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Information Warfare Campain

Set in 2387, this DnD-style interactive narrative revolves around information warfare among three superpowers: the Earth System Alliance, Mars Economic Combine, and Outer Systems Coalition. Players engage in a conflict that escalates into war, choosing sides and participating in ship and person combat, while navigating a complex political landscape influenced by the Military Industrial Complex. The game features detailed mechanics for character stats, combat, hacking, and ship operations, with a storyline that unfolds in three phases, culminating in the Second Systems War.

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0% found this document useful (0 votes)
15 views10 pages

Information Warfare Campain

Set in 2387, this DnD-style interactive narrative revolves around information warfare among three superpowers: the Earth System Alliance, Mars Economic Combine, and Outer Systems Coalition. Players engage in a conflict that escalates into war, choosing sides and participating in ship and person combat, while navigating a complex political landscape influenced by the Military Industrial Complex. The game features detailed mechanics for character stats, combat, hacking, and ship operations, with a storyline that unfolds in three phases, culminating in the Second Systems War.

Uploaded by

demoncrovax
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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Forward: DnD style interactive narrative about information warfare.

Setting: 2387. Mankind has spread throughout much of the solar system. 3 different super
powers exist.
ESA = Earth System alliance. Earth, Luna, Venus and mercury
MEC = Mars Economic combine. Mars and the asteroid Belt.
OSC = Outer systems coalition. Jupiter, Saturn, Uranus, Neptune Kuper Belt

System map.
All named locations have a settlement of some kind.
https://theskylive.com/3dsolarsystem?objs=ceres|vesta&date=2023-09-11&h=22&m=59&
https://www.theplanetstoday.com/the_planets.html

SOL

Mercury (mining operation for metals)


Venus (chemical mining from atmosphere, orbital ship yard)
Earth – Luna (food production, Luna is major economic hub)
-------------------
Mars – teraformed (food production)
Asteroid Belt (Ceres, Vesta, Toutastis(lost to BIO weapon), Albert(shipyard))
-------------------
Jupiter(Europa, IO, Ganymede, Calisto)
Saturn(Titan hydrocarbon chemistry, enceladus, Orbital Helium mine)
Uranus(Titania)
Neptune(Triton)
Kuper Belt(Pluto – Charon, Hermes(shipyard), Palomar, Midsomer)

Background story, setting and notes to share before game starts:


Forward: This game has no specific end goal. Instead you will be involved as a conflict starts
and escalates. You will choose sides and threw your actions give advantages to allies in the
coming war. 2 type of combat will occur, ship Vs ship and persons Vs persons(Boarding parties
and away mission).

After the war political and economic turmoil caused the outer systems to declare them selves
independent. They are not signatory to the post war accords on access of law or the ban on bio
weapon research. This makes banks in the outer system a safe heaven for hiding money. The
outer system has a poor economy and doesn't appear to have any major military forces.

Pseudo anonymous e-mail does exist and can be used to safely contact and communicate with
many groups or persons. Money will be equivalent to modern dollars with realistic values for
gear and exploits.

Modern Naval warfare is dominated by swarms of drones trying to overwhelm opponents. Naval
fleets usually are comprised of 2 or 3 Carriers (mass drone deployment platforms) 2
dreadnoughts(ships that are basically a giant laser cannon) and a half dozen destroyers (rugged
ships with a wide array of weapons and equipment). The drones used for this type or warfare are
mass produced and are used 3 ways. 1. they are small lasers to fight and damage opposing
drones, 2. they have fast acceleration and can be used kamikaze style or 3, can physically
intercept in coming ordinance. Speed being the best trait for them they have minimal armor.
Destroyers and other vessels can have specialty drones with a wide variety of specifications such
as thermal and EM cloning and active camouflage systems and thick armor.

Character Stats:

Health – (hit points) increases with augments


Wealth – money owned or owed prior to game start (Currenct is in credits. 1 credit = enough
hydrogen to run a 100ton ship at 1G for 1 hour)

Skill checks
charisma – Intimidate, Persuade, detect lying
Tech– Hack, Detect, Investigate unknown tech
Spec Ops – stealth, initiative, perception, dash speed
strength – melee attacks, lifting large things, opening jammed doors

Specific Skill sets available for tasks requiring special training or for a perm stat buff
(pilot,Naval combat, CQC, ballistic weapons, energy weapons,Cyber security)

https://en.wikipedia.org/wiki/Interlock_System

Stats and skills are both rated on a scale of 0-10 with 0 representing no ability/no training and 10
representing the maximum ability possible for a human being. A typical skill roll will range from
12-20 for most tasks, so a skill 10 + stat 10 will succeed at virtually any task barring a critical
mishap, while a skill 0 + stat 2 (minimum statistic level for a human character) will fail at any
but the very simplest task, and even then will succeed only on a critical success.

