Sacred
(modified)

Original scenario by Michael LaBossiere, Maine

Year 168

"A Kzinti force was preparing to render honors at a shrine that had been constructed in deep space. Th shrine honored a number of Kzinti who had given their lives in battle in an attempt to halt a Lyran offensive at the start of the Kzinti involvement in the Four Powers War in Y158. To their horror, the Kzinti detected a Lyran squadron desecrating the sacred memory of their fallen warriors.
The Kzintis attacked immediately.
Strange to say, the Lyrans were also present to honor warriors fallen in battle, the same battle. The two sides had dedicated their shrines at different times, and in the intervening ten standard years had never encounter each other visiting the site because of differences in the way their calendars worked. The resulting engagement was bloody, and perhaps was the unofficial first battle of the General War"

NUMBER OF PLAYERS: 6 (3 Kzinti and 3 Lyran)

INITIAL SETUP:
Terrain:
Large asteroids (P3.4) in 0513 (Lyran shrine) and 3817 (Kzinti shrine).
Kzinti forces: BC (A) in 4102, CL+ (B) in 4101, and DD (C) in 4103. All heading E, speed 10, WS-1.
Lyran forces: CA (D) in 0229, FF (E) in 0129, and DD (F) in 0230. All heading B, speed 10, WS-1.
A second Lyran FF (G) arrived later in the scenario in 0130, heading B, speed max, WS-III.

LENGTH OF SCENARIO: The scenario continues until all forces belonging to one side have been destroyed, captured, or have disengaged.

SPECIAL RULES:
Map:
The map is fixed; it does not float. Any unit leaving the map has disengaged and cannot return.
The Kzinti units can only disengage from 42XX map edge.
The Lyran units can only disengage from the01XX map edge.
Any unit disengaging from an illegal map edge is considered to have been destroyed.
Shuttles and PFs: No shuttles have warp booster packs.
MRS shuttles may be purchased as commanders options, limited to one per side.

Commander's Options: Each ship can purchase additional or special equipment up to 20% of its combat BPV. Kzinti ships have an additional 10% for drone related purchases/upgrades only. See S3.2 for details and exceptions. Note that whatever is spent here counts as victory points for the enemy. Neither side may purchase equipment which would normally only be used in ground combat situations. This includes GAS shuttles.
All drones are speed 20.
Each drone armed ship can purchase special drones up to the historical racial percentages as part of commander's options
Refits: The Kzinti CL has the plus refit. The Lyran ships have all received the shield and ESG capacitor refit. No other refits are used and cannot be purchased as commander's options.

The Shrines: To protect their shrine at the end of turn #1, each side must have one of their ships within 5 hexes of the shrine at all times, or try to get back to the shrine as soon as possible if it goes more than 5 hexes from the shrine for any reason. Returning as soon as possible is accomplished by immediately switching to a pursuit plot. A ship is not required to HET or Emer Decel to avoid moving outside the radius.
The remaining ships on that side can never be more than 25 hexes from their side's shrine and are under the same restrictions.
Discovering the Shrines: At the end of turn 3, each side has realized that the opposing team is attempting to protect a large asteroid. Once this is determined, 20 points of lab information will reveal the existence of the enemy shrine on the asteroid (the shrines cannot be detected by any other means). At that point the detecting team can attempt to destroy the enemy shrine and is released from the 25 hex restriction. However, one ship must continue to stay within 5 hexes of their shrine.
Destroying the Shrines: The shrines can be destroyed by doing 100 points of damage to the asteroid or beaming down a boarding party and a crew unit with explosives. Each large asteroid has a single GCL with no remote areas. The BP and the crew unit must be on the asteroid for 64 consecutive impulses and control 2 of the 3 control stations in order to set the explosive charges. If the 2 of the control stations are captured by the enemy, the crew will have to restart the process from the beginning after the control stations are recaptured.
DISENGAGMENT: A team must disengage if all of their ships are crippled or destroyed and there is an uncrippled enemy ship remaining. No team may disengage any of their ships unless all of their ships have been crippled.

VICTORY CONDITIONS: Use the modified victory conditions, except that if one race's shrines is destroyed and the other is not, the race whose shrine was destroyed has lost the battle.