Play Options: Jundland Wastes Battle Map
Continuing the Tatooine theme, the Jundland Wastes presents
an interesting arena for the upcoming Krayt Dragon and
Tusken Sniper. The map is 40" x 32" and 100 DPI in Adobe PDF
format. 8 Individual 10"x16" Panels are available in 170 DPI
jpg format ... just contact me if you want them.
Several open spaces offer plenty of room for huge characters
to maneuver and strategically placed cover will give smaller
characters places to hide and set up ambushes. Two new
optional elements, elevation and underpass, introduce new
Option – Elevation: The Plateaus on the map present
an optional rule that many have integrated into their games
in one form of house-rule or another ... elevation. Here is
one way to integrate elevation into your miniatures game.
It's not complicated, but the mechanics may need some
playing to get used to.
The elevated areas on the map are bordered by a thick
semi-transparent line, designating the space within as an
elevated area. The degree of elevation is represented by a
number within the border (1 or 2 in the case of this map).
The higher the number – the higher the elevation. Ground
level is considered elevation 0.
Elevation affects gameplay in several ways....
• First, characters cannot target through an elevated
area at an enemy on the other side. Thus, characters on
ground level cannot target each other if there is any
elevation between them, and characters in an area of
elevation 1 may not target each other if there is an
elevation 2 or higher area between them.
• Second, elevation provides cover under certain
conditions. A character on the ground cannot target a
character on elevation unless he is in a square away from
the elevation border equal to or greater than the elevated
character. An elevated character, on the other hand, may not
target an enemy below him unless he is in a square away from
the border equal to or leass than his target.
For instance (see image below):
Swoop Gang Member #1 cannot target the Arcona unless he
moves at least 1 square away from the elevated border. The
Arcona cannot target the Swoop Gang Member #1 either unless
he moves up 1 square towards the elevated border. Swoop Gang
Member #2 can target the Arcona because he is 2 squares away
from the elevated border - the same as the Arcona. The
Arcona, likewise, may target him as well. Neither Gang
Member can target the Rodian, and the Rodian cannot target
the Gang Members.
Characters standing adjacent to the border are able to
attack the other.
If the elevation difference is greater than 1 level (if one
character is on an elevation of 2 or higher and the other on
the ground), add 1 square for each level of elevation
difference to the distance requirements of the character on
the ground. Subtract 1 square instead from the requirements
of the elevated character. For
instance, if the plateau in the image below was marked
elevation 2, the Arcona and Swoop Gang Member #2 would not
be able to target each other. The extra level that separates
them would require that Swoop Gang Member #2 be at least 3
squares from the border or that the Arcona move up 1 square
to stand at the edge of the elevation. If both characters
were standing adjacent to the border, neither one would be
able to attack the other.
Third, elevation negates cover provided by low cover
2 squares away from the border for every degree of
difference in elevation. So a character on elevation 2 can
ignore low cover 4 squares away on ground level and 2
squares away on elevation 1.
Lastly, the slope or steps that lead up to the
elevated area are considered rough terrain and take 2
movement points to traverse each square. A character with
flight ignores the penalty and may even move through the
elevated border with an additional cost equal to the
elevation difference. So Boba Fett can jetpack from ground
level to elevation 2 for an additional 2 points of movement.
Option – Underpass: You'll notice on the map, a
semi-transparent arrow crossing through a rock formation.
Characters moving through this space are moving underneath
the rock. Large and Huge Characters may not squeeze through
the underpass area. Otherwise, this does not affect the game
much except in any casual scenarios that may incorporate
aerial attacks (for example), characters in the underpass