Skill checks can be tiered on D20. Buffs or augments for applicable skill can buff the roll as
above
((Rolled D20) + Player.Skill) > X
very easy – auto win
easy - 5 and up wins
tough - 10 and up wins
very tough – 15 and up wins.
hard - 20 and up wins
very hard - 25 and up wins
hail marry - 30 and up wins
Augments(improve character basic stats)
Cybernetic enhancements(character upgrades):(brain and body augments to give abilities and
boost stats)
Brain computer interface(better tech or hacking)
Combat Brain computer interface (better targeting assistance, and flight control)
muscle enhancement (increase strength)
Nano-Metabolic integration(better healing)
Behavioral analysis software(improve charisma)

EQUIPMENT

Tech used in this game will include:


Nano tech (lRepair material like space suits and disrupt equipment)
Cybernetic enhancements (brain and body augments to give abilities and boost stats)
combined cyber an nano enhancements can include
Advances healing (the slow logan)
Auto defibulator
toxin removal
Faster reflexes (advantage on dex rolls)

Ships
Power source: Magnetic Donut Kenetic Fusion. Heat exchangers warm incoming hydrogen and
manage heat output Energy extraction similar to an RTG.
Engines. High velocity Ion Drive clusters. Each motor is about a yard long and thick as a pencile.
each motor has a good weight to thrust ratio so when grouped in large bundles can provide
sustained scalable thrust.
Flight control: Spinning wheels in groups of 3 set at right angles at the ships center of mass can
control a ship orentation in space. For fast lateral movements traditional thrusters are available.

(the bigger the power source the bigger the thrust, Anything over 10 Gs requires G Beds)
Thermal and optical camouflage (is detectable by EM emissions)
EM scanners to locate broadcasts and hidden tech or booby traps)

Each super power will have a std issue model of each and a non std model(6 variants of each gear)
Combat Gear and upgrades effective range of ballistic weapons will vary with ammo and
gravity

Each Super power has a grenadier in each combat squad (has a rife that fires them semi-Auto)
Grenades types– EMP, napalm, plasma(burns threw ships), frag, Acid, smoke, chaff, Flashbang
Optical camouflage
Suits(different makes and models. Higher level suits have Nano auto repair and EM sheilding)
Helmet(provides enhanced vision night, thermal, motion tracking, targeting assistance,
infrared, zoom, link up to ship board weapons, map, target marker, motion highlighter)
Chest piece(armor) resistances available – fire, EMP, kinetic: Adrenaline boots. Nano clot
agent
Gloves(integrates with hacking tools better gloved have more integration slots)
shoes(better shoes allows for better motion in 0 G)
ballistic rifles(variable damage and effective range in Atmosphere)
Addons include scopes silencers, range finders, targeting assistance, space usable, corner
shot,
Variable penetration ammo(to use against harden armor), flashlight,z
laser rifles (variable damage, charge capacity and recharge rate)
directional EMP weapons (variable range capacity and recharge rate) typically a 1 shot weapon.
pistols(ballistic only)

Tech equipment:
EM scanners (the higher the level the more sensitive the scanner) level 1 - 5
hacking tools (the higher the level the better the tool. Hacking military gear requires high level
and skill) 1 - 5

Ship upgrades:
Thrust upgrades
power source upgrades (Most ship based combat will be based on energy output)
armor upgrades(Slows thrust)
Stealth upgrades (includes thermal, optical, EM, and decoys)
Surveillance equipment(Optical telescopes, comm monitoring equipment)
Weapon systems (laser weapons, missiles, drones)

The ship will need an initial inventory of gear...good gear

Space based combat

Types of ship based weapons


1. circular particle accelerators (max range determined by power)
2. linear accelerators (electron gun)
3. projected energy weapons (Gamma rays, microwaves and lasers)
4. kinetic unguided (Rail guns, coil guns, Rods from God)
5. kinetic guided (Missiles/drones) Can deploy EMP
6. boarding party (soldiers and/or combat drones)
Ship based defense systems
1. Point defense cannons (ballistic and laser)
2. Magnetic shields
3. Plasma shield (only capital ships have these)
4. Ablative armor

Speed of light limitations make long rage combat problematic. Unguided weapons(even lasers)
have a maximum useful range of only ~100KM. Guided weapons can engage at long range but
must rely on stealth and large numbers to have reasonable chance of a hit. With the high speeds
associated with orbital mechanics ship to ship combat usually happens in seconds. Combat
tactics and PDC management are programmed and run by computers.

