rBTHTTUn IIifciiiibiiJiiiiiiii missions Missions 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 followin g the standar d 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 Bui lding in Missions ). The se ships are used during the Gather Forces step of setup. Then players perform the setup steps listed on page 4 with the followin exception: instead of performin g the Place Force s step, p layers follow the rules in the Mission Setup section of the mission overview . After setting up the game, review the mission's special rules and objectives. Then players are ready to begin the game. [omponBiTLimiTflTions Asteroid obstacle tokens, all cards, plastic ships, bases, and pegs are limited 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 and reroll t^e dice necessary to equal the total 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 Di ce Resu lts on pag e 12]. In the unlikely event that there are no Damage cards remaining in the deck or discard pile, change all ^ results rolled to # results. Use a suitable replacement to track additional PLAYIIMG A MISSION 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 resol ve game rounds as norma l until one playe r has fulfilled his objective (see 'Mission Over views below). MISSION PLAY AREA SIZE 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'. MISSION OVERVIEWS The rules for each mission are described in three major sections: Mission Setup, Special Rules, and Objectiv es. Each section's purpose is explain ed below: Mission Setup: This section explains the Ship and Upgrade cards used by both players (unless using squad building rules - s ee Squad Building in Missions below). During the Gather Forces step o f 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 even when using the squad building rules below. Special Rules; This section describes the unique rules 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 th e Objectives section. SQUAD BUILDING IN MISSIONS Instead of using the pre-determined ships listed under 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-poin t squads. If player s own only the three ships found in this game box, it is recommended that they each build 31-point squads. The Imperial player chooses first from the available Upgrade cards. At the start of the game (before performing Mission Setup ), the player whose squa d point total is the lowest has initiative. If both players' squad point totals are equal, or if using the pre-determined ships
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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
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