Submit your comments/suggestions here.
Click on a thumbnail to see a larger view. All images are saved as jpeg files.
![]() Massassi Temple (8x10) |
Originally designed for
a quick 50 point skirmish. Starting Positions: Squads begin in the areas of the raised platforms and steps on either end of the board. Special Squares: The orange-red lines near the raised platforms are meant to be impassable and blocking line of sight from the red side. They are considered pits (you may shoot from the platforms and it requires flight to pass) from the top of the platform, the orange side. Download: (438KB) Full-sized image |
||||||||||||||||||
![]() Myrkr (8x10) |
Originally designed for
a quick 50 point skirmish. Starting Positions: One squad begins in the Imperial Outpost, one begins in Talon Kardde’s Base. Special Squares: The ysalamiri block all force powers for all adjacent squares, including its own. A vornskr attacks any character who moves into its own or any adjacent square (following rules for attacks of opportunity). Furthermore, it attacks any character who activates in its own or an adjacent square but does not move that turn. These attacks occur at the end of the character’s turn. Damage counters are placed over any wounded beast on the game board. Unique items for scenario play:
Download: (262KB) Full-sized image |
||||||||||||||||||
![]() Naboo Battlefield (8x10) |
Originally designed for
a quick 50 point skirmish. Starting Positions: One squad begins in the purple-shaded squares, one begins in the green squares. A Republic squad always begins in the purple-shaded squares. A Separatist squad always begins in the green-shaded squares. Otherwise, roll for sides. If you are not playing with the force field rules, each squad starts in the last two rows of each map end. Special Squares: The purple-shaded areas are protected by the Fambaa shield generator as long as the Fambaa is not defeated. The AATs are acceptable starting positions. Characters may leave the one outlined in orange only by flight or when the tank is defeated. When a tank is defeated, there is no damage to any character occupying those squares, but the colored lines are immediately ignored. An AAT attacks any enemy who moves into its own or any adjacent square (following rules for attacks of opportunity). Furthermore, it attacks any character who activates in its own or an adjacent square but does not move that turn. These attacks occur at the end of the character’s turn. Damage counters are placed over any wounded stationary characters on the game board. Unique items for scenario play:
Download: (105KB) Full-sized image |
||||||||||||||||||
![]() Mos Eisley Street (8x10) |
Originally designed for
a quick 50 point skirmish. Starting Positions: One squad begins in the Jawa Sandcrawler, one begins in the Cantina. Special Squares: The Ronto does provide cover, but requires flight to access the squares it occupies. The half space near the sandcrawler can be accessed from either direction, but a character cannot move through the wall. Download: (372KB) Full-sized image |
||||||||||||||||||
![]() Alderaan Castle (24x30) |
Starting Positions: One
squad on side of river away from castle. One squad in garden area.
Option three is gazebo area. Special Squares: White-floored lookout platforms require flight or stairs to access Download: (2.9MB) Full-sized image |
||||||||||||||||||
| Castle in nine 8x10 sections (44-83KB per file) |
|