Date sent: Fri, 4 Dec 1998 15:04:32 -0600 (CST) From: Wraith To: babylon5-wars@CSUA.Berkeley.EDU Subject: [B5W] Under Seige (Sunhawk playtest) Send reply to: babylon5-wars@CSUA.Berkeley.EDU Okay this is sort of a repeat. It is a min-campaign in which it used to be the Earth defending a league race from the Narn but now with the release of the Sunhawk is a mixed Earth/Drazi vs. Narn. Enjoy and post reports on how the Sunhawk does if you play it. Wraith * * * * * * * * * * Under Siege: A Mini- Campaign for B5 WARS Mission of Mercy: A Scenario for B5 WARS For 2-4 players BACKGROUND: After the Narn won their independence from the Centauri they began a systematic harassment of various League worlds, leading to their eventual take over of a number of League and previously Centauri colonies. During one such occasion a Drazi colony world was under siege and called upon the League's good relations with Earth Force after the Dilgar War and asked for help with the Narn problem. As a Mission of Mercy, Earth Force sent in a number of ships to patrol the space around the League world under siege and turn back any invading forces. They were not to fire upon Narn forces unless fire upon. The Narn unwilling to back down decided instead to send in a token force equipped with one of their new Missile Frigates to see if they could punch a hole through the Earth Force Blockade and do a quick hit and run mission to prove their superiority before backing down. PLAYER #1 (Narn) - 1 G'Quan Heavy Cruiser w/ 12 Gorath Medium Fighters, 1 G'Karith Patrol Cruiser w/ 6 Frazi Heavy Fighters, 1 Dag'Kar Missile Frigate PLAYER #2 (Earth/Drazi) - 1 Omega Destroyer w/ 24 Aurora Starfury Heavy Fighters, 2 Sunhawk Battlecruisers SET UP: Map: ABC DEF Narn forces may jump in anywhere in the C-section of the Map Fighters may be deployed. Earth/Drazi forces are set as such Sunhawk #1 1415, facing 4, speed 3 Omega 1515, facing 4, speed 3 Sunhawk #2 1615, facing 4, speed 3 Fighters in the barn, may launch at end of turn 2 VICTORY CONDITIONS: Narn - Take down the Earth Forces. If you can pound through them you'll create a moment of opportunity that will allow the Narn a chance for a quick raid and a chance to save face. Take out the Omega to prevent any ships from jumping out. Knocking out the other ship's sensors should prevent any communication after you stop jamming their signals. Earth/Drazi - Keep the Narn out. It's just that simple. Make them retreat or take them down. Try not to destroy their ships (as Earth doesn't want to responsible for large amounts of Narn lives) but instead take out their weapons and maneuverability. SPECIAL RULES: Earth Force/Drazi may not fire first. They can target the Narn if the Narn target them, and fire back on the same round, but they cannot fire first. (The obvious exception to this is if the Narn just try to walk by the blockade. Consider row 15xx to be the edge the League world's space and if the Narn cross this Earth/Drazi can fire first. Of course the Narn would be stupid to wait this long, but hey. 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/Minbari tech level) or d10 (Narn/EA tech level) 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. (Please feel free to use whichever dice feel appropriate to you for distance off from the original hex if the d6 or d10 do not appeal to you.) When League of Non-Aligned Worlds supplement comes out (or if you have the playtest packet) replace the Drazi ships with ships of the different League races and say that they are under siege by the Narns. In that case a two-player game the Earth Player become an Earth/League Player. In a three-player game it will be an Earth, a League and a Narn player and in a Four-player game, separate the Narn into two players. Also this could be a completely Earth Blockade, with the 2 Sunhawks being replaces by 2 Olympus Corvettes. * * * * * * * * * * Under Siege: A Mini-Campaign for B5 WARS Turning the Tables: A Scenario for B5 WARS For 2-4 players BACKGROUND: (Earth victory in Mission of Mercy) After successfully repulsing a Narn attack force from the Drazi colony world, Earth Force Intelligence was able to gain information from captured Narns about the build up of a hit and run fleet massing just outside of the Drazi colony's space, waiting for an opportunity to make a run. Earth Force along with the Drazi government decided to put and end to this once and for all and sent a task force to chase the Narn away. Unfortunately for the Earth/Drazi task force the Narns under interrogation appeared to lie about the number of ships in the hit and run fleet, and what was supposed to be a show big gun chase off mission, turned into a large bloody battle PLAYER #1 - (Earth/Drazi) 1 Omega Destroyer w/ 24 Aurora Starfury Heavy Fighters, 1 Sunhawk Battlecruiser, 1 Oracle Scout Cruiser PLAYER #2 - (Earth/Drazi) 1 Omega Destroyer w/ 24 Aurora Starfury Heavy Fighters, 1 Sunhawk Battlecruiser PLAYER #3 - (Narn) 1 Bin'Tak Dreadnought w/ 18 Gorath Medium Fighters, 2 Rongoth Destroyers PLAYER #4 - (Narn) 2 G'Quan Heavy Cruisers w/ 24 Frazi Heavy Fighters SET UP: Map: ABC DEF Narn Forces set up as such: G'Quan #1 2003, facing 4, speed 3 Rongoth #1 2103, facing 4, speed 3 Bin'Tak 2203, facing 4, speed 3 Rongoth #2 2303, facing 4, speed 3 G'Quan #2 2403, facing 