The Peace Conferance
by Timothy J. Reiff
March 5th, 1998

A multi-player scenario for human forces.

Background:

Several forces have sent delegations to negotiate a peace. Due to the terms of the confrence, these forces were permmiteed equaly matched security forces to protect their diplomats in transit. A neutral cartel force has agreed to provide internal security for the meeting so the bulk of their escorts are relagated to languishing in their separate encampments.
Without warning, a tremendous explosion rocks the meeting hall. Apparently someone doesn’t want peace - but who? Is the ambassador alive? Does anyone inside know who broke the truce?

Set Up:

Terrain:
Place a (ruined meeting hall) structure at the center of the playing surface. Add whatever other terrain suit your fancy - but the area surrounding the meeting hall should be relatively clear of obstructions 6” of minimal terrain at least.

Deployment:
Each player will roll a d20 and then, in order of roll, each player will place a die on the table to represent the center of his 24” diameter deployment zone. Obviously the die must be placed at least 12” from the sides of the table, but must also be 24” from any other die - or the center of the board. Should the placement of subsequent deployment zones become impossible due to these constraints, all deployment zones will be reduced by half and further deployment may resume (so squeezing out the low die roller could backfire).

Now that each player has established his deployment zone, the normal rules of model deployment are conducted. Advanced placement forces (whether airlifted, infiltrated, parachuted, teleported or magically conjured) may still be deployed outside of these zones under their normal rules - but treat the building as another enemy deployment zone.

Diplomats:
By this time players should have moved to posistions around the table to be close to their deployment zones (if not, do it). Each player will give one of two distinct non-combatant models to the player to either side of him who will place them within 12” of the center of the structure. These will represent the surviving diplomats. Unless otherwise indicated they are unarmed and share the profile (but not the ablilites) of the corporate medic.

Objective cards:
A deck of normal playing cards consisting of one card per diplomat must be prepared ahead of time to include the following:

Ace of Spades - the assasin. No regular diplomat, he uses the Freelancer Infiltrator profile. Being better prepared for the explosion, he has aranged to ‘convienetly’ fall next to one of the guards. By turning up this card, he reveals that he is armed with a generic smg (with stats conveniently identical to the p1000) with an underbarrel Mk1 grenade launcher - loaded with shock grenades.

King of Spades - The Dead guy. This poor soul was too close to the explosive - he must have planted it! Turn up this card and remove the model from play (feel free to cry). Your forces are blamed until the Ace of Spades or Jack of Diamonds are revealed.

Queen of Hearts - The doctor. This diplomat had sufficient medical training to function as a combat medic - use the corporate medic profile (even if force is cybertronic and brotherhood).

Jack of Clubs - The reluctant hero. This diplomat fell next to a guard. By turning up this card, he may now be armed with a generic smg (with stats conveniently identical to the p1000) with an underbarrel Mk1 grenade launcher - loaded with shock grenades. Hopefully he will point it in the right direction.

King of Diamonds - The witness. Although groggy, this person knows who did it and how. By turning up this card, he may force the Assassin to reveal himself at any time.

Jack of Diamonds - The false witness. This person is letting his prejudices color his memory, and accuses his arch rival. By turning up this card, he may finger any enemy diplomat as the assassin (no effect once Ace of Spades is exposed).

The rest of the cards should feature numbers (to avoid confusion). These diplomats are just shocked, confused and ready to get to safety. You may expose these cards at any time.

Shuffle all the cards together and set them on the table (find a clear spot).

Objectives:
It is the basic objective of all players to extract their diplomats - i.e. get them off the board (each is worth 10 VP). A secondary objective is to minimize casualties (-1 VP for every model lost).
Any enemy combatant interfering in your mission may be eliminated (1vp for every 50pts - rounded up at the end of the battle). Note that every commander has a differing opinion of ‘interference’.

Special Rules:

  1. A cloud of dense smoke 12” in diameter hangs over the ruined conference hall, preventing LOS for the first turn. Upon second turn treat as if a smoke grenade was placed in the center of the building.
  2. The Diplomats are treated as individuals - but are unconscious at the start of the game.
  3. Any model in base-to-base contact permits a revival roll - 12 or less (subtract 1 from the die for each passing turn - automatic succes if active model is a combat medic). Once revived the player must draw a card from the deck to determine the status of the Diplomat. The awakened Diplomat may then be activated as per normal individual models.
  4. Only the Assassin (Ace of Spades) may attack unconscious Diplomats -who are +4 to be hit with -4 to their armor. He is the only model intentionally trying to sabotage the negotiations - and low enough to execute sleeping non-combatants. Obviously this makes him a high priority target as well.

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