Whats in the Box? – Star Wars X-Wing Miniatures Game Core Set

Star Wars X-Wing Miniatures Game front of box
Star Wars X-Wing Miniatures Game front of box

Hello everyone! This is our first “Whats in the Box?” and what better place to start it all off than the original Star Wars X-Wing Miniatures Game Core Set. We know that getting into this table top game can be very overwhelming and we hope that this series will provide transparency for current and new members of the community.

X-Wing is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, X-Wing recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission!
The X-Wing starter set includes everything you need to begin your battles, such as scenarios, cards, and fully assembled and painted ships. What’s more, X-Wing‘s quick-to-learn ruleset establishes the foundation for a system that can be expanded with your favorite ships and characters from the Star Wars universe.

Star Wars X-Wing Miniatures Game back of box
Star Wars X-Wing Miniatures Game back of box

Ships

NamePicture
One T-65 X-Wing
Two Tie Fighter

Rebel Pilots

NameCard text/AbilityPicture
Luke Sky WalkerWhen defending, you may change 1 of your focus results to an evade result.
Biggs DarklighterOther friendly ships at Range 1 cannot be targeted by attacks if the attacker could target you instead.
Red Squadron PilotCreated as an elite starfighter squad, Red Squadron included some of the best pilots in the Rebel Alliance.
Rookie PilotDesigned by Incom Corporation, the T-65 X-Wing quickly proved to be one of the most effective military vehicles in the galaxy and a boon to the Rebellion.

Imperial Pilots

NameCard text/AbilityPicture
"Mauler Mithel"When attacking at Range 1, roll 1 additional attack die.
"Dark Curse"When defending, ships attacking you cannot spend focus tokens or reroll attack die.
"Night Beast"After executing a green maneuver, you may perform a free focus action.
Black Squadron Pilot (x2)The TIE fighter has no shields or life support systems, forcing TIE pilots to depend solely on their skills to survive.
Obsidian Squadron Pilot (x2)The TIE fighter's Twin Ion Engine system was designed for speed, making the TIE one of the most maneuverable starships ever produced.
Academy Pilot (x2)Developed by Sienar Fleet Systems, the Empire used the fast and agile TIE/ln as its primary starfighter throughout most of the Galactic Civil War.Star Wars X-Wing Miniatures Game

Upgrade Cards

NameCard Text/AbilitiesPicture
Elite - UpgradesElite Talent is a category of Upgrades in X-Wing.
Different from most Upgrades categories, Elite Talents are not restricted to specific Ships. Indeed, every Ship can equip an Elite Talent as long as the pilot chosen has the icon in its Upgrade Bar.
Star Wars X-Wing Miniatures Game
DeterminationWhen you are dealt a faceup Damage card with the Pilot trait, discard it immediately without resolving its effect.Star Wars X-Wing Miniatures Game
MarksmanshipACTION: When attacking this round, you may change 1 of your focus results to a critical result and all your other focus results to hit results.
Astromech - UpgradesAn astromech droid, also referred to as an astro droid, was a type of droid that served as an automated mechanic, performing a variety of repair duties and often serving as an adjunct or substitute for a nav computer on smaller starships. Astromech droids could also use the mainframes of larger ships to their advantage. Many starfighters relied on astromech copilots.
R2-D2After executing a green maneuver, you may recover 1 shield (up to your shield value).
R2-F2ACTION: Increase your agility value by 1 until the end of this game round.
Torpedoes - UpgradesTorpedoes are a type of secondary weapons, characterized by the need of a having a Target Lock and discarding the Torpedo card to Attack.
Proton TorpedoesATTACK (TARGET LOCK): Spend your target lock and discard this card to perform this attack.

You may change 1 of your focus results to a critical result.

Damage Cards

NameCard TextPicture
Damage CardsThese cars track how much damage a ship has suffered and describe special penalties that occur when a ship suffers a critical hit.
Blinded Pilot (x2)Pilot: The next time you attack, do not roll any attack dice.

Then flip this card facedown
Console Fire (x2)Ship: At the start of each Combat phase, roll 1 attack die. On a hit result, suffer 1 damage.

Action: Flip card facedown.
Damaged Cockpit (x2)Pilot: After the round in which you receive this card, treat your pilot skill value as "0."
Damaged Engine (x2)Treat all turn maneuvers as red maneuvers.
Damaged Sensor Array (x2)Ship: You cannot perform the actions listed in your action bar.

