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.