TEXT: To commemorate the release of the Bounty Hunters booster, I’ve de-
  signed a set of maps and panels based on the deserts and wastelands 
  of Tatooine. Each map is available in full-sized 40”x32” 100 DPI or in 8 
  sections, 10”x16” 120 DPI PDFs for printing on tabloid-szed paper. It’s 
  reccommended that you print each section at a local offi  ce retail store 
  on a color laser printer and mount them on foam board. 170 DPI jpgs 
  are available upon request ... just contact me at vornargith@excite.com.
  The blank desert map is a clean slate to place the sarlaac, sandcrawler, 
  escape pod, moisture farm and other panels that are designed to ac-
  comodate the sands of Tatooine.
  The Jundland Wastes map has open spaces to off er 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 op-
  tional elements, elevation and underpass, introduce new strategies.
  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 el-
  evation 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 aff ects 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 char-
  acter 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 1): 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 diff erence 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 diff erence to the distance requirements of the 
  character on the ground. Subtract 1 square instead from the require-
  ments 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 diff erence in elevation. So a charac-
  ter 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 consid-
  ered rough terrain and take 2 movement points to traverse each square. 
  A character with fl ight ignores the penalty and may even move through 
  the elevated border with an additional cost equal to the elevation dif-
  ference. 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 Jundland Wastes 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 aff ect 
  the game much except in any casual scenarios that may incorporate 
  aerial attacks (for example), characters in the underpass have cover.
  Tatooine/Jundland Wastes Battle Maps and Panels *
  By Vornargith
  * Maps are original, however, images from various online sources may have been used to produce this work.
  ** This unauthorized work is strictly fan-based and may be used freely. Please do not reproduce with the intent of selling it. 
  Image 1: Elevation
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Maps/Tat-MapDescriptions.pdf