The Grinch That Stole Christmas Weapons

A Christmas Scenario for Babylon 5 Wars

On Christmas morning the captain and crew awoke to find their ship's heavy weapons missing! Some evil force has stolen the guns and spirited them away to a remote sector of space. Following the greenish glow left by this unknown power, they arrive to find an arena littered with different kinds of weaponry...and a host of other ships seeking this wealth of new technology!

Set-Up

Use as large a map as you like.

Any number of players can participate. Each player chooses a capital ship from one of the younger races (no Vorlons, Shadows or Ancients) and reveals it to the other players. There can be no duplications (if so, simply select another ship). Then, transform each offensive weapon on each ship into a generic "hardpoint." Defensive weapons are not changed. If there is any doubt as to which weapons are "defensive," the players should decide now and do so consistently (i.e., if a standard particle beam is a defensive weapon on one ship, it will be defensive on any other ship as well). A ship's power curve remains as shown on its sheet despite these replacements.

Next, place 6 counters per player randomly across the map. These represent weapons the Grinch has stolen from other races in an attempt to ruin their Christmas season.

The modified vessels are then mixed up in a pile, and each player selects one at random. Each player begins along the edge of the map, no closer than 10 hexes from any other ship.

Special Rules

Each time a ship enters the hex of a weapon counter, it automatically "picks up" a random weapon (see chart below) and places it in one of its generic hardpoints. The weapon is assumed to be normally powered by the ship's reactor. It can be fired on that same turn, or held for later use. It can be deactivated and will provide its regular amount of power (not the hardpoint's original power) if this is done. It can be sustained, if you want to wait long enough to arm it as such. If it is a weapon with ammunition, it is assumed to be full, but contains no special or unusual munitions except as noted. The weapon uses the arc of the hardpoint it is fitted into (the player's choice).

Once fired, a generic weapon can be dropped (reverting the slot to a generic hardpoint) or retained. If retained, the player may not choose to drop it until after the next firing step. This prevents a ship loaded with weapons from running over a new one, rolling on the chart, and replacing a weak gun with a better one. A new weapon can only be added if a slot exists to place it in.

If a weapon is destroyed, the hardpoint is destroyed along with it. Use the to-hit chart for the original weapon to determine if the hardpoint is damaged. A hardpoint with no weapon cannot be hit; any such damage goes to structure.

If you roll a weapon for which you have no stats (i.e., it is in a product you do not have), then go out and immediately buy that product so you can continue the scenario! If your game store is closed and you have no other way to get the supplement, then roll again.

Victory Conditions

Whoever is last on the map is the winner. Note that alliances, teams, etc. are not defined by the scenario, so you will have to figure these out as you go along. Be sure to bring plenty of Christmas cookies to give to your "friends," and watch out who you lock-on to...

Variations

For a larger battle, each player also selects one heavy combat vessel, using the same rules as above. The HCV cannot pick up weapons from the same counters used by the capital ship on the same turn (and vice versa).

Random Weapon Chart (1d100)

  1. Antimatter Cannon
  2. Antimatter Converter
  3. Antimatter Shredder
  4. Antimatter Torpedo
  5. Antiproton Defender
  6. Antiproton Gun
  7. Assault Laser
  8. Ballistic Torpedo
  9. Battle Laser
  10. Burst Beam
  11. Class-B Missile Rack
  12. Class-L Missile Rack
  13. Class-R Missile Rack
  14. Class-S Missile Rack w/1 special missile (player's choice)
  15. Class-SO Missile Rack w/2 special missiles (player's choice)
  16. Combat Laser
  17. Comm Disruptor
  18. Discharge Gun
  19. Dual Plasma Stream
  20. Energy Mine
  21. Energy Pulsar
  22. EP Gun
  23. Fuser
  24. Fusion Cannon
  25. Grav Cannon
  26. Gravitic Bolt
  27. Gravitic Lance
  28. Gravitic Shifter
  29. Graviton Beam
  30. Graviton Pulsar
  31. Gravity Net
  32. Guardian Array
  33. Heavy Array
  34. Heavy Blast Cannon
  35. Heavy Bolter
  36. Heavy Laser
  37. Heavy Laser/Pulse Array
  38. Heavy Particle Cannon*
  39. Heavy Plasma Cannon
  40. Heavy Phasing Pulse Cannon
  41. Heavy Pulse Cannon
  42. Improved Neutron Laser
  43. Interceptor Mk-I
  44. Interceptor Mk-II
  45. Ion Cannon
  46. Ion Torpedo
  47. Laser Cutter
  48. Laser/Pulse Array
  49. Light Blast Cannon
  50. Light Bolter
  51. Light Discharge Gun
  52. Light Laser Cannon
  53. Light Molecular Slicer
  54. Light Multiphased Cutter
  55. Light Particle Beam
  56. Light Particle Cannon
  57. Light Plasma Cannon
  58. Light Phasing Pulse Cannon
  59. Light Pulse Cannon
  60. Mag Gun
  61. Matter Cannon
  62. Medium Blast Cannon
  63. Medium Bolter
  64. Medium Laser
  65. Medium Phasing Pulse Cannon
  66. Medium Plasma Cannon
  67. Medium Pulse Cannon
  68. Mega Plasma Cannon
  69. Molecular Disruptor
  70. Molecular Pulsar
  71. Neutron Laser
  72. Packet Torpedo
  73. Particle Blaster
  74. Particle Cannon
  75. Particle Cutter
  76. Particle Impeder
  77. Particle Repeater
  78. Planet-Cracker Beam**
  79. Plasma Accelerator
  80. Plasma Stream
  81. Plasma Torch
  82. Plasma Wave
  83. Point Pulsar
  84. Pulsar Mine
  85. Quad Array
  86. Quad Particle Array
  87. Quad Pulsar
  88. Railgun
  89. Ranged Fuser
  90. Repeater Gun
  91. Scattergun (Markab)
  92. Scatter-Pulsar
  93. Shock Cannon
  94. Solar Cannon
  95. Standard Particle Beam
  96. Stun Beam
  97. Twin Array
  98. Roll twice and choose your favorite result
  99. Roll twice and keep both weapons
  100. Choose any weapon except the heavy particle cannon or planet-cracker beam

* The heavy particle cannon requires two hardpoints on the same structure block and can only fire into the region where the hardpoint arcs overlap. If only one empty hardpoint exists, the player can still accept the weapon but must drop another weapon to make room for it at the end of the current turn (the heavy particle cannon cannot fire until this is done).

** This weapon requires four hardpoints that bear forward and can only fire into the row of hexes directly ahead of the ship. If less than four empty hardpoints exist, the player can accept the weapon but must drop another to make room for it at the end of the current turn. The planet-cracker cannot fire until at least the turn after it is acquired in any case, and must fire on that turn or the following turn, after which it is automatically lost.

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