Mission 16: Payback

X-Wing Miniatures Mission #16: Payback  is a  mission  scenario that comes with the Punishing One Expansion Pack

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

 * Hyperspace Assault: At the end of each round, the Scum player may remove all tokens from the JumpMaster 5000 and remove the ship from the play area. Then, he places the ship at Range 1 of any microjump token and removes that token.

Mission Objectives

 * Rebel Victory: Destroy the JumpMaster 5000.
 * Scum Victory: Destroy three Rebel ships.