Date sent: Wed, 22 Apr 1998 13:25:32 -0700 (PDT) From: Zebulin Magby Subject: [B5W]: Scenario(LONG) "Save the K'Doth" To: babylon5-wars@CSUA.Berkeley.EDU Send reply to: babylon5-wars@CSUA.Berkeley.EDU Save the K'Doth! The Narn Centauri war saw some of the most desperate fighting since the Earth Minbari war. Not on the part of the Centauri, mind you, but the Narns were losing badly in all theatres follwing their loss at Ragesh III (?). A small, out of the way listening post was one of the last to be attacked. Located in a small corner of the Higani system, and surrounded by intense radiation fields created by the large asteroid belt, it was the perfect place for a small, unnoticable base. Until word leaked, that is. Hearing that the Narns had a base in that sector gave the Centauri pause just long enough to mobilize a small expeditionary force to take it out. The Narns, upon getting word, asked for Earth Force support. Earth, of course, denied them this, but a lone Hyperion nearby answered their distress call. The Hyperion Archimedes arrived just in time to see the base destroyed, and the Narn Heavy Cruiser K'Doth running for the asteroid belt so they could open a jump point and escape to safety. Player 1(Narn): 1 Narn Heavy Cruiser, K'Doth, with 4 Flights of Frazi's deployed. (Earth): 1 Earth Force Hyperion, Archimedes, with 1 Flight Starfuries deployed (Arrives D6 Turns after start of game) Player 2(Centauri): 1 Centauri Battlecruiser, Emperor's Light, with 2 Sentri flights deployed; 5 Vorchans, Bleer, Linet, Despo, Jgaspa and Tocka Setup Rules: Place the maps as normal (ie. A-C with D-F beneath them). The Narn player starts on the left side of either map A or D Hex row 15xx. Speed less than 10 Facing C. Centauri player begins in the same two maps, same side, but Hex row 01xx. Speed less than 8 Facing C. Both players should write down their starting positions and speeds before placing their forces. {This shows that the K'Doth was not at the base at the time of the attack, but was alerted and is now fleeing the area.} Place D6 asteroids on Maps C and F randomly. Roll a D6 for random direction, speed 3. The radiation field ends 5 hexes in from the right edge of maps C and F. Ships may jump normally once they enter this area. The Archimedes is hovering in hyperspace in the radiation free zone, and enters in a hex determined by the Narn player, facing the Centauri, speed 4. Victory Conditions: The Narn player wins if he can get the K'Doth safely into Hyperspace. The Centauri player wins if he can disable or destroy the K'Doth. (By disable it is meant that the K'Doth can neither open it's own jump point, nor maneuver under it's own power.) This battle cannot end in a draw. Special Rules: Flight level rules are in effect with the following restrictions: 1.) Fighters roll to hit as per chart on fighter sheets 2.) Fighters roll damage and hit as though a rake in their damage block class (Starfuries do 8pts per rake, Frazis 9pts, Sentris 7pts) 3.) Armor counts against each rake 4.) Dropout occurs if a D20 is rolled and it is less than the amount of damage taken (Frazi's dropped this way become single fighters with those rules) To simulate asteroids, use the counters, but the asteroids actually cover an additional hex in every direction. (Making them huge obstacles to be avoided!) Any ship being hit by these suffers 40 points of standard damage, ships speed is also decreased by 1/3 immediately. Ships cannot jump from within the radiation field. Optional Rules: Ramming is in effect Narn fighters only. And only if the fighters have taken more than 3/4 of their structure in damage. Nobody else may ram. The Centauri aren't that hurried to defeat the K'Doth, and EF doesn't have that much at stake. Variations: Replace the Narn with Earth Force ships, and the Centauri with Minbari ships. Although in this variation, there won't be a cruiser waiting in Hyperspace to bail the humans out. Comments: This is a hard battle for the Narn, especially until the humans intervene. Those five Vorchans will tear the K'Doth apart relatively quickly, not to mention the Primus' Battle Lasers. Advice for the Narn, use your Frazis against those Vorchans, and kill them quick. If nothing else, attack from the front, and if you've taken enough damage, then ram them. Advice for the Centauri, kill the K'Doth with your Vorchans as soon as possible. While they are recharging their Plasma accelerators, use your Battle Lasers. Once the humans arrive, the balance shifts towards them. Don't worry about them, though, just destory the K'Doth! Designer: Zebulin Magby {Zebulingod@Yahoo.com} == What? Can't kill 'em with pulse cannons? Run 'em through with Starfuries! (Yes, I, too, have been overcome by anti-spam mania. Remove the "spam_" [without the quotes] to reply to me personally.) _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com