The Geonosis Arena Battle - Star Wars Miniatures Gamers!

Transcription

The Geonosis Arena Battle - Star Wars Miniatures Gamers!
The
Geonosis Arena Battle
The Geonosis Ar ena Battle
Created By
Les Eller Screen Name Leshippy
Les Eller Scr een Name Leshippy
Contirbuters
Rob Schearer, Nate, Ferraro, and Scott Walters
Rob Schear er, Nate, Ferr aro , and Scott Walters
Play Testers:
The Lafayette, iNdiana Star Wars Minis Group
The Lafayette, iNdiana Star Wars Minis Gro up
Scene One:
The battle starts out with Count Dooku and his comrades in the position to watch a reek, ackaly, and nexu tear
apart Obi-Wan, Anikan, and Padame. Three Geonosian Picadors on Orrays attempt to herd the large beast into
doing their worst to the three captured heros.
Scene One Setip and Rules:
- Jango and Nute must be set up adjacent to
Dooku.
- Jango and Boba must set up adjacent to
each other
- Nute’s Bodyguard must start adjacent to
Nute.
- All the above characters must start between
the two sets of stairs. Also considered the
viewing area.
- Neither Dooku, Nute, Nute’s Bodyguard,
Jango, or Boba can attack for the first three
rounds.
- Nute loses printed specail abilites and commander effects, but gains Diplomat
- Nute’s Bogyguard gains Diplomat.
- One Picador must be adjacent to each one
of the savage characters for the first three
rounds unless attacked.
- The reek can only attack Anikan for the
first three rounds, unless attacked by another
character.
- The acklay can only attack Obi-Wan, Jedi
Master for the first three rounds, unless attacked by another character.
- The Nexu can only attack Padme Amidala
for the first three rounds, unless attacked by
another character.
- Obi-Wan, Ani, and Padame must start with three rows between themselves and Dooku, with one square separating them. Ani must start in between the other two characters.
- Anikan, obi, and Padameare considered Jedi Squad #1 Group 1
- Once characters are in the “Arena” they cannot move up to the balconies Characters with flight ignore this
rule.. This will be expanded upon in scene three.
- Only players with characters on the map/grid roll for initiative.
- Jango and Dooku’s Squad is considered Separatists #1 Group 1
- Reek, Ackaly, Nexu, and Picadors are considered Separatists #2
- Doors – all doors leading into the arena pit are considered open for the rest of the skirmish.
Scene Two:
- At the start of the fourth round Mace arrives with his rescue team of Jedi. (According to various sources there
were a little over 200 jedi making up this team and they were outnumbered 50 to 1. For the sake of scale and
time I have scaled it down a fair amount.) At the start of the fourth round the droid army also arrives.
Scene Two squads.
Jedi Squads.
Jedi #1
Group 2
Mace Windu
Master Kota
Jedi Weapons Master
2x Jedi Knight
Jedi Guardian
63
55
26
26
11
Jedi Group #2
Shak Ti, Jedi Master
Kit Fisto
Depa Billaba
Even Piell
Saesse Tiin
Jedi Weapons Master
Roron Corobb
Jedi knight
Jedi Guardian
47
32
29
29
26
26
24
13
11
Jedi Group #3
Kazdan Paratus
55
-
This character looses the special ability
Immediate Droid Reserves 30
Luminara Unduli, Jedi Master 40
Agen Kolar, Jedi Master
32
Barriss Offee, Jedi Knight
30
Plo Koon
28
2x Jedi Weapons Master
52
Jedi Knight
13
Jedi Guardian
11
Jedi #4
Master K”kruhk
Aayla Secura
Quinlan Vos
Ki-Adi-Mundi
Stass Allie
2x Jedi Knight
2x Jedi Guardian
52
27
26
24
22
26
22
Separatists #1
Group -2
- This group must enter behind the Group1on either side of
the map
6x Super Battle Droid
60
Geonosian Overseer
16
Separatists #3 &4
Group 1
2x Destroyer Droid 60
-
These must be the first units activated by this player
in the start of the 4th round
4x Battle Droids
20
2x Super Battle Droid
30
Geonosian Overseer
16
Super Battle Droid Commander
