Multiplayer Campaigns for Warzone
by Marc Feuerstein

The story so far...

Every planet in the solar system has its major cities. Some of them are heavens, others are hells of violence, corruption and terror. Every one of them are plagued by a rising amount of criminality. In a society where everything is centred around money-making valours, humanity has disappeared.With criminality rising with such dizzling speed, the Megacorps had to find a reply that would discourage people to step out of the 'right path' and to isolate criminals ...

In agreement with the Cartel, it has been decided that every criminal taken by the corp authorities would be shot on site or send to the biggest (just discovered) moon of Pluto: P112-3.Detention centres would be built on P112-3 and criminals convicted until decision of the Court of Justice, integration in military (suicidal) missions or death.

Some of these prisons are apparented as work camps, others as military training centres for the convicts that have signed up for missions, others as 'medical' centres where dangerous genetic experiences are performed on the prisoners (in exchange of a promess of premature liberation), etc ... Life on P112-3 has no value.Prisoners have a bar code tattood on their foreheads... This tattoo is their new name.

P112-3 is meaning of 'no hope'.

Decennies has passed since the foundation of the P112-3 detention centre. For that long, Megacorps has used P112-3 as the garbage can of the society, where all criminals, unwanted or people that 'knew too much' where scent.No question where publicly asked about this hell, and everybody was happy.

Thirty years later, an incredible news has arrived in all meeting rooms of the 20 Megacorps.A zone of Cristex was discovered in the vicinity of the DC92 detention centre. Cristex is an chemically unstable crystal, that is used in the creation of new Hyperexplosives. As Cristex is very unstable and explosive, it is out of question to transport it by spacecraft. Cristex has to be 'transformed' on P112-3.

This news arrived as a boom in all Megacorporations.All of them are sending scientists and infrastructure to exploit this new source of incredible revenue ...

The only problem, is that P112-3 is under the management of the Cartel, and not of a particular Megacorp ! Mishima coporation said that as they had a lot of 'their' prisoners and soldiers in the detention centres, they owned it. Capitol answered that at least half of the centres where paid by Capitol financial sources, and that they owned those centres.Bauhaus added that the whole P112-3 infrastructure is organised by them, and that they own the place ! Every corporation had a good reason to say that they own a big part of the actual detention centres. In an official communique, Capitol declared that they sent a military force to recuperate their possesions, by force if needed.

As a reaction to that, each and every corporation sent battle and transport spacecraft to send soldiers to get their hands on their possesions...

It isn't long before P112-3 becomes a sea of blood ...

The system

Each player begins with a 'basic' army of, say 500 points with the following restrictions :

Each corporation can control only three detention centres at the beginning. Roll on the following table for the 3 centres (bases).This gives the property of the centre. Each centre gives something to the army.For example, if you roll a 'Military training camp', you may field 1D3 independents.You do not pay what you receive from the rolled centres, but you have to respect the rules to be able to field them (example: only 1 independent per squad.If you receive more independents than you own squads, you have to adapt your army to be able to field them - field more or smaller squads)

Each game, you decide to 'gamble' one of your own structures (the ennemy does the same). You also roll a new structure (on the same table).The winner takes two of the three gambled/newly rolled structures and leaves the third one (usually the less interesting one) to the loser.

This way, nobody can have less than 3 territories (but he can have 3 uninteresting ones).

Detention centres table.

  1. Convict centre: You recruit convicts.You may field 1D6 * 10 points extra to your army (basic restrictions).

  2. Dangerous convict centre: You recruit convicts.You may field 1D6+4 * 10 points extra to your army (basic restrictions).

  3. Industrial camp: In this camp, they create machines, parts, vehicles, etc ... You may field a vehicle extra to your army.

  4. Guards base: You recruit guards.You may field 1D3 heavy weapons extra.

  5. Arsenal: You can use the equipment found in the weapons' arsenal.You may use 1D6 weapons from any corporation extra.

  6. Elite Guards base: You recruit the best guards of P112-3 (they were used to guard the most dangerous convicts). You may field 1D6 Freelancers.They do not count to your independent's total.

  7. Special Equipment centre: You use the special equipment found in this base.You find 1D6 special equipment.

  8. Genetical experience centre: The scientists in this centre apply special treatments to your soldiers to make them better, faster, stronger... You may distribute 1D10 points to the characteristics of any soldiers. Example: I roll a 8.I add 1 to the ACTION of the Blood Beret's leader, 1 to the strength of my favourite independant, 3 to the MVMT of the heavy weapon soldier, I add 1 to the WOUND characteristic of my Ram's air cavalery crazy guy and 2 to the MVMT of my Freelancer. For each guy that has received point(s): Roll 1D20.On a 20 (fumble), he dies.Points are lost.On a 1, he doubles the received points. If a Bio-engineered soldier is killed in action, his bonus points are lost. You have to keep the surviving Bio-Engineered soldiers from battle to battle (you HAVE to field them in the following battles).

  9. Military Training Camp: Your soldiers are trained by the best (and roughest) trainers of the solar system. Each squad leader receives a random special ability (like Commando Training, or others), even if it is not in his 'classical list' of special abilities.

  10. Cristex Mine: As a reward for having found a Cristex mine, the corporation sends 1D10 * 10 points of extra *basic* troops The sent troops has the same restrictions as the basic restrictions.Get 1D20 * 10 points extra.

  11. Vehicle hangar: You may add 1D3 vehicles extra.

  12. Communication centre: Using the radar in the communication centre, you can see which troops are coming.You may see at the ennemies army list.

  13. Aircraft dock: Using the aircrafts that are on the dock, you may roll two centres extra.

  14. Secret base: This base is inhabited by spies: You may add one independent of your choice that has the following special ability: He may deploy *anywhere* on the table (but not in Base to base contact with an ennemy, of course).

  15. Secret Genetical and chirurgical experiences centre: In this base, they achieved an incredible scientifical achievement.One character can 'polymorph' himself. This means that he may change himself to mimetic an ennemy trooper. At any moment, one ennemy soldier is changed into the polymorf soldier. You take his miniature out and replace it with your miniature (representing the independent). This means that your character has infiltrated the ennemy before the battle and changed himself into an ennemy soldier.He may take his real appearance at any moment. He may only mimetic simple squadmembers that are not leaders/heavy weapons soldiers. You may choose to replace a soldier that has not killed one of your soldiers yet.

  16. Defence barrage batteries: This structure is originally designed to defend P112-3 against external aggressions.The latest action of those batteries was to destroy a squadron of attacking spacecraft who tried to swarm the DC45/6 detention centre for escaping Jon 'Vulture' Hooks, one of the most dangerous assasins of the sol system. Each Defence battery gives *one* airstrike a game (see the Capitol rules for airstrikes).

  17. Bacteriological war research facility: Despite of the official declarations of the Megacorps, it seems that some of them conducts research on Biological/Bacteriological weaponry.Each research centre gives one Virus Grenade.Follow the rules for the throwing of grenades. For each ennemy within 5 inch of the grenade impact, roll 1D20.On a 15 or more, the ennemy suffers one wound and carries the disease.Each ennemy model within 5 inch of a diseased soldier has to roll 1D20 each turn to see if he catches the disease.Diseased soldiers loose 1 wound each turn. For each friendly unit within 5 inch of the grenade impact/sick soldier, roll 1D20.On a 20 the vaccin doesn't work and gets sick too (follow the rules for virus propagation on the sick friendly soldier). If the ennemy has a Bacteriological war research facility too, he is vaccined too and gets the disease on a 20 only (on 1D20).

  18. Anti-personnal Mines depository: You may decide to mine one scenery element (a wood, a building, a bridge, etc ...) If an ennemy model gets into/on/over the scenery element, the guy that laid the mine can push on his red button and blow it up.He has to have LOS to see if an ennemy model gets on the scenery element. Any independent/Squad leader can lay a mine.

  19. Helico landing dock: You may keep 1D20 * 10 points worth of your *already acquired* troops in the helicopter (you do not get any troops extra but you may put your already acquired/received troops in). Follow the Capitol rules for 'Helicopter deploiment'.

  20. (Fumble) Empty: Sorry.

Have fun.

Marc Feuerstein

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