Date sent: Sun, 25 Oct 1998 21:55:40 -0600 (CST) From: Wraith To: babylon5-wars@CSUA.Berkeley.EDU Subject: [B5W] Scenario: Pirates, Politics, and Particles Send reply to: babylon5-wars@CSUA.Berkeley.EDU Hey fellow list bretheren. Heres, a recent scenerio I've been working on. Feel free to comment on what you feel might make it better. Thanx, Wraith * * * * * * * * * * Pirates, Politics, and Particles: A Scenario for B5 WARS For 2-4 Players BACKGROUND: (Pre-Earth/Minbari War) Earth Force has recently noticed a lot of heavily powered pirate activity along the Earth/Centauri boarder. The raiders are known to frequent a number of systems in both Earth and Centauri space, making quick hit and run operations against civilian freighters and supply ships. Surprisingly the Centauri do not seem all that threatened by the attacks and almost feel as though the problem will take care of itself. Earth Gov. on the other hand, has no such mistaken beliefs. As such they have sent a task force to patrol those systems the pirates prefer to hit in Earth controlled space. As luck would have it, the Earth Force task force quickly discovered the raiders in a routine patrol. However, they weren't the sort of raiders they were expecting. It seems a Centauri sector patrol decided to go rogue. No wonder the Centauri weren't talkative. A tricky situation. PLAYER #1: (Earth) - 1 Hyperion Heavy Cruiser, 2 Olympus Corvettes, 1 Oracle Scout Cruiser, 6 Aurora Starfury Heavy Fighters (2977) PLAYER #2: (Centauir) - 2 Altaian Destroyers, 2 Haven Patrol Boats, 3 Vorchan Warships, 12 Razik Light Fighters (3166) SETUP: Map - ABC DEF DC & EF are covered with the Dust Terrain Effect as described in the Core Rules There are 3 Unarmed Civilian Supply Freighters at 2230, 2231 and 2232 respectfully facing 1. They are moving at a speed of 3. Every round they will increase speed by one until they move off the board. Feel free to float the map as you see fit. Centauri forces set up in section F of the map. They have just jumped in, and the Alterians and Vorchan #1 are under jump delay, with only 3 rounds having gone by. Fighters may be launched. Earth forces set up in section A of the map. They have also just jumped in and the Hyperion is under jump delay with only 1 round having gone by. Fighters have not launched. VICTORY CONDITIONS: Earth: Do to the politics of the situation, destroying the Centauri forces is out of the question. In fact you can't fire on them until they fire on you or the Earth Freighters. Your goal is to disable the Centauri ships without destroying them. Thus taking out their weapons and thrusters etc, but not destroying the ships. Render them harmless. (Fighters may be destroyed.) Centauri: These freighters are caring valuable supplies that you need in order to continue as a rogue force. Besides spare parts for repairs, these freighters are also smuggling weapons systems you need. Disable the Freighters and eliminate the Earth Force threat. SPECIAL RULES: Earth Force may not fire on Centauri forces until the Centauri have either fired on them or fired on the Civilian Supply Freighters. Earth Force may target Centauri forces with EW and fire on the same round as the Centauri, but not until the Centauri fire first. (Note: This means that ballistic weapons will not fire until the round after the Centauri open fire). OPTIONS: Hyperion Variants: As this battle takes place before the Earth/Minbari War, the Hyperion officially shouldn't have Heavy Lasers in place. While you can play with the Hyperion as is, you may want to try it with one of the following variants, each of different power levels in order of my personal preference. #1 - Replace the Heavy Lasers with Heavy Plasma Cannons (See T'loth) #2 - Replace the Heavy Lasers with Medium Lasers (See Nova) #3 - Replace the Heavy Lasers with Missile Racks comparable to those on Olympus (Same arcs as Olympus) #4 - Replace the Heavy Lasers with Heavy Pulse Cannons (See Omega) #5 - Replace the Heavy Lasers with Standard Particle Beams with 180 arcs