Hey guys. I am going to be playing at The Source
http://www.sourcecandg.com/ Monday 4/5 from 6-9PM. We are going to be trying out a new scenario that looks awesome. All pieces are provided for this scenario.
Images taken from this thread on Wizos
http://community.wizards.com/go/thread/view/75862/22364405/The_Great_Pit_of_Carkoon?pg=1Here are some of the rules I (Batmite) had made for the game:
The Great Pit of CarkoonTeam Battle over the Sarlacc Pit. Teams compete to be the last characters alive in the Dune Sea.
See other sheet for Force construction and Setup. What follows are the changes to the standard SWMB rules for this scenario.
Nikto Gunner on Desert SkiffIgnore the Desert Skiff ability on the card and use the following rules.
1. If this character (the desert skiff) is defeated, characters on board are also defeated; each can make a save of 11 to avoid this effect. These passenger characters who succeed on this save are placed on the battle grid adjacent to the space previously occupied by this desert skiff)
2. Maximum of four figures on one skiff. Opposing figures can occupy your skiff.
3. All figures on a skiff are adjacent to one another and to the skiff. This means jumping to a opposing force’s skiff would make a figure incur Attacks of Opportunity for both the skiff and all opposing figures on that skiff.
4. Line of Sight to and from figures on skiff are drawn to and from the skiff’s base as though the figure is the skiff itself.
5. Characters pushed from the skiff land in an adjacent square of the pusher’s choice
6. Climbing into a skiff from the ground requires a figure to be adjacent to the skiff and give up a Attack action
Sarlacc PitFigures on the ground can become victims of the Sarlacc’s tentacles. The threat gets worse, the longer they occupy the ground. The Sarlacc’s tentacles can reach anywhere on the map.
1. A figure that begins its activation on a ground space must immediately make a Save 11. Success means you can take action as normal. Failure means you place you figure on the Sarlacc tile along the outer edge and your turn is over.
2. A figure that begins its activation on the outer edge of the Sarlacc tile must Save 11 or be moved to the center of the Sarlacc tile and end its turn. Success on the Save means you can take your turn as normal.
3. Figures that begin their activation in the center of the Sarlacc tile must Save 11 or become Defeated. Success on the Save means you can take your turn as normal.
Jumping
Figures can replace their turn with a Jump action. The figure can move as though it had Flight during the jump.
Pushing
Figures can make a standard attack against an adjacent enemy. If successful, the enemy is moved one square in a direction of the attacking character’s choice.
Figures on a skiff can push one another as well. If successful, the pushed character is placed adjacent to the skiff’s base.
Khetanna, Jabba’s luxury sail barge 1. Figures on the ground can climb onto the outer walk by giving up an Attack action while adjacent or beneath the barge. Place the figure on a nearby outer walk space.
2. Figures can scale the sides of the barge. It costs 4 squares of movement during a move
3. Figures Pushed from the upper deck are placed on the outer walk as close as possible from their starting space
4. Figures Pushed from the outer walk are placed on the ground as close as possible from their starting space
5. Figures can climb from the outer walk to the interior of the barge by climbing through windows. It costs two movements to pass through the window and then the figure can continue moving on the interior map. Figure can also move from the interior to the exterior with the same penalties. Figures should always pass through the wall and be placed on the corresponding space on the other side.