Returning from a reconaissance/combat mission, the Narn battlecruiser K'sha D'tan, members of the K'sha's task force, came home to find the colony they were based out of razed by the Centauri. The Centauri had all but wiped out most of the civilian population. The commander of the K'sha D'tan was outraged to learn that a Narn military cruiser led the decimation of the colony. Issuing the Blood Oath, he chased down the traitorous Narns and their Centauri bed partners. He caught up with them in the Centauri system of Delogh. There was no deft strategic maneuvering; the Narn boiled into the system and immediately pounced upon the Centauri forces.
This scenario takes place in the Babylon 5 Universe, during the Narn-Centauri war. You DON'T need to be familiar with Babylon 5 to play! This is just the background enviroment.
Number of players:
2 - The Narn player(s) and the Centauri player(s)
Set-up/Forces:
The Narn forces jumped into the system a short ways away from the Centauri
base, just far enough away that the Centauri have time to react, but not close
enough that the Centauri can get totally organized. It's an all-out fight - the
Narn aren't leaving until they exact some revenge, the Centauri aren't leaving
as this is one of their systems (and they'll be DAMNED if they run from a bunch
of *Narns*!). The traitorous Narn ship...well, he's already betrayed one
race...
Ships/Names - Location:
Centauri:
Centauri Base Station (mass = 100) Brushari 65.0,55.0 Centauri Heavy Cruiser Karnjalla 63.5,53.5 Centauri Light Cruiser Torkoi 74.0,24.0 Centauri Light Cruiser Duritaho 73.0,23.0 Centauri Light Cruiser Ethu 75.0,23.0 Narn Light Cruiser N'Gharu 63.5,57.5 Centauri Missile Destroyer Parassi 67.0,53.0 Centauri Destroyer Juzari 95.0,45.0 Centauri Destroyer Karuku 95.0,40.0 Centauri Escort Frigate Chokar 33.5,62.5 Centauri Escort Frigate Zalyan 32.5,61.5Narn:
Narn Battlecruiser K'sha D'tan 19.0,9.0 Narn Heavy Cruiser T'Lon 18.0,9.0 Narn Heavy Cruiser T'Gor 19.0,8.0 Narn Escort Cruiser Na'Dok 18.0,8.0 Narn Missile Cruiser Ku'Hru 17.0,7.0 Narn Destroyer H'Rufesh 16.0,10.0 Narn Destroyer Ga'Khir 20.0,6.0 Narn Lancer Zahnay 18.5,10.5 Narn Lancer Rhugar 19.5,10.5 Narn Lancer Chothu 20.5,9.5 Narn Lancer Spoo 20.5,8.5 Jumpgate 80.0,10.0The Map:
The 'boundary' corners are the following x-y coordinates:
(0,0), (100,0), (0,100), (100,100)
I trust this will allow for plenty of room for y'all to move about. ;-)
Positions and ranges on the map will be given in 'inches', with each unit in either the x-direction or y-direction equating '1 inch'. If you want scale, call an inch 100 miles. ;-) Positional locations and ranges between units will have a 'resolution' of 0.25 'inches'. Ie, you will know where a given target is to a quarter of an inch; ranges ditto.
Explosions!
If a ship blows up (ie, is killed, destroyed, etc), it will leave, for the
following turn, debris which may or may not pose a problem for ships travelling
in the area. Escort-size vessels leave a 2" radius field of debris, Cruiser-
class ships leave 3" radius field, and Capital-class (includes the base) leave
a 4" radius of debris. Any ships that travel through that debris field (which,
I emphasize, will only last 1 turn) will take 1 pt of damage on a roll of 5-6.
PDAF/ADAF fire-interception rules and shields (which don't exist for you guys)
cannot stop it. At the end of the turn following the destruction of the ship
the debris field dissapates enough to allow for safe passage.
Length of Scenario:
The scenario continues until one side destroys or drives off the other.
Special Rules:
Quick explanation of Damage Control and expansion for C-Batteries: Damage Control may be used to jury-rig repair systems knocked out by Threshold Damage rolls (they may not repair damage done by needle beams). Each DC may work on only one system per turn. Multiple DCs may work on the same system to improve the chances of repairing it (that is, if you have extra DCs). DC attempts that fail may be retried the next turn. Repairs on drives will repair them in similar yet opposite fashion they may be damaged in (ie, each successful 'repair' roll by a DC on a damaged drive system will bring it up by half it's original rating). DCs cannot repair damaged DCs. DC orders are to come in with your movement/fire orders and can only be applied to system(s) already damaged during earlier turns (no, you cannot use DC to repair something that may or may not be destroyed during the current turn). DC results are checked after combat at the end of the turn.
C-Batteries may be used in anti-fighter/anti-missile mode. If done so, they act in most all respects as a PDAF system - but only for anti-fighter/anti-missile situations. A C-Battery so dedicated to this role for the turn may not be used in anti-ship action. Against missiles the C-Battery will function exactly like a PDAF, but against fighters a C-Battery will only do 1 pt of damage to a fighter group on a roll of 5-6; on a 4 or less it misses. C-Batteries used in anti-fighter/anti-missile mode require the use of a dedicated Fire Control system. This FC may control any number of C-Batteries in anti-fighter/anti- missile mode, and any number of missiles or fighter groups may be engaged.
Victory Conditions:
No hidden agendas here. This is an up and up fight-em-to-the-death scenario.
Each side does retain the option of withdrawing if they deem fit. Last ones
on the board win. The more ships the winners have, the better the victory.
Variants/Balance/Tactics:
Drop a heavy cruiser or two from both sides. Drop two Centauri destroyers
and the four Narn Lancers. Should make for a somewhat quicker game.
For smaller games, drop the Narn Destroyers and Escort Cruiser, and the Centauri Frigates and Heavy Cruiser.
Historical Outcome (if any):
[none yet]