Custom Skirmish Maps CONTEST

By HK47, in Star Wars: Imperial Assault

Hi! i was just wondering if anyone has made any cool skirmish scenarios they'd like to share! INSTRUCTIONS: Post the scenario along with a map screenshot for reference. Tile numbrs would also be helpful. May the Force Be With You!

We've been cooking up a custom scenario for an existing map that featuers a MK3 Dark Trooper. If we ever finish it up, we'll be sure to post it. :)

Will start thinking about a custom maps right now, this will be fun.

Be sure to enter in your custom skirmish maps for the Contest by this Sunday! I will personally judge and crown a winner of best custom skirmish map out of all entrants.

I was thinking about a mao set in some sort of seedy nightclub. Don't have an actual exact tileset yet, but I will get on that.

Coroscant Nightclub

A: Royal Flush

Credits make the world go round. Unlimited currency means unlimited power. There are a number of ways to get credits quick, and gambling is one of the most popular, and certainly one of the most lucrative. You and your team are to infiltrate this populart gambling house and make a hefty withdraw. Be careful, though, as the enemy may also want there grubby hands on your credits,

Neutral mission tokens represent Jackpots. A figure may interact with one to pick it up. When attacking, -1 accuracy. Terminals represent Credit Dispensers. A figure carrying a jackpot may interct with a terminal to gain 10 VP.

B. Smash and Grab

During times of war, credits become as scarce as an elder skonk eel (totally made up), and either side need to raise money in any way they can, some methods, less-than ethical. You and your team are to infiltrate and steal the from the main credit vault of this Coroscant Casino.

Doors are locked from the outside.

Neutral mission tokens represent Jackpots. A figure may interact with a Jackpot to gain 15 VP. Terminals represent security consoles. A figure may interact with a security console to hack it. It is now under your control.

At The beggining of each round: Open doors based on how many terminals are under player control.

At the end of each round: Close each door.