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Mission 2: Asteroid Run

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X-Wing Miniatures Mission #2: Asteroid Run is the second of three mission scenarios that comes with the  X-Wing Core Set.

Plot summary Edit

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 Edit

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 Edit

  • 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 Edit

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 ship that flees 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.

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