Take the Jumpgate

Shadow Queen

Mongoose
Take the Jump gate.

A scenario for A Call To Arms.

A Babylon 5 Space Combat Game By Mongoose Publishing.

Babylon 5 created by
J.M.S

Written by Derina Ramsey.

This scenario takes place during the Narn / Centauri war of 2259.

But can be used with any battle fleet.







Instead of using PL’s of Raid, Battle etc This scenario will use Battle fleet points that equals 5 Raid points

EG: one battle fleet will be

2 Omega Class Starships (With fighters)
1 Nova Class Starship (Also with fighters)

Another will be 5 White Stars (With fighter flights)

2 Shadow Hunters (With Spitfires Fighters)
1 Shadow Scout

You can add more Battle fleets for a bigger and better Battles


The Attacker starts in Hyperspace and enters the area via the Jump gate, the Defender is stunned for one turn as they were not expecting anything through the jump gate at that time. The only thing they can do is attempt to reposition themselves using normal movement and turning.
 
I play it in a campain than it just almost finnish. and we play it in a shirmish level beacuse the dices said so. But if you are the one need to run for the gate and you using EA in a campaing game. Go for the mission and use 2 Delphi and one Nova and go full blast to the gate. Mission is always first.
 
You can open a jumpgate from hyperspace can't you? I don't think there's anything from stopping you.

Also, if its an enemy held gate (which I suppose it is) then the "activate jump gate" SA is an opposed roll. if the activation attempt is unsuccessful, they may lose surprise.

An, they wouldn't be able to fire weapons on the turn they enter from the gate anyway, so even the surprise is a little weak.

On a failed activation, surprise is lost, the incoming ships are VERY bunched up if they all enter from the gate (since they have to move at half speed coming through the gate). hope nobody blows a weak escort on turn 2... :wink:

Chern
 
Chernobyl said:
You can open a jumpgate from hyperspace can't you? I don't think there's anything from stopping you.

Also, if its an enemy held gate (which I suppose it is) then the "activate jump gate" SA is an opposed roll. if the activation attempt is unsuccessful, they may lose surprise.

An, they wouldn't be able to fire weapons on the turn they enter from the gate anyway, so even the surprise is a little weak.

On a failed activation, surprise is lost, the incoming ships are VERY bunched up if they all enter from the gate (since they have to move at half speed coming through the gate). hope nobody blows a weak escort on turn 2... :wink:

Chern

like i said work in progress
 
right. I'm just helping your development process along...don't take offense! :lol: It's an interesting idea!

Chern
 
Take the Jump gate.

A scenario for A Call To Arms.

A Babylon 5 Space Combat Game By Mongoose Publishing.

Babylon 5 created by
J.M.S

Written by Derina Ramsey.

This scenario takes place during the Narn / Centauri war of 2259.

But can be used with any battle fleet.







Instead of using PL’s of Raid, Battle etc This scenario will use Battle fleet points that equals 5 Raid points

EG: one battle fleet will be

2 Omega Class Starships (With fighters)
1 Nova Class Starship (Also with fighters)

Another will be 5 White Stars (With fighter flights)

2 Shadow Hunters (With Spitfires Fighters)
1 Shadow Scout

You can add more Battle fleets for a bigger and better Battles


The Attacker starts in Hyperspace and enters the area via the Jump gate, the Defender is stunned for one turn as they were not expecting anything through the jump gate at that time. The only thing they can do is attempt to reposition themselves using normal movement and turning.

The Attacker if they have the “Jump point” trait can chose to ignore the opposed “Activate Jump Gate sequence” if the defender agrees

If the test is failed the moment of surprise is lost and the defender can move 3 ships of his choice
 
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