Date sent: Tue, 18 Aug 1998 10:46:21 -0500 (CDT) From: Wraith To: B5 Wars Subject: [B5W] [Scenario] Allied Enemies Send reply to: babylon5-wars@CSUA.Berkeley.EDU Allied Enemies: A Scenario for B5 Wars For 2 to 4 players BACKGROUND Earth has signed a non-aggression treaty with the Centauri Republic. Clark has declared martial law. Earthforce has split into two factions, the loyalists and the rebels, and the loyalists have won, for now. Many of the rebels have fled to fight another day, but in the mean time they need supplies, repairs and shelter. One brave rebel captain near the Centauri boarder was in desperate need of all three, and decided to take a chance on the Centauri civilian base at Beta 3, and play the new allies game. Unknown to this captain, the loyalist were aware of his movement and while they were not in a position to intercept him, they did ask for help from their new Centauri allies. PLAYER #1 (Earth): 1 Nova Dreadnought, 12 Aurora Heavy Fighters PLAYER#2 (Earth): 2 Olympus Corvettes, 12 Aurora Heavy Fighters (from the Nova) PLAYER#3 (Centauri): 1 Centurion Attack Cruiser, 1 Altarian Destroyer, 1 Kutai Gunship, 18 Sentri Fighters (6 from the Altarian, 12 from Marcanos) PLAYER#4 (Centauri): 1 Centurion Attack Cruiser, 1 Altarian Destroyer, 1 Kutai Gunship, 18 Sentri Fighters (6 from the Altarian, 12 from Marcanos) Centauri EXTRA: Marcanos Civilian Base (Keep a sheet handy incase it becomes important, EA will probably attempt to move away from it once they come under attack) SETUP Map: ABC DEF In hex 0505 there is located a Marcanos Civilian Base Scattered across sections A, B, D & E are 16 Civilian Supply Freighters or Civilian Luxury Liners (use what ever counters are handy or scratch paper.) Roll a d6 for heading and a d6-2 for speed (1 minimum). They will follow the same heading for the whole scenario, each round they will increase speed to a maximum of 4. Once they leave the board they disappear. In hex 2828 there is a Jump Gate (which the Centauri are broadcasting as under repair, so the EA will have to use its own jump engines to jump into the system.) EA decides which hex they are going to jump into, writes this down and the speed of all ships. No fighters may be deployed at this time. Centauri Player places ships on the board however he so chooses. Fighters from the Marcanos Civilian Base cannot be deployed at this time. VICTORY CONDITIONS: Earth: Escape. Whatever it takes to escape. Unfortunately the Nova's Jump engines are down, and the Jump Gate is under Centauri lock out. Either find a way to break through that Centauri lock out, run as fast as you can, or duke it out. If the Earth ships choose to fire on the Civilian Base and end up hitting structure it is considered that civilians have died and the best Earth can then receive is a marginal victory. Centauri: Stop the Earth rebels. Their allies in Earth Dome said nothing about capturing the rebels alive. Don't let them escape, but don't risk your neck. If any ship is lost the best that the Centauri player can hope for is a marginal victory. SPECIAL RULES: Fighter Flight Rules are in use Ramming is not allowed Fighters on the Nova and the Marcanos Civilian Base cannot launch until the end of turn 2 Breaking Centauri Jump Gate Lock: One or more of the Earth ships may attempt to break the Centauri lock on the Jump Gate. To do this take each side rolls 2d6 and adds to this a modifier based on the units C&C. The ships add the number of boxes in their C&C, while the base adds 5*(the number of boxes in its C&C.) The same EA vessel must win twice in a row to break control for the following round, and must continue to win each additional round he wishes to keep it open. Make this roll in the adjust ship systems phase. Obviously if the C&C of a ship or base is hit, this will reduce the modifier. If a ship or base takes a C&C critical above 9, then they get no modifier next turn. In addition to this, any ship that attempts to break the lock out, must take a -2 initiative penalty. Civilian Traffic: There is a good deal of Civilian Traffic in the space ways here. To reflect this there are a number of Civilian ships on the board that will move in their appropriate time. These Civilians are scared, and aren't driving all that carefully. To represent this, no ships accept fighters can enter a hex occupied by a Civilian ship. There is too great a possibility of accidental ramming, or the Civilian getting in the way of a shot, or what have you. 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. Remove the Centurions and Altarians and put in two Primuses with full fighter compliments. Remove a Centurion and Altarian and sneak a Dargan into the Civilian ships. Give the Earthers a flight of Thunderbolts