Mission 2: Asteroid Run is the second starfighter combat scenario written for the Star Wars: X-Wing Miniatures Game and published as a rules supplement in the Star Wars: X-Wing Miniatures Game Core Set.

Plot summary[]

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[]

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

Mission Objectives[]

The disabled ship must flee in the direction of either the Imperial or the Rebel side of the combat area during Round 5 or later for a Rebel victory. Any ship that flee before Round 5, or flee from a non-Imperial/non-Rebel edge of the play area, are destroyed. The Imperials are victorious if the disabled ship is destroyed.