Mission 10: Get In, Get Out

X-Wing Miniatures Mission #10: Get In, Get Out is a scenario that comes from the YT-2400 Freighter Expansion Pack.

Plot Summary
''After Imperial forces destroyed a Rebel smuggling operatioon, 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 place 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 cahce 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 contine 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.