Action: Roll 1 attack die. On a hit result, flip this card facedown.
Direct Hit! (x7)Ship: This card counts as 2 damage against your hull.
Injured Pilot (x2)Pilot: All players must ignore your pilot ability and all of your Elite Upgrade cards.
Minor Explosion (x2)Ship: Immediately roll 1 attack die. On a hit result, suffer 1 damage.

Then flip this card facedown.
Minor Hull Breach (x2)Ship: After executing a red maneuver, roll 1 attack die.

On a hit result, suffer 1 damage.
Munitions Failure (x2)Ship: Immediately choose 1 of your secondary weapon Upgrade cards and discard it.

Then flip this Damage card facedown.
Structural Damage (x2)Ship: Reduce your agility value by 1 (to a minimum of "0").

Action: Roll 1 attack die. On a hit result, flip this card facedown.
Stunned Pilot (x2)Pilot: After you execute a maneuver that causes you to overlap either another ship or an obstacle token, suffer 1 damage
Thrust Control Fire (x2)Ship: Immediately receive 1 stress token.

Then flip this card facedown.
Weapon Malfunction (x2)Ship: Reduce your primary weapon value by 1 (to a minimum of "0").

Action: Roll 1 attack die. On a hit or critical hit result, flip this card facedown.

Tokens

NamePicture
Critical Hit Tokens (x3)
Evade Tokens (x4)
Focus Tokens (x3)
ID Token #1-9 (3 of each)
Shield Tokens (x2)
Stress Tokens (x3)
Target Lock A/B-K/L (2 of each)

Mission Tokens

NamePicture
Mission/Obstacle tokens
Asteroid Tokens (x6)
Satellite Tokens (x6)
Senator's Shuttle Token
Tracking Tokens (x8)

Additional Items

Ship Movement Dials
Ship Movement Dials
Attack and Defense Dice
Attack and Defense Dice
Straight Movement Template
Straight Movement Template
Bank Movement Template
Bank Movement Template
Hard Turn Movement Template

Missions

Mission 1: Political Escort
Plot Summary

En route from Dantooine, a Rebel senator’s fleet was ambushed by the Empire and nearly wiped out. The senator himself escaped in a shuttle, but a stray blast knocked out his ship’s hyperdrive and sensors. Utterly reliant on his escort, the Rebel Senator can do little more than go straight forward and hope he reaches the outskirts of a friendly system soon. Unfortunately, the Imperial fleet has already dispatched fighters to round up the survivors. Now, the Rebel escort must protect the Senator until he can reach safety, but the Imperials won’t make it easy for them…

Mission Setup
Mission1Setup

Rebel: Red Squadron Pilot.

Imperial: 2 Academy Pilot, Academy Pilot (use ID tokens to identify the two ships).

The Rebel player places the senator’s shuttle token within Range 1 of his edge of the play area. The shuttle must be placed in the exact center of his edge, with its artwork pointing directly toward the Imperial player’s edge of the play area. Then he places his ship(s) within Range 2 of his edge of the play area.

Place one unused Rebel Ship card facedown near the Rebel player’s other Ship cards outside the play area (see “Shuttle Damage” below}. Then he places his ship(s) within Range 2 of his edge of the play area.

Then the Imperial player places his ships within Range 2 of his edge of the play area.

Special Rules

Shuttle Stats: Treat the senator’s shuttle as a Rebel ship, which means that Rebel abilities that affect “friendly ships” may target the shuttle. It has an agility value of “2” and a hull value of “6”, as shown on the token. (If playing with 100-point squads, it has a shield value of “6”. Use tracking tokens to represent the shuttle’s shields.)

Shuttle Movement: At the start of the Activation phase, the senator’s shuttle may move by executing one of three maneuvers: [2 straight], [1 left bank], or [1 right bank]. The senator’s shuttle cannot perform actions or attack.

Shuttle Damage: For each damage the shuttle suffers, place one Damage card facedown on top of the facedown Rebel Ship card (placed during setup). Change all critical results against the senator’s shuttle to hit results (i.e. do not deal Damage cards faceup to the senator’s shuttle).

Protect Action: Rebel ships may perform a PROTECT action when within Range 1 of the senator’s shuttle. When performing a PROTECT action, the Rebel player places one evade token on the senator’s shuttle. When attacked, the senator’s shuttle may spend its evade token to add one additional evade result to its defense roll.

There is no limit to the number of evade tokens that may be on the senator’s shuttle at once. The Rebel player may spend only one evade token during each attack. During the End phase, remove all evade tokens from the senator’s shuttle.

