From: "Rob Schultz" To: babylon5-wars@CSUA.Berkeley.EDU Subject: [B5W] Couple playtests of Alex's Idea Date sent: Thu, 10 Sep 1998 23:07:34 PDT Send reply to: babylon5-wars@CSUA.Berkeley.EDU Commander G'Klar of the Narn G'Quon class cruiser was watching the planet below him on the view screen when the electronics intelligence officer shouted, "Jump point forming off our port side sir!" Before G'Klar could voice the obvious question the officer added, "It's a single Vorchan!" In the moment before the Vorchan fired G'Klar relaxed slightly. A single Vorchan was no match for his G'Quan even if it got first salvo in while the sensors were on long range scan as they were now. As he opened his mouth to order the sensor suit to defensive the Vorchan's plasma bolt sliced into the port twin array of the G'Quan. The blast obliterated the twin array and ripped a hold through the outer structure and into the primary. The twin arrays of the Vorchan began to pour fire into the wound a fraction of a second later. Before the flames engulfed him G'Klar had time to think, "Drat! He must be using Alex Fulton's damage rules..." Ok, here are the two things I tried. (Solo - so the results will be skewed by me knowing exactly what my opponent was going to do.) First test: A Vorchan at range zero with 8 OEW firing on a G'Quon with zero DEW as seen in ItB. Base chance to hit side of the G'Quon works out to 28 for the PA and 29 for the TA's. Rolled a 6 to hit for the PA and hit a TA. The damage worked out to a 93 point *standard* hit. This takes out the TA, the side structure and does 8 points to primary. (FYI: I forgot to halve the armour vs. the PA.) Rolled 8, 13, 20 and 6 for the TA's which produced a 25 point structure hit, a 20 point structure hit, a 12 point primary (reactor) hit, and a 27 pt thruster hit. When I finshed with this the G'Quan had a total of 36 pts of primary structure damage. Had the 27 pt thruster hit been a structure hit instead the G'Quan would have been destroyed. Second test is a scenario: A Tinashi is escorting a transport of "importance" and is jumped between gates by 3 Vorchan bent on taking out the transport. Map set up - place a jump point 2 hexes on the left hand side of the map. Set up the Tinashi and the transport moving at speed 6 on the right side of the map in such a way that the transport will have to make a least one turn to enter the jump point. The Vorchans may enter anywhere near the center of the top or bottom edge of the map and have speed 4. (They just jumped.) Special rules - Alex Fulton's damage rules. TA's are -2 per hex. Fusion Cannon are -1 per hex. The Tinashi has a turn cost of 1/2 speed and a delay of 2/3. The Tinashi may turn while rolled or pivoted. The "Jammers simply prevent lock on" rule. Victory conditions - Minbari player wins if the transport makes it out the jump gate. Centauri player wins if it does not. My results - By ignoring the Tinashi the Vorchan's managed to destroy the transport with only moderate damage to two of their number. (Rolled poorly on the Neutron cannon both to hit and for damage locations.) The follow on battle between the three of them and the wrathful Tinashi would have been very interesting if I had of had someone to play with. I did however get a feel for the damage dealing potential of the two sides and found I liked it quite alot. Rob "Running With Scissors" Schultz ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com