Tactics available
1. volley of missiles that run behind ship hidden by jamming and thrust output.
2. Using sand as a shot gun in the path of a ship
3. Use optical/thermal flares for nukes to blind enemy before change or course and weapons
deployment
4.

Sensors
passive (optical, thermal, gravitational)
Active (Radar, optical flash)

Stealth counter measures for all but gravitational. So even thought it can only detect large masses
at close range its it useful.
Jamming for all other sensors available.
Classified stealth option that for a limited FOV compensates for transiting in front of a star.

boarding actions

Hostile boarding actions have a low probability of success as ships can be scuttled. So they are
almost exclusively executed by GUMMPs (Visual reference “behind the wire” 103 minute mark)
General Use Mobile Munitions Platform
Visual difference from movie is they are draped with black EMP cloth around the frame and
limbs.
GUMMP standard load out:
1. Shoulder mounted heavy rifle. .80 cal depleted uranium armor penetrators
2. Hand held equivalent of the Browning M2. (often swapped out for flame throwers)

Hacking

black market for security exploits


Ease of use
Risk of detection
(each day in use has a small risk of detection). Roll a d20 each day
Low risk roll 1 twice in a row to detect
Med risk Roll 1 once then less than 10 on second roll to detect
High risk Roll 1 once to detect
once detected exploit use totally useless
level of access 1/2/3
propagation rate
cost
Many exploits can be listed. players will need to recon to know what one to buy.

Targets can have 3 security levels

Low – All vulns can be deployed


Medium – only medium and low risk exploits can be used
High – only low risk exploit can be used

Story (not shared with Players)


The story will take place in 3 Phases
Phase 1(25%): False Flag Ops and social engineering. Opps played off as terrorism. Goal is to start conflict
Phase 2(50%): Cold War level OPS. More false flag. More aggressive intel gathering. Minor military action
Phase 3(25%): WAR (to be specific the second systems war, SWII)

Weapons manufactures (like the ones who build the war ships that will see play) are the driving
force behind creating the conflict this story centers around. They will use Politicians and Military
officials they have bought to run the opps that will cause the escalation. Military commanders
involved will run black book false flag operations off the record at the behest of the
MIC(Military Industrial Complex). The MIC is a loose group of companies that deal to the Marc
and Earth super powers. Though each super power has different equipment standards and
equipment who's specifications are classified.

At some point in the game players will get a lead on a whistle blower with compromised comms
traffic detailing how the MIC is behind whats going on. Going to the media(even social) wont
work. MIC controls major media and has response teams to scrub social media. The team the
players are controlling are a stealth rapid response Intel/operations team. The ship provided to
the player at the start of the game will be fast and stealthy.

Some of the info war will be media stories and posts aimed to segregate Earthers from the rest of
the system. They will be portrayed as greedy, privileged, elitist and out of touch(much like racial
tensions now). The rest of the system in comparison is poor.

Crew: Captain, First Officer, Primary Pilot, secondary pilot, Ships engineer, Field ops officer

Player back stories: The player characters were a command crew onboard an Earth Navy cargo
ship crew. Originally the crew had dedicated 2nd pilot but the guys was a jack ass. He Was
goofing off and caused and accident with a loss of life. The issue was very public and so the
entire command crew was discharged. Other than jackass the crew was tight knit so with
returning to earth being a problem after a decade in space they crew together on a mining
platform in the inner asteroid belt.

Game Start - civilain Mining crew dock with Albert Station to offload mined ore that will be
used to build ships. While ship is docked News breaks of an anonymous threat made against the
station that says the place will be destroyed in 9 hours. A lock down is ordered and the ship
cannot depart. 6 hours later station control detect a faint radar echo on an intercept trajectory.
Optical follow up shows nothing and a thermal scan seems to show a diffuse cloud of particles
only slightly above ambient temp. with 2 hours remaining until impact Albert Station control
orders a full evacuation of the station. A full power active radar scan hows that its a rock the size
of a City surrounded by a cloud of radar absorbing particles. The station will be destroyed.

