X-POP3-Rcpt: jcoleman@azure Return-Path: owner-babylon5-wars@CSUA.Berkeley.EDU Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by azure.a2t.com (8.7.5/8.7.3) with ESMTP id TAA18916; Sun, 24 Jan 1999 19:10:59 -0500 Received: (from majordom@localhost) by soda.CSUA.Berkeley.EDU (8.8.8/) id QAA21114 for babylon5-wars-outgoing; Sun, 24 Jan 1999 16:07:20 -0800 (PST) env-from (owner-babylon5-wars@CSUA.Berkeley.EDU) Received: from mail-hub1.weeg.uiowa.edu (mail-hub1.weeg.uiowa.edu [128.255.56.31]) by soda.CSUA.Berkeley.EDU (8.8.8/) via ESMTP id QAA21105 for ; Sun, 24 Jan 1999 16:07:17 -0800 (PST) env-from (rhahn@blue.weeg.uiowa.edu) Received: from red.weeg.uiowa.edu (15345@red.weeg.uiowa.edu [128.255.56.5]) by mail-hub1.weeg.uiowa.edu (8.9.1/8.9.1/blue-mh-1.2) with ESMTP id SAA24120 for ; Sun, 24 Jan 1999 18:07:17 -0600 Received: from localhost (rhahn@localhost) by red.weeg.uiowa.edu (8.9.1/8.9.1/blue-client-3.1) with SMTP id SAA67050 for ; Sun, 24 Jan 1999 18:07:16 -0600 Date: Sun, 24 Jan 1999 18:07:16 -0600 (CST) From: Wraith X-Sender: rhahn@red.weeg.uiowa.edu To: babylon5-wars@CSUA.Berkeley.EDU Subject: [B5W] SCENARIO: Never Trust a Drazi In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Sender: owner-babylon5-wars@CSUA.Berkeley.EDU Precedence: bulk Reply-To: babylon5-wars@CSUA.Berkeley.EDU Delivered-To: babylon5-wars@csua.berkeley.edu Never Trust a Drazi: A Scenario for B5 Wars For 3 Players BACKGROUND: Shortly after the Dilgar War, many of the League worlds were decimated and ripe for the picking. With the threat of the Dilgar gone, many in the League felt that their alliances were no longer necessary and neighbor fought neighbor in a desperate race to regain lost power. Some worlds turned to raiding, some to forming allies and other to things to despicable to mention. However in wasn't just the League alone that saw such prospects. Many races outside the League notice the strife and saw fit to take advantage of it. One of those races was the Narn. The Narn Government has claimed that the Drazi have been raining into Narn space through sector 852. They have demanded that the Drazi cease all such actions but the Drazi have denied knowledge of such activities. The Narn getting sick of diplomacy have threaded to destroy the Jumpgate in sector 852 in order to stop the raids. The Drazi didn't believe them and called the Narn's bluff the Narn's weren't bluffing. Luckily some friendly help from the Earth Alliance (and its good relations after the Dilgar War) was in the area to help the Drazi however it appears that there more help in the area than they need. PLAYER #1 (Narn): 2 T'Loth Assault Cruisers w/ 24 Gorath Medium Fighters and 2 Rongoth Destroyers PLAYER #2 (Drazi): 3 Sunhawk Warships LATER FORCES: (1 Raider BattleWagon w/ 24 Raider Light Fighters. BattleWagon is with out a jump drive.) PLAYER #3 (Earth): 1 Hyperion Heavy Cruiser w/ 6 Aurora Starfuries and 1 Artimes Attack Cruiser NOTE: I'm unsure of the B5 time line regarding the Artimes. If you feel that the Artimes did not exist at this time switch it out for an Olympus. SET UP: Map: ABC DEF Note: There is a fixed jumpgate at 3320 Narn Forces Begin at: T'Loth #1 0707 f3 speed 6 T'Loth #2 0806 f3 speed 6 Rongoth #1 0807 f3 speed 6 Rongoth #2 0907 f3 speed 6 Gorath #1 0710 f3 speed 12 Gorath #2 1009 f3 speed 12 Gorath #1 1217 f3 speed 12 Gorath #1 1205 f3 speed 12 Drazi Forces Begin at: Sunhawk #1 3119 f6 speed 3 Sunhawk #2 3418 f6 speed 3 Sunhawk #1 3221 f6 speed 3 Battle Wagon 4201 f5 speed 6 (When it enters the board) (All fighters on rail but may launch at the end of the turn in which the Wagon enters the board) Earth Forces Begin at: Hyperion 2816 f1 speed 3 Artimes 3026 f1 speed 3 Starfuries 2926 f1 speed 3 VICTORY CONDITIONS: Narn: Before Raiders show up its to destroy the jump game and jump out of the system. After the Raiders show up it's to destroy the Raiders (and the jump gate if you really want to.) Drazi: Before the Raiders show up its to destroy the Narn. After the Raiders show up it's to destroy the Narn and the Earthers, as no one can know about this. Earth: Before Raiders show up its to stop the Narn through what ever means necessary. Once the Raider show up and you discover that the Drazi have been lying to the Earth Alliance its to destroy the Raiders and jump out to take this information to the Earth Alliance. SPECIAL RULES: Fighter Flight Runs are in use At the end of turn three and each turn there after the Drazi player must roll a d6. When a 6 is rolled the BattleWagon enters the board. OPTIONS: Replace the Drazi with various other League Races when they are available. COMMENTS: The Narn have to be careful of destroying the jumpgate for if the Drazi attack the T'Loths first then it may be impossible for the Narn to escape the system if the jumpgate is destroyed. Interesting thoughts for the Narn as well as to how to handle the Earth ships. Hurt them and you hurt yourself. Don't hurt them and let them hurt you. Tough all around. Enjoy! Wraith -- End --