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The Jae'Hadar System Conflict

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The Jae'Hadar System Conflict Empty The Jae'Hadar System Conflict

Post  Rook Sun May 26, 2013 10:51 am

Plot


http://puu.sh/31tp5.jpg

The Jae'Hadar system, known for it's two suns, is one of the most renown colonies throughout known space. The two suns have turned most of the planters beneath their rays into barely habitable wastelands. The suns have not only had their effect on the planets, but also the space in between. The extreme radiation and electromagnetic forced that is flung around prevents any ships nearby from using their light-jump engines, making orbital supremacy tactics completely useless.

A particular vicious solar storm about 200 years ago and the following waves of radiation washing over the planets surface for weeks on end wiped out the original settlers of the solar system, leaving nothing but quiet useless planets with their infrastructure and industry effectively still usable but abandoned. However, now that the years have passed, the planets are once again inhabitable. Realizing the potential of empty and resource rich planets, factions became interested once again. So the gold rush of the second age of the Jae'Hadar system began.

8 Planets exist in Jae'Hadar, Targus, Sauli, Sienta, Veritas VII, Obergese, Vanderdam, Morak and Thanik, and all of them are crammed to the brim with natural minerals, huge reserves of oil, huge reserves of iron, tungsten and uranium, to pass these planets up would be sheer stupidity.

From the edge of Zoniist space came the Sarkanos Trade Confederacy, greedy, dirty and malicious creatures, hell bent on monetary supply, utilizing the galactic-feared Talon Private Military Company as their tool to carve into opposition, should it exist. From the dark heart of their empire came Vankriegor, this system was a perfect addition to the empire, any opposition was to be shortly destroyed without diplomacy, after all, to speak with anyone but a krieg was highly unnecessary. The Cohaji Traveling Fleet, a huge mass of ships, landed on the planet like limpets, and were hell bent on sucking the planet dry for literally everything, money, food, even sea water. The United Voxen Federation had always owned Targus, but upon finding out the status of the other planets, they sought to expand, and end their long term territorial dispute with the Independent Republic of Arikotnia over a small strip of land known as "Nauhtbriton". The United Earth