Note: These are more notes then anything else. If you have any questions, please ask me. These use my variant on B5 rules.
"Severed Dreams" Scenario Setup - Recreating the battle featured in "Severed Dreams" Loyalist Forces: 4 Omegas (Agrippa, Roanoke, Nimrod, Olympic) 3 Hyperions (Europa, Io, Callisto) 6 Boarding Pods (Alpha, Baker, Charlie, Delta, Epsilon, Foxtrot) Rebel Forces: Babylon 5 2 Omegas (Churchill, Alexander) 1 Mimbari War Cruiser (Valen's Flame) White Star Scneario Setup: Jump Gate is 40" away from B5 B5 is 12" away from Epsilon 3. Alexander/Churchill can be 6" away from B5 in any direction. Loyalist Entry: Can come in as many waves as they want. All ships must be on the board by Turn four. Jump points must be no closer than 36" of B5. Fighters can be deployed as they enter. Victory Conditions: Loyalist Major: B5 surrenders - both Alexander/Churchill captured or destroyed. Loyalist Minor: B5 destroyed - both Alexander/Churchill captured or destroyed. OR B5 surrenders - one of Alexander/Churchill escapes Rebel Minor: B5 survives - both Alexander/Churchill destroyed Rebel Major: B5 survives - one of Alexander/Churchill survives Special Rules: Boarding Pods: Because the boarding pods are elite troops, and highly spirited, they receive a +2 to all their rolls on the attack, +3 on the defence. (Yeah, they're pretty damn mean.) Entry of the Mimbari: The entry/existence of Valen's Flame and the White Star should be hidden from the other players if possible. Their entry occurs when the umpire, or the rebels, roll a total of 24 or more on 1d6. Start rolling the dice on turn two. (If the game is being umpired, the umpire should make a judgement call, and make the rolls. You want to create maximum dramatic tension here.) Surrender: Babylon 5 will surrender if both the Alexander/Churchill are destroyed, but before the Mimbari arrive. Babylon 5 will also surrender if any residential section is reduced to the last damage track, or if a fusion reactor detonation occurs. In the event of a surrender, forces must arrive to take control of B5 before the Mimbari leap out of hyperspace. This can be done by a boarding pod making a boarding attempt, by a Loyalist starship holding position within 6" of B5 (shuttles carrying the ship's marines over), or if there is a boarding action already in progress at the moment of the surrender. If the Mimbari arrive before the surrender is complete, the surrender is null and void, and the fight is to the finish. Designer Notes: Play balance can be seriously effected by the number of Mimbari that enter. In play test, two Mimbari war cruisers were used -> they quickly mopped up and destroyed whatever sembalance of formation the opposing players had. Several other factors have been changed from the original scenario, to reflect experience in play test. This new scenario (especially with the new B5) has not been tested at all. As an option, to keep things "lively", one can have something different jump out of the jump gate. Perhaps another Loyalist or Rebel Omega. Perhaps a Narn cruiser. Perhaps even a Shadow Cruiser with fighters. The important thing is to keep the element of suprise when it comes to what comes out of that jump point.