Date sent: Fri, 20 Mar 1998 17:41:35 -0500 From: AFulton@mrisystem.com (Alex Fulton) Subject: [B5W]: SCENARIO: Fire Burn and Cauldron Bubble To: aog@agentsofgaming.com, babylon5-wars@vex.cs.colorado.edu Send reply to: babylon5-wars@CSUA.Berkeley.EDU SCENARIO: Fire Burn and Cauldron Bubble As President Clarke began to strictly enfore martial law, his officers found excuses to imprison and kill family of the officers that had defected to Sheridan's Army of Light. As a result, these officers were not broken as Clarke had planned, but had hardened their resolve to take Clarke out of office, even if it meant they had to kill their friends. By this point in the war, it was obvious to many that it was in Earth's best interest to be rid of Clarke. Player #1 (Sheridan's Army of Light): 1 x Omega Destroyer: Monitor 12 Standard Starfuries 12 Thunderbolt Fighters 1 x Hyperion Cruiser: Agony 6 Standard Starfuries Player #2 (Clarke's Earth Alliance): 1 x Omega Destroyer: Union 24 Thunderbolt Fighters 1 x Hyperion Cruiser: Haven 6 Standard Starfuries Set-up: Set up the map as follow: A B C D E F The EA player is patrolling. Place all their ships within 5 hexes of 2215, heading "F", speed 4. The AoL player has received extremely accurate sensor readings of the patrol, and used this for precises jumping in. They enter from a jump point within 7-12 hexes of 2215. Write down the location in advance (before the EA player sets up his forces). Any heading, speed 7. Victory conditions. This is a free-for-all. Whichever side has ships left on the board after the battle wins. Optional rules: Ramming: Ramming is not allowed. Missiles: Each Thunderbolt has four missiles. The new missile rules are in effect (IE., missiles are fired before any movement at targets within 10 hexes. Roll to-hits during the weapons fire stage of the turn). Fighter cover: The playtest rules for CAP (CSP) is in effect. Comments: Simple deep-space engagement in the EA Civil War. Continues (sort of) story from "Double, Double, Toil and Trouble". By: Alex Fulton