Date sent: Sun, 16 Aug 1998 14:33:26 -0500 (CDT) From: Wraith To: babylon5-wars@CSUA.Berkeley.EDU Subject: [B5W] Scenerio: The Ultimate Test Send reply to: babylon5-wars@CSUA.Berkeley.EDU Okay, I guess that I've just been in a Scenerio writing mood. Moore still to come. Tell me what you think on a first glance, and if you happen to play it, please tell me what you though then. This goes for the Asteroid one too. Thanx, Wraith rhahn@blue.weeg.uiowa.edu The Ultimate Test: A Scenario for B5 Wars For2-3 Players BACKGROUND: In the years after the Narn broke away from the Centauri they implemented the END (Emergency Naval Development) program. Taking everything that they had learned from the Centauri and what ever they could beg, borrow and/or steal from other races in the League of Non-aligned worlds, the Narn created their first warship, the T'loth Assault Cruiser. Design specs and test runs are all fine and good, but the Narn are a hard people and so they believe in hard tests. With the first few of the T'loths coming of the line, the Narn discovered that a number of components which they had stolen from the Centauri, or bought on the interstellar black market, were drying up. More would be needed if they were to continue in producing the T'loth. It seemed like great luck then when Narn intelligence announced the discovery of a possible ambush that the Narns could make on a Centauri military transport. The perfect test for their brand new T'loth. PLAYER#1 (Narn) - 1 T'loth Assault Cruiser w/ 12 Gorath Medium Fighters PLAYER#2 (Narn) - 1 T'loth Assault Cruiser w/ 12 Gorath Medium Fighters PLAYER#3 (Centauri) - 1 Lias Supply Ship, 1 Altarian Destroyer w/ 18 Razik Light Fighters (12 on patrol, 6 in hanger, rotating every 4 hours.) SETUP Map: ABC(A) DEF(D) Note: ( ) represents where map will float. In (D) there is a Jump Gate at 1024 Narn Players must choose which hex in the D section of the board they will jump into and write down this hex number and the exit speed of all ships. They may jump in together or separately. Centauri Player must place his ships in the A section of the map, speeds of 3 or 4. The only exception is one flight or Raziks may be scouting anywhere on the board at any speed. On round 1 Narn player jumps in. VICTORY CONDITIONS: Narn - They must disable and capture the Lias and utterly destroy the rest of the Centauri ships. Nothing and no one can be allowed to escape. If the Centauri hear word of a new Narn warship they will inevitably retaliate, and that cannot be allowed to happen at this point in their development. Centauri - Cannot allow the Narns to get the Lias. If the Lias escapes then the Centauri are considered victorious. Any and all losses can be considered acceptable so long as the Lias escapes. SPECIAL RULES: Fighter Flight Rules are being used. Ramming is possibly allowed for the Altarian, but not the Raziks or Lias. Altarian cannot jump out until the Lias is safe. Altarian cannot launch fighters until the turn 2 as the pilots are not prepared. Lias is considered to still have 3 turns of jump delay. T'loths are still early production models and as such, have some bugs. Beginning at the end of turn 3 during the adjust ships systems phase, and each additional turn there after, the T'loth must make a random critical roll to see if any system gives the ship problems. To do this roll d6 to choose between: 1 - forward 2 - aft 3 - port 4 - starboard 5 - primary 6 - no problem that round Then roll on whichever chart was chosen until a system is rolled. Make a critical roll for that system. OPTIONS: Jumping in from Hyperspace: Rather than having the exactness of jumping to a specific hex, this system may be used. Have the player choose the hex they want to jump into. Then roll a d6 for direction and either a d6 or d10 for how far off the jump is. On a d6 1-5 equal the number of hexes off the ship is while a 6 hits it on the money. A d10 is the same except a 10 hits it on the money. COMMENTS: The Centauri out numbered, but they also has maneuverability on their side, as well as the twin array. The Narns have to strike hard and fast. The first move for the Narns has to be to knock out the jump drives of the two ships. The Goraths can do a good job of this with called shots to the Jump Drive systems. They T'loths have to work together to take out the Altarian, or else its maneuverability will kill them. Unfortunately the T'loths weapons are close range. Think ahead and set traps. Once the Jump drive on the Lias is taken out, it can be ignored until the Altarian is taken care of, as its nearest point of escape is rather far away. Centauri, the Altarian has a tough job ahead of it and may very well die, however it's HCV status is a massive benefit once the battle closes. Use those twin arrays to punish the Narn. The Raziks should be near undestroyable. Flights that win initiative should kill Goraths (ever so slowly) while those that lose should jink, jink, jink.