Mission 10: Get In, Get Out is the tenth starfighter combat scenario written for the Star Wars: X-Wing Miniatures Game and published as a rules supplement in the YT-2400 Freighter Expansion Pack.

Plot Summary[edit | edit source]

After Imperial forces destroyed a Rebel smuggling operation, the Rebel Alliance offered a substantial reward for anyone willing to brave Imperial patrols and recover the smuggler's supplies. Only one pilot was daring (and foolish) enough to accept the mission.

Mission Setup[edit | edit source]

Rebel: Dash Rendar with Leebo, Heavy Laser Cannon, Proton Rockets, Counter Measures, 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. Then the Rebel player choose one of the remaining 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 placed 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 cache 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 continue 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 Rage 1 of the Rebel edge.

Mission Objectives[edit | edit source]

Rebels win when Dash Rendar flees off any board edge with three intact cache tokens.

The Empire wins by destroying Dash Rendar.

Bibliography[edit | edit source]

Core Set · The Force Awakens Core Set
Wave I: X-Wing · TIE Fighter · Y-Wing · TIE Advanced
Wave II: Millennium Falcon · Slave I · A-Wing · TIE Interceptor
Wave III: HWK-290 · Lambda-class Shuttle · B-Wing · TIE Bomber
Wave IV: Z-95 Headhunter · TIE Defender · E-Wing · TIE Phantom
Wave V: YT-2400 Freighter · VT-49 Decimator
Wave VI: StarViper · M3-A Interceptor · IG-2000 · Most Wanted
Wave VII: Hound's Tooth · Kihraxz Fighter · K-wing · TIE Punisher
Wave VIII: T-70 X-wing · TIE/fo Fighter · Ghost · Inquisitor's TIE · Mist Hunter · Punishing One
Wave IX: ARC-170 · Special Forces TIE · Protectorate Starfighter · Shadow Caster
Wave X: Sabine's TIE Fighter · Upsilon-class Shuttle · Quadjumper · U-wing · TIE Striker
Wave XI: Auzitick Gunship · Scurrg H-6 Bomber · TIE Aggressor
Wave XII: Alpha-class Star Wing · M12-L Kimolga Fighter · Phantom II
Wave XIII: Resistance Bomber · TIE Silencer
Wave XIV: Saw's Renegades · TIE Reaper
Aces: Imperial Aces · Rebel Aces · Imperial Veterans · Heroes of the Resistance · Guns for Hire
Epic: Rebel Transport · Tantive IV · Imperial Raider · Imperial Assault Carrier · C-ROC Cruiser
1: Political Escort · 2: Asteroid Run · 3: Dark Whispers · 4: Den of Thieves · 5: Preystalker
6: Undeniable Assets · 7: Cutting the Cord · 8: Rendezvous · 9: Jump to Subspace
10: Get In, Get Out · 11: Interdiction · 12: Bounty Hunt · 13: Pursuit · 14: Hunting the Hunter
F1: Ambush · F2: Raid · F3: Rescue
The Evacuation of Hoth · Point of No Return · The Will of the Empire · Imperial Crackdown
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