Post by vladdswrath on Oct 16, 2006 17:06:59 GMT -5
KOTR Scenario 1 "Crossing Paths"
Era : Old Republic
Build Total 125 points, No uniques, No Black Sun characters, The Dark Jedi Master may not be chosen by the Sith player
Legal Factions: Old Republic, Sith, Fringe (appropriate era only-No Black Sun Characters!)
The Old Republic player wins by defeating all of the Sith characters.
The Sith player wins by defeating all of the Old Republic characters.
The winner of "Crossing Paths" plays the same faction in part 2. One surviving Force-using character from the winning faction becomes the main character for parts 2 and 3 of the scenario. If no Force-using characters survive "Crossing Paths," the last Force-user defeated on the winning side becomes the main character. There will be rewards for surviving Force-users, so players should protect them as much as possible
Special Scenario Rules
Doomed Ship
The Darkmoon is heavily damaged and out of control. However, during this scenario, the characters can do nothing to affect the ship. They must direct all their efforts toward defeating the enemy. But that grows more difficult as the ship's condition continues to deteriorate during the game. At the beginning of each round, before rolling initiative, roll a d20 and apply the effects shown on the table below:
1–6 Smoke. Smoke begins filling the ship. The first time this effect is rolled, the smoke reduces visibility such that attacks can take place only at a range of 8 squares or less. Each additional time this effect is rolled, the smoke reduces visibility further; reduce the range by 1 square, to a minimum of 4 squares (disregard this result after that time). The smoke never clears.
7–10 Not entirely stable. The ship suddenly lurches to one side. Starting with the character closest to the side of the map indicated below, move each character 3 squares in that direction. Characters stop moving if they hit a wall or another character. Terrain costs still apply, which means that characters move only 1 square (at most) through difficult terrain or low objects. Characters forced into a pit may save 11 to stop at the edge; otherwise, they fall in and are defeated.
7 - Top side of map (when reading the room titles)
8 - Left side of map
9 - Right side of map
10 - Bottom side of map
11–16 Nothing happens. Smoke from previous rounds remains in effect.
17-20 Not entirely stable. See above for details. Move characters 3 squares in the direction indicated below:
17 - Top side of map (when reading the room titles)
18 - Left side of map
19 - Right side of map
20 - Bottom side of map
You guy's wanted some KOTR action so here it is! I have no idea what Scenario 2 is going to be, but this looked fun so I thought we'd wing it! See you guys then!
Era : Old Republic
Build Total 125 points, No uniques, No Black Sun characters, The Dark Jedi Master may not be chosen by the Sith player
Legal Factions: Old Republic, Sith, Fringe (appropriate era only-No Black Sun Characters!)
The Old Republic player wins by defeating all of the Sith characters.
The Sith player wins by defeating all of the Old Republic characters.
The winner of "Crossing Paths" plays the same faction in part 2. One surviving Force-using character from the winning faction becomes the main character for parts 2 and 3 of the scenario. If no Force-using characters survive "Crossing Paths," the last Force-user defeated on the winning side becomes the main character. There will be rewards for surviving Force-users, so players should protect them as much as possible
Special Scenario Rules
Doomed Ship
The Darkmoon is heavily damaged and out of control. However, during this scenario, the characters can do nothing to affect the ship. They must direct all their efforts toward defeating the enemy. But that grows more difficult as the ship's condition continues to deteriorate during the game. At the beginning of each round, before rolling initiative, roll a d20 and apply the effects shown on the table below:
1–6 Smoke. Smoke begins filling the ship. The first time this effect is rolled, the smoke reduces visibility such that attacks can take place only at a range of 8 squares or less. Each additional time this effect is rolled, the smoke reduces visibility further; reduce the range by 1 square, to a minimum of 4 squares (disregard this result after that time). The smoke never clears.
7–10 Not entirely stable. The ship suddenly lurches to one side. Starting with the character closest to the side of the map indicated below, move each character 3 squares in that direction. Characters stop moving if they hit a wall or another character. Terrain costs still apply, which means that characters move only 1 square (at most) through difficult terrain or low objects. Characters forced into a pit may save 11 to stop at the edge; otherwise, they fall in and are defeated.
7 - Top side of map (when reading the room titles)
8 - Left side of map
9 - Right side of map
10 - Bottom side of map
11–16 Nothing happens. Smoke from previous rounds remains in effect.
17-20 Not entirely stable. See above for details. Move characters 3 squares in the direction indicated below:
17 - Top side of map (when reading the room titles)
18 - Left side of map
19 - Right side of map
20 - Bottom side of map
You guy's wanted some KOTR action so here it is! I have no idea what Scenario 2 is going to be, but this looked fun so I thought we'd wing it! See you guys then!