Date sent: Mon, 9 Nov 1998 14:43:58 -0600 (CST) From: Wraith To: babylon5-wars@CSUA.Berkeley.EDU Subject: [B5W] Scenario: A Lesson Learned (Bin'Tak vs. Sharlin showdown) Send reply to: babylon5-wars@CSUA.Berkeley.EDU Not only have I been on a scenario writing kick, but I think I'm starting a Minabri scenerio writing kick. Maybe its just the Tigara being the ships of the month, although the Tigara is not featured here. Anyways here's another. Wraith * * * * * * * * * * A Lesson Learned: A Scenario for B5 Wars For 2-6 Players BACKGROUND: During the years after the Earth/Minbari War, the Narn's decided that they liked the profits gained through selling weapons to the Earthers during the war. Quickly this enterprise took on a life of its own and became a primary source for Narn military funding. Weapons deals were soon being made with a number of League worlds, raiders, pirates and disgruntled colonists. Sometimes these deals were one on one direct between the Narns and the purchaser while others used second, third or fourth parties. Eventually the Narn's made the mistake of trying to sell their goods with in Minbari space, something that the Minbari were not happy about. Rather quickly Narn convoys into Minbari space were being attacked and slaughtered. Profits from this weapons smuggling were going down, and someone or something had to take the blame. Through some superbly amazing and stupid politics it was determined that the Minbari were infringing on their free rights as traders and as such needed to be taught a lesson. But as the task force assigned's joke went, "Who out here is supposed to be the teacher?" PLAYER #1 (Minbari) - 1 Sharlin War Cruiser w/12 Nial Heavy Fighters PLAYER #2 (Minbari) - 2 Tinashi War Frigates w/ 12 Nial Heavy Fighters (from Sharlin) PLAYER #3 (Narn) - 1 Bin'Tak Dreadnought w/ 18 Frazi Heavy Fighters, 1 Dag'Kar Missile Frigate PLAYER #4 (Narn) - 2 G'Quan Heavy Cruisers w/ 24 Gorath Medium Fighters SET UP: Map: ABC DEF There is a Jump gate located at 2627. Minbari Forces start at: Tinahsi #1 0228, facing 2, speed 6 Sharlin 0329, facing 2, speed 6 Tinashi #2 0429, facing 2, speed 6 Nials have just launched and are at 0329, facing 2, speed 6 Narn Convoy of 4 Civilian Freighters have just jumped in through the jump gate. One of these must be designated by the Narn player as having a special communication system, which it will use to contact the Narn when they are attacked and relay information to them until the Narn jump in. These ships are under Narn control and may fire as the Narn player chooses, however they will only move in a straight line away from the enemy increasing speed every round. One freighter each begins at 2626, 2625, 2624, and 2623. All are facing 1 and moving at a speed of 3 once they leave the board they are disengaged, or you may choose to float the board. Narn must choose where they are going to jump in before the scenario begins and write this down. They may jump in with as many points as their ships allow. Jump Gate is under delay so it is not an option. They also may jump in when ever they wish. However once the Freighter with the advanced communication system is destroyed (or its sensor is destroyed) they will no longer have any idea of what is happening on the board and must choose how many more turns they will wait before jumping in. Once that is chosen, continue play, as the Narn will not know what the board will look like now when they jump in. VICTORY CONDITIONS: Minbari - Primary is to stop and destroy those freighters and teach the Narn a lesson about arms dealing in Minbari space. If they persist in a fight, defend yourselves as necessary, however you can let them open fire on you in Minbari space with out sending them back home licking a lot of wounds. Narn - Hit the Minbari hard. Teach them what happens to those who interfere with Narn free trade and profit. Primary goal is to take out the Cruiser, but the Frigates would make a nice bonus to show off with to command. SPECIAL RULES: Flight Level Combat is in use. Narn choose which round they jump in. 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 (Centauri) or d10 (Earth/Narn) 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. Minbari can pretty much hit the money. If you want you can roll a d3 for them, same as above. Another Minbari Force PLAYER #1 (Minbari) - 1 Tigara War Cruiser w/ 6 Nial Heavy Fighters, 2 Tinashi War Frigates PLAYER #2 (Minbari) - 1 Tigara War Cruiser w/ 6 Nial Heavy Fighters, 2 Tinashi War Frigates Starting positions: Tinashi #1 0228, facing 2, speed 6 Tinashi #2 0328, facing 2, speed 6 Tigara #1 0329, facing 2, speed 6 Tigara #2 0429, facing 2, speed 6 Tinashi #3 0530, facing 2, speed 6 Tinashi #4 0629, facing 2, speed 6 Nial have just launched and are in the same hex with there respective carriers.