4, speed 3 One flight of Goraths and 2 flights of Frazis may be on patrol, one each in D, E, & F Earth/Drazi Player #1 may jump anywhere in the D-section of the Map, fighters deployed Earth/Drazi Player #2, may jump anywhere in the F-section of the Map, fighters deployed VICTORY CONDITIONS: Earth/Drazi - Force the Narn to leave or reduce their threat. Once their jump capable ships are destroyed they will no longer pose a threat to the Drazi colony. Narn - Teach these Earthers a lesson, never mess with Narn affairs. Show your teeth by taking down the Earth Destroyers, the pride of their fleet, and by doing so save face. SPECIAL RULES: Earth/Drazi force may not fire first. They are here to drive the Narn away, and not start a war, but may defend themselves as necessary. They can target the Narn if the Narn target them, and fire back on the same round, but they cannot fire first. 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/Minbari tech level) or d10 (Narn/EA tech level) 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. (Please feel free to use whichever dice feel appropriate to you for distance off from the original hex if the d6 or d10 do not appeal to you.) When League of Non-Aligned Worlds supplement comes out (our if you have the playtest packet) replace the Sunhawks with ships of a League race and say that they are under siege by the Narns. Alternatively you can make this strictly an Earth/Narn conflict by replacing the Sunhawks with Olympus Corvettes. At the same time when the League of Non-Aligned Worlds supplement comes out replace Player #1's Sunhawk w/ an Olympus and make Player#2 all League. If you do this you may allow the League race to open fire first but they will get no Earth help (i.e. Earth will not enter the battle) until fired upon by the Narn. * * * * * * * * * * Under Siege: A Mini-Campaign for B5 WARS A Lucky Break: A Scenario for B5 WARS For 2-4 players BACKGROUND: (Narn victory in Mission of Mercy) The Narn were able to punch a hole through the Earth/Drazi Blockade which has allowed the hit and run force the opportunity they needed to make a strike against the Drazi colony. But something went wrong. By shear luck an Earth Patrol was jumping between sectors when it discovered something odd in hyperspace. When they went to check it out, they discovered the Narn hit and run force, very upset that they had been discovered, and out for blood. Reinforcements are coming, but they may be too late. PLAYER #1 - (Earth) 2 Hyperion Heavy Cruisers w/12 Aurora Starfury Heavy Fighters, 1 Oracle Scout Cruiser PLAYER #2 - (Earth/Drazi) 1 Omega Destroyers w/24 Aurora Starfury Heavy Fighters, 2 Sunhawk Battle Cruisers PLAYER #3 - (Narn) 1 Bin'Tak Dreadnought w/ 18 Gorath Medium Fighters, 2 Rongoth Destroyers PLAYER #4 - (Narn) 2 G'Quan Heavy Cruisers w/ 24 Frazi Heavy Fighters SET UP: Map: ABC DEF Note: Battle takes place in hyperspace, use system in Core Rules p.35 (1st Ed.) Narn Forces set up as such: G'Quan #1 3729, facing 6, speed 6 Rongoth #1 3828, facing 6, speed 6 Bin'Tak 3928, facing 6, speed 6 Rongoth #2 4027, facing 6, speed 6 G'Quan #2 4127, facing 6, speed 6 All Fighters in the Barn, launch at end of turn 2 Earth Forces set up as such: Hyperion #1 1930, facing 1, speed 4 Oracle 2029, facing 1, speed 4 Hyperion #2 2130, facing 1, speed 4 All Fighters in the Barn, launch at end of turn 2 Arriving at the end of turn 5: Sunhawk #1 1901, facing 4, speed 6 Omega 2002, facing 4, speed 6 Sunhawk #2 2101, facing 4, speed 6 Fighters may launch at end of turn 6 VICTORY CONDITIONS: Earth/Drazi - Hurt the Narn enough so that they cannot finish their mission. This is best achieved by knocking out their ability to jump back to normal space, via destroying the jump capable ships or called shots to jump engine (Once Primary is exposed) Narn - Get rid of these Earth scum. Such a pitiful force should be no match for you. Of course when the reinforcements arrive you might reconsider but by then its too late, take the Earthers down first so you can continue your mission, the Drazi will come later. SPECIAL RULES: Earth Force may not fire first. They are here protect the League World under siege, not start a war with the Narn. They can target the Narn if the Narn target them, and fire back on the same round, but they cannot fire first OPTIONS: It may be desirable to take the battle out of hyperspace. This is fine, simply transfer the ships through their respective jump point from hyperspace too real space. If you want to claim the distance is different in hyperspace than in real space, use 1 hex between jump points in hyperspace equals 3 (4 or 5) in real space and calculate distances as such. 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 tech level) or d10 (Narn/EA tech level) 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. (Please feel free to use whichever dice feel appropriate to you for distance off from the original hex if the d6 or d10 do not appeal to you.) Minbari can pretty much hit it right on, maybe a d3 off. When League of Non-Aligned Worlds supplement comes out (or if you have the playtest packet) replace Player #2 completely with ships of a League race and say that they are under siege by the Narns. Alternately replace the Sunhawk with Olympus Corvettes for an all Earth Force force.