The crew races back to the docks. When they get there they find that the soldiers from the
military Frigate in the next birth have locked down access to the dock. Once the crew get to the
from of the crowd they explain they are trying to get back to their ship and are allowed to pass
but the commander pulls them aside. They seized control of the dock after they saw 2 ships get
stolen and leave almost empty. As less than 1% had any chance to get off station on the next 2
hours this had to be addressed. As they were mid staff rotation and our ship is gone he asks for
help managing this problem.

Your crew assist. Orders are give to the crowd that only children under the age of 16 are to come
forward to be loaded onto ships. (Note ships have an upper limit to how many can be onboard
that is set by the capacity of the life support system) As crewed ships fill to capacity things get
more hectic. Fights are breaking out and soldiers are continually yelling that they will shoot any
adult that attempts to enter the dock without permission. Parents are crying. Lying to the kids to
get them to do to the docks. Your crew are assisting these kids board. As the countdown is
running low with minutes left and the last civilian ship at full capacity gun fire breaks out as does
all hell. Immediately seeing his line is going to break he orders his remaining soldiers to
reinforce hs troops at the dock entrance and all civilian persons left on the dock to board his ship
and depart immediately.

Phase 1 content - military

Mission 1: Game opens with team being given orders to perform a deniable (using other groups
equipment in case it goes wrong) black opp. A snatch and grab of a HVT. The mission profile is
meant to fail and have the opp claimed falsely by a nonexistent terrorist organization to cause
conflict between the 2 powers you are not working for. The HTV has hidden security detail. On
way back while observing radio silence you have propulsion problems and don't arrive on time.
Before arrival a member of the crew sees the false claim for the opp you just ran. Its clear to
anyone with high enough tactics you will be killed on return as that was the plan if you somehow
succeeded.

This fictional terrorist group will be a reoccurring theme at the catalyst for war will be the
revelation that the group was state sponsored.
Paid intel gathering missions of clandestine intel services

Phase 2: mission list, sample gathering at Toutastis(try to link to current Bios weapon
development),
discovering that the outer system not only has a full naval fleet(built in house) but an already
deployed network of early strike kinetic weapons.
Mars has a bio weapons program (small)
In phase 2 and 3 your team will be tracked by compromised encryption software.(the software is
compromised, not the encryption) This will need to be found and corrected. This is the exploit
the whistle blower below uses to find his proof.
Paid intel gathering and quick strike missions for clandestine intel services
hunt for traces of a very advanced cyber weapon. Some one got lucky and sandbox'd it before
getting black bagged. The comms software flaw is just one 0-day exploit is uses.The weapon has
been able to avoid detection by infecting low level hardware instead of software, and cleanly
removing or deactivating its self when being examined or sandbox'd.
phase 3: There will be 2 or 3 full on Naval conflicts in the war. The out come of each will be
determined by who has the best information. If Mars is loosing to earth and there Bio weapon
program was not exposed they will use it. Good intel will allow the holding party to counter
tactics and weapons the other party is using.

Side mission. Players run into old man running from a Nano Tech company security.
Players help him escape and look for a missing woman he is looking for.
While running from the company security players discover she is dead.
This causes him to see the date of her death and be confused as he thinks its 25 years in the past.
Dude is cray cray

Tech security has a tracker in him and keep persuing. Once a dialogue is opened they tell the
back story
This guy loved and woman and was working in Nano tech. Functional in Human Nano tech
didn't exist yet as existing systems were simple narrow use machines. She got sick with a genetic
problem that causes nerve/brain damage. He works faster to try and make a tech that can save
her.
To accelerate his research he illegally experimented on himself. Advanced the tech decades but
wasn't fast enough. She died and flaws in the early tech damaged his brain He has episodes
where he can remember what happened and episodes where he lives 25 years in the past..

The company was really taking care of him and has a drug that can help restore him for a while.

Once his general use medical nano was perfected he sold the rites to the Nano tech company
with the deal including his convalescence care and continued research into fixing brain injuries
like his.

The completion of this side mission will allow players access to 3 espionage contracts.
They don't pay much money wise but proprietary nano tech upgrades will be provided before
each missions start.
Upgrade: Info link (private Nano accessed neural network) Players have faster and better access
to intelligence and can share senses and thoughts with each other
Upgrade: Faster reflexes. Player have advantage when rolling in combat or for agility checks
Upgrade: the full Logan

Bounty Hunting: The bounty will be hither for harder catches. Can build generic map pieces and
give the other players a chance to “run the encounter”. Choose plot details and such.

Classified hardware: Not yet shared with players

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