Imperial Reinforcements: During the End phase, the Imperial player may call for one REINFORCEMENT for each Imperial ship that was destroyed in that round. For each reinforcement, he takes one Academy Pilot Ship card and places it outside the play area. Then he places one “Academy Pilot” ship within Range 1 of his edge of the play area. The Imperial player can assign maneuvers to this ship and use it as normal.

Mission Objectives

Rebel Victory: The senator’s shuttle must flee off the Imperial player’s side of the play area.

Imperial Victory: Destroy the senator’s shuttle.

Mission 2: Asteroid Run
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

Special Rules
  • Tracking Rounds: At the start of each Planning phase (including the first one), the Rebel player takes one tracking token from the supply and places it near his Ship cards outside the play area. The number of tracking tokens indicates the current round number (see “Objectives”).
  • Disabled Ship: Until the disabled ship’s systems are REPAIRED, it may be assigned only 1- or 2- speed maneuvers. At the start of Round 5, the disabled ship is repaired. The Rebel player may now assign this ship any maneuver available on its dial and may attempt to flee (see “Objectives”).
  • Imperial Reinforcements: During the End phase, the Imperial player may call for one REINFORCEMENT for each Imperial ship that was destroyed during that round. For each reinforcement, he takes one “Academy Pilot” Ship card and places it outside the play area. Then he places one “Academy Pilot” ship within Range 1 of either player’s edge of the play area. The Imperial player can assign maneuvers to this ship and use it as normal.
Mission Objectives

Rebel Victory: The disabled ship must flee off either player’s edge of the play area during Round 5 or later. If it flees in this way, it is not considered destroyed.

Any ship that flees before Round 5, or flee from a non-Imperial/non-Rebel edge of the play area, are destroyed as normal.

Imperial Victory: Destroy the disabled ship.

Mission 3: Dark Whispers
Plot summary

Imperial scouts have located a Rebel holonet satellite network, critical to maintaining secret communications across the entire galaxy. If Imperial ships can get close enough, they can download and decipher the encrypted Rebel transmissions. The Rebel defenders must hold off the Imperial fighters until security safeguards can be implemented to lock down the transmissions, disabling the holonet network but keeping the data safe.

Mission Setup

Rebel: Red Squadron Pilot with Proton Torpedoes and R2-F2

Imperial: Black Squadron Pilot with Determination, Obsidian Squadron Pilot

The Imperial player places his ships within Range 1 of his edge of the play area.

Then the Rebel player places one satellite token within Range 3, one satellite token within Range 2, and his ship(s) within Range 1 of his edge of the play area. (If playing with 100-point squads, the Rebel player places one additional satellite token token within Range 3 and one additional satellite token within Range 2 of his edge of the play area.)

Each satellite token must be at Range 2 or farther away from both edges of the play area. After placement, each satellite must be at Range 2-3 of at least one other satellite.

Special Rules

Scanning: Instead of performing an attack during the Combat phase, an Imperial ship that is overlapping a satellite token may SCAN the token. To do so, he removes that satellite token from the play area and places it on the scanning ship’s Ship card (see “Objectives” below). A ship may scan more than one satellite token.

If a Rebel ship is overlapping a satellite, an Imperial ship that is touching that Rebel ship may scan the satellite as if the Imperial ship were overlapping the satellite token.

If an Imperial ship is destroyed after scanning one or more satellite tokens, return all satellite tokens on its Ship card to the supply.

Rebel Reinforcements: During the End phase, the Rebel player may call for one REINFORCEMENT for each Rebel ship that was destroyed during that round. For each reinforcement, he takes one “Rookie Pilot” Ship card and places it outside the play area. Then he places one “Rookie Pilot” ship within Range 1 of his edge of the play area. The Rebel player can assign maneuvers to this ship and use it as normal.

Mission Objectives

Rebel Victory: Destroy all Imperial ships (or return all satellite tokens to the supply).

Imperial Victory: After all satellite tokens have been scanned, at least one Imperial ship that scanned a satellite must flee off the Imperial edge of the play area. Ships that flee in this way are not considered destroyed.

Any ships that flee before all satellite tokens have been scanned, or flee from the non-Imperial edge of the play area, are destroyed as normal.

You can find the Star Wars X-Wing Miniatures core set here. As always, we sincerely hope you found this post helpful and informative. Please like, share, and comment if you enjoyed it as much as w did! We will see you all here next week and until next time, may the force be with you!

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