The Evacuation of Hoth The Evacuation of Hoth is a starfighter combat campaign scenario written for the and published as a rules supplement in the " Rebel Transport Expansion Pack " . It consists of three missions — H1 : Evacuation , H2 : Blockade Run , and H3 : Asteroid Gauntlet . The Evacuation of Hoth . Campaign Summary . The Evacuation of Hoth campaign follows the desperate escape of a GR - 75 and its escort as they flee Hoth and avoid destruction at the hands of the Empire . This campaign consists of three missions ( H1 , H2 and H3 ) , which players play consecutively . Campaign Setup . To set up this campaign , follow these steps : 1 . Choose Sides : Players decide who will be the Rebel player and who will be the Imperial player in the match . 2 . Complete Roster : Each player simultaneously plans for the campaign by completing his own roster sheet . Each player should keep his roster concealed from his opponent . To complete the Imperial roster sheet , the Imperial player builds an individual squad for each of the three campaign missions . The Imperial player must follow the setup rules described in each mission when building his squads . If he includes a unique Ship card of Upgrade card ( excluding Pilot Upgrade cards ) in a squad for a mission , he cannot use that same card in a squad for a subsequent mission . To complete the Rebel roster , the Rebel player builds a fleet . His fleet is the pool of ships from which he builds his squads for each mission . He chooses upto nine Ship cards and writes each chosen Ship card ’ s name in the “ Ships ” column of his roster sheet . If he chooses any unique ships , he may equip Upgrade cards to those ships by writing each Upgrade card ’ s name in the “ Upgrades ” column of his roster sheet next to the name of the unique ship he equipped it to . The total cost of the Rebel fleet cannot exceed 200 squad points . The GR - 75 Ship card and “ Combat Retrofit ” do not count against this total . Other upgrades equipped to a GR - 75 still cost the amount of squad points indicated on those cards . Additionally , the Rebel player chooses eight different Upgrade cards ( regardless of cost ) and writes the name of each card he chooses in the “ Resources ” column of his roster sheet . He cannot list each Upgrade card more than once in the “ Resources ” column . Winning the Campaign . The player who wins Mission 3 wins the Evacuation of Hoth campaign . Non - Campaign Play . If players wish to play a single mission from the Evacuation of Hoth campaign , they ignore the Campaign Setup rules described above and follow the setup rules described in the mission . Mission H1 : Evacuation . Plot Summary . " The GR - 75 departs from Echo Base and soars out of Hoth ' s atmosphere , but it must travel through an Imperial minefield on its way . The Rebel forces escorting the GR - 75 struggle to override the mines ' programming and seize control of them in order to buy precious time for the transport to escape . " Mission Setup . Rebel : GR - 75 ( Combat Retrofit ) , 125 squad points Imperial : 100 squad points The Imperial player places six Mine Tokens anywhere in the play area that is not at Range 1 - 2 of another mine token or any edge . Then he places one Control Token with the Imperial side faceup on each mine token . Then he places his ships within Range 1 of the Imperial edges of the play area . Then the Rebel player places his ships within Range 1 - 3 of the upper - left corner of the play area . The Rebel player has the initiative . Mission Objectives . Rebel Victory : The GR - 75 must flee the play area with a portion of one section still in the play area at Range 1 - 2 of the corner shared by both Imperial edges . Imperial Victory : Destroy the GR - 75 . Mission H2 : Blockade Run . Plot Summary . " As the invasion of Hoth rages below , the GR - 75 escapes into orbit and plunges headfirst into the Imperial blockade . Imperial forces scramble to intercept the transport before it passes beyond the range of the merciless salvos of turbolasers . With the help of Hoth ' s planetary ion cannon , however , the Rebel forces may be able to punch through the blockade and make the jump to hyperspace ! " Mission Setup . Rebel : GR - 75 ( Combat Retrofit ) , 140 squad points Imperial : 200 squad points The Rebel player places the GR - 75 so hat the rear edge of the rear base touches the Rebel edge . Then the Imperial player must split his remaining ships into four groups . To do so , he places a group token next to the play area and assigns one or more of his ships to that token . The group of ships assigned to group tokens " A " and " C " must have 45 - 55 squad points worth of ships each ; the groups assigned to group tokens " B " and " D " must have 25 - 35 points each . Then the Imperial player places four scope tokens in the play area . He must place each scope token flat against an edge of the play area , and he must place each scope token beyond Range 1 of each other scope token and the GR - 75 . Then the Rebel player places his remaining ships within Range 1 - 2 of the Rebel edge . The Rebel player has initiative and two Ion Blast tokens . The Imperial player has three turbolaser tokens . Mission Objectives . Rebel Victory : The GR - 75 survives after 8 rounds . Imperial Victory : Destroy the GR - 75 . Mission H3 : Asteroid Gauntlet . Plot Summary . " With the bulk of the blockade behind them , the GR - 75 and its escorts plunge into the nearby asteroid field . The continued existence of the Rebellion rests squarely on their shoulders as they make one last desperate effort to evade Imperial pursuit before jumping to hyperspace . " Mission Setup . Rebel : GR - 75 ( Combat Retrofit ) , 125 squad points Imperial : 125 squad points The Imperial player places the six asteroid tokens from the core set in the play area . He cannot place an asteroid token at Range 1 - 2 of any edge of the play area or at Range 1 of another asteroid token . Then the Rebel player places the GR - 75 within Range 1 - 3 of the Rebel edge , but not at Range 1 - 2 of the neutral edges . He places his remaining ships at Range 1 of the GR - 75 . Then he assigns the four role tokens to his ships , excluding the GR - 75 . He may assign up to two role tokens to a single ship . Then the Imperial player places his ships within Range 1 of any edge . He cannot place a ship at Range 1 of another ship , He must place at least 50 points worth of Imperial ships within Range 1 of the Imperial edge . The Rebel player has initiative . Mission Objectives . Rebel Victory : The GR - 75 survives after 8 rounds . Imperial Victory : Destroy the GR - 75 .