19
2x Geonosian Soldier
18
Battle Droid Officer
9
2x Geonosian Drone
6
Group2
5x Battle Droids
2x Super Battle Droid
2x Geonosian Soldier
Super Battle Droid Commander
Geonosian Overseer
2x Geonosian Drone
20
30
18
19
16
6
Separatists #5
3x Destroyer Droid 90
-
These have to be the first units activated by this
player in the start of the 4th round
4x Battle Droids
20
2x Super Battle Droid
30
Super Battle Droid Commander
19
2x Geonosian Soldier
18
Geonosian Overseer
16
Battle Droid Officer
9
2x Geonosian Drone
6
Scene Two Rules and Setup
- All unique Jedi gain Force Renewal 1, Lightsaber Deflect (Force 1: When hit by a non-melee attack, this
character takes no damage save 11), and Lightsaber Reflect (Force2: When hit by an non-melee attack, this
character takes no damage with a save of 11 and the attacker takes 10 damage, save 11).
- At the start of the fourth round the droid army also arrives. If a squad contains destroyer droids, the destroy
droids must activate first
- All musst setup in the respective starting locations.
- Only players with characters on the map/grid can roll for initiative.
- At the start of the 5th round and every round following the Separatist will gain 3 groups that contain 2 Super
Battle Droids and 5 Battle Droids. Separatist players will roll a D20 to see which players receive these extra
characters. In the 5th round Separatist squads 1 and 2 automatically get the extra characters with the third group
being rolled for among Separatist players 3,4, and 5. On the 6th round all Separatist players roll. Extra characters must start at the player original starting position. Separatist player 2 can choose either of the three doors
leading into the arena.
- Once characters move from the “balconies” or the “ViewingArea” to the “Arena” they cannot move back up to
the balconies. Moving from the balcony to the arena floor cost double movement. Characters with Flight ignore these rules. Balconies and the viewing area grant character on them cover from the characters on the arena
floor, but not vice versa. The starting areas for jedi squad 2 and 3 are considered to be on the arena floor level
and do not act as cover or have any movement restrictions.
Scene Three:
- At the start of the 7th round, Yoda’s extraction team arrives. Jedi players can decide who they want to control
this squad however they see fit.
Yoda’s Extraction team
Grand Master Yoda
20x Clone troopers
Yoda must set up as close to the middle of the Arena Pit as possible. Clone troopers set up adjacent to Yoda.
Once those squares are occupied, the remaining clone troopers must be set upas close to Yoda as possible..
When each Clone trooper is placed it gets to make one attack for 10 damage. Combine fire, commander effects,
or other bonuses cannot be used for these attacks.
ROUNDS:
o
Round one - Separatists squads #1 Group 1 and #2, along with Jedi Squad #1 Group 1 one set up.
o
Round Four – All squads (except Yoda’s Extractin Team) should now be on the map.
o
Round Seven – Yoda’s extraction team arrives.
o
Round Ten - The game ends after ten rounds.
WINNING CONDITIONS:
o
Separatist win any of the following conditions occur.

Mace and Yoda are defeated

Padame, Anikan, and Obi-Wan are defeated

All Jedi are defeated before Yoda’s extraction team arrives
o


Jedi win if any of the following conditions occur
All Separatist are defeated
Mace, Yoda, Padame, Anikan, and Obi-Wan are alive after round 10.
Tie - It is possible to tie. If the winning conditions are not met by ethier side, the game is considered a draw. In
this battle only 30 to 45 Jedi survived. The arena floor and the surounding area was scattered with droid parts.
A clear victor was not detirmined, but booth sides considered the battle a succes.