one additional •? result to its d
Spending an Evade Token on pag
There is no limit to the number of e
that may be on the senator's shuttl
The Rebel player may spend only o
during each attack. During the End
all evade tokens from the senator's
• Imperial Reinforcements: Duri
End phase, the Imperial player may
REINFORCEMENT for each Imperial
was destroyed during that round. For
reinforcement, he takes one Acadecard and places it outside the play ar
places one Academy Pilot ship withihis edge of the play area. The Imp
assign maneuvers to this ship and u
O b j e c t i v e s
Rebel Victory: The senator's shuttle
off the Imperial player's edge of the play
Fleeing the Battlefield on page 17).
Imperial Victory: Destroy the senat
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r L i T f n fi i i / ^ i i " ' " ' I 1 1 I I
M I S S I O N 2 : A S T E R O I D R U I M
While scouting the Outer Rim, Rebel ships came
across a hidden Imperial outpost Unfortunately,
before they could contact the Rebellion, the
Imperial ^cility'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, thedisabled ship must survive until its systems are
back online, and then must flee the battlefield in
order to notify Rebel high command
M i s s i o n S e t u p
Rebel: Luke Skywalker (Determination)
Imperial: "Night Beast," "Mauler Mtthel" (Marksmanship)
The Imperial player places his ships within Range 1 ofeither player's edge of the play area. He is not
required to place all of his ships on the same side ofthe 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 asteroidtokens anywhere in the play area that is not within
Range 1 of any Rebel ships or other asteroid tokens(see setup diagram for an example of a valid setup).
S p e c i a l R u l e s
• Tracking Rounds: At the start of
each Planning phase (including the first
one), the Rebel player takes one trackingtoken from the supply and places it near
his Ship cards outside the play area. The
number of tracking tokens indicates thecurrent round number (see "Objectives").
mission 2 SETUP
Disabled Ship: Until the disabled ship's
systems are repaired, it may be assigned only1 - 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 f ee (see "Objectives"),
Imperial Reinforcements: During the
End phase, the Imperial player may call for oneREINFORCEMENT 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 piay area. Then he
places one "Academy Pilot" ship within Range 1of either player's edge of the play area. The
Imperial player can assign maneuvers to this shipand use it as normal.
' B
® a® 0 p . o
®. S
TrackingToken
1. Imperial Setup Area 3. Rebel Setup Area
2. Imperial Edge 4, Rebel Edge
Note; For details on how ships interact with
asteroid tokens, see "Obstacles" on page 20.
O b j e c t i v e s
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-lmperial/non-Rebel edge of the play area, aredestroyed as normal (see "Fleeing the Battlefield"
on page 17),
Imperial Victory: Destroy the disabled ship.
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mission 4: DEn of thievesBecause of Itieir fundamental rale in the Imperial
Navy, Sienar engineers are vital to the Empire's holdon ̂ e galaxy. Their ceaseless toil is responsible forthe most recent starship prototype, currently in
transit to rendezvous with the Imperial Fleet. Alliance
Intelligence discovered it only days ago and offereda substantial reward for the prototype's capture.
Rebel-aligned smugglers are prepared to ambushthe vulnerable shipment, and the modest Imperial
escort must safely deliver its precious cargo.
M I S S I O N S E T U P
Rebel: 100 Squad Points
Imperial: 100 Squad Points
The Imperial player places his ships within
Range 1-3 of Che Imperial edge of the playarea and not within Range 1 of the neutral
edges of the play area. Then the Imperial
player chooses two of his ships and assignsone escort token to each (insert the tokens
into the tower of each ship's base).
aEscort
Token
Then the Imperial player places three
container tokens within Range 1-3 of the
Imperial edge of the play area. Acontainer token cannot be placed within
Range 1 of thR 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 containertoken. Then the Rebel player assigns the
smuggler token to one of his ships, inserting
the token into the tower of that ship's base.
S P E C I A L R U L E S
* Steal Action: The Rebel ship with the
smuggler token may perform the steal actionon 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 ^ results than results,
he removes the container token from the play
area and places it next to his Ship cards. If the
number of ^ results is equal to or less than
the number of results, he places one tracking
token on the smuggler's Ship card. Each trackingtoken automatically adds one ̂ 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 attackedor destroyed. At the start of the End phase,
each container token executes a It 2] maneuver
toward the Rebel edge. If a container token is
within Range 1 of one ship with an escort token,
it executes a [f 3] maneuver instead. If a container
token is within Range 1 of two ships with escort
tokens, it executes a (t 4] 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 smugglertoken to another one of his ships. When the
smuggler token is assigned to a new ship, discard
all tracking tokens from the previous ship.
O B J E C T I V E S
Rebel Victory: Collect two container tokens next
to your Ship cards.
Imperial Victory: Two containers must flee offthe Rebel edge of the play area. You may win even if
all of your ships are destroyed.
mission 4 SETUP
'0 . B ^ • B B .
SmugglerToken
O ', Imperial Setup Area 4. Rebel Edge
2, Imperial Edge 5. Container Token
3, Rebel Setup Area
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mission 5: PREYSTflLKEROn Tataoine, the cantinas are empty thanks Co tJie
latest Hotanet transmission—a high price has been
set on the leader of the Rebel forces desperately
fleeing the area. Scum and villainy across the planetscramble to claim the bounty. But the best hunters
have already found their prey, assailing the Rebel
squadron as it turns to fece the relentless pursuit
M I S S I O N S E T U P
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 thenumber of S icons in its upgrade bar,
treat this ship as having two S upgrade Bountyicons. Reduce the combined cost of all Token
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 Rebelor Imperial edges of the play area. Each Rebel ship
must directly face the Rebel edge of the play area as
depicted in the setup diagram. Each ship placed bythe Rebel player receivesjDna 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.
S P E C I A L R U L E S
There are no special rules for this mission.
O B J E C T I V E S
Rebel Victory: Destroy all Imperial ships.
Imperial Victory: Destroy the ship with the bounty.
1. Imperial Setup Area 3. Rebel Setup Area
2. Imperial Edge 4. Rebel Edge
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I i i I IHImJIiUii i i ImL.M
mission 6- unoEniflBLE assetsImperial Intelligence deployed a team of undercover
agents on a convoy contracted to >Ozor Transport
Systems, hoping to uncover the Alliance's infrastructure.Rebel sympathizers in the convoy discovered the
plot and disabled die convoy before it could returnto Imperial space. The Empire's forces must cover
ttie agents as they escape; any agents forced to fleewithout escort will surety fe// into Rebel hands.
M I S S i O l M S E T U P
Rebel: 100 Squad Points
Imperiai: 120 Squad Points
llie Rebel player places one disabled ship
token into the ptay area. Then he places two
more disabled ship tokens into the play area,
each at Range 3 of the first disabled ship andnot 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.
D i s a b l e d
Ship Tol<en
dTracking
Token
Then the Rebel player places his ships anywhere within
Range 1-2 of the upper-left and/or lower-righc cornersof 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 playarea and/or within Range 1 of the upper-iiglil uori>er
of the play area as depicted in the setup example.
S P E C I A L R U L E S
• 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 aRESCUE action when within Range 1 of a disabled
ship. To perform a rescue action, the Imperial
player takes as many passengers as desired fromone disabled ship at Range 1 and assigns them to
the ship performing the action. Then, for each
passenger rescued during this action, the shipsuffers 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 rescueaction cannot be performed as a free action.
• Capturing Passengers: When a disabled ship
suffers 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 player 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 of the Upgrade cards, shieldtokens, and Damage cards it had when it fled.
* R ebe l R e i n f o r c em en t s : A t t he end o f
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.
O B J E C T I V E S
Rebel Victory: Capture six passengers or destroy
all Imperial ships (excluding disabled ships).
Imperial Victory: Secure five passengers.
mission E SETUP
A
1. Rebel Edges
2. Rebel Setup Areas
3. Imperial Setup Areas
4, Imperial Edges
5, Disabled Ship
Tokens