- Convict centre:
You recruit convicts.You may field 1D6 * 10 points
extra to your army (basic restrictions).
- Dangerous convict centre:
You recruit convicts.You may field 1D6+4 * 10
points extra to your army (basic restrictions).
- Industrial camp:
In this camp, they create machines, parts, vehicles,
etc ... You may field a vehicle extra to your army.
- Guards base:
You recruit guards.You may field 1D3 heavy weapons extra.
- Arsenal:
You can use the equipment found in the weapons' arsenal.You
may use 1D6 weapons from any corporation extra.
- 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.
- Special Equipment centre:
You use the special equipment found in this
base.You find 1D6 special equipment.
- 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).
- 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.
- 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.
- Vehicle hangar:
You may add 1D3 vehicles extra.
- Communication centre:
Using the radar in the communication centre, you
can see which troops are coming.You may see at the ennemies army list.
- Aircraft dock:
Using the aircrafts that are on the dock, you may roll
two centres extra.
- 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).
- 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.
- 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).
- 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).
- 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.
- 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'.
- (Fumble) Empty:
Sorry.