Scenario 12: "Hand of the Shadows"
WARNING! Do not read this any further if you have not seen the first half of Season 4 and don't wish to be spoiled! Just return directly now to the Full Thrust Page

Scenario Background:

The year is 2268. The Shadow War ended 7 years ago. Soon after the end of the Shadow War a race known as the the Drakh appeared and played hell with life for everyone, seeking revenge for what happened to their Masters. Other Dark Servants, however, stayed silent and quiet for far longer...with the philosophy that 'revenge is a dish best served cold...'

A lonely Earth Alliance outpost in the XXXXX system suddenly goes offline. Fearing the worst, the 'new' Earth Alliance (the post-Clarke one) sent a battle squadron in to see what happened to the outpost. Unfortunately, the force would be made up primarily of EA ships; no White Stars were immediately available. A squadron of these would come as soon as they could. By chance a Minbari warship was around to assist, and a Narn cruiser just happened to come along for the ride (hearing rumors of possible Centauri involvement in the outpost's potential destruction).

The force found the remains of the outpost. Shortly thereafter, they found something else....

This scenario takes place in the Babylon 5 Universe, after the Babylon 5 series has ended You DON'T need to be familiar with Babylon 5 to play! This is just the background enviroment.


Number of players/sides:
Up to 8. 2 sides.

Set-up/Forces:
Ships/Names


The Map:

The map is a rectangular area 100x70 units across/high ('units' is equivalent to 'inches' in Full Thrust; it just sounds funny to call a grid unit an 'inch'). The corners of this map are:

-15.0,0.0
85.0,0.0
-15.0,70.0
85.0,70.0
This is artificial in nature, and meant as reference points for ship position determination. There are no boundaries to the scenario. Length of Scenario and Victory Conditions:
The scenario continues until one side destroys or drives off the other. Whichever side 'holds the field' at the end wins. Good luck

Full Thrust/More Thrust Rules that will be likely used:

FT: Core Rules
FT: Advanced Rules - Fighters
FT: Advanced Rules - Pulse Torpedoes
FT: Advanced Rules - Needle Beams
FT: Advanced Rules - Submunitions Packs
FT: Advanced Rules - Collisions and Ramming
MT: Wave Gun
MT: C-batteries as anti-fighter weapons
MT: Damage Control
MT: Expanded Fighters: 'Scrambling' Fighter Groups
MT: Expanded Fighters: Fighter Pilot Quality
MT: Expanded Fighters: Specialized Fighter Types
MT: Standard Kra'Vak Rules
Special Rules:

Fighters: All EA fighters are either standard Starfuries or Thunderbolts. 'Furies are your basic fighter. Thunderbolts are considered 'heavy' fighters. Minbari fighters are 'heavy'.

Jumpgates: The local jumpgate is way far away. It'll take a few hours of normal space travel just to get to it. It is in direction '3' from the map.

Shadows: For most of you, if you need to know and don't already, it may be too late...

The Bonehead Maneuver: The Bonehead Manuever cannot be used in this scenario.

Special Rules:These are covered in detail at:

http://www.bcpl.net/~indy/full-thrust/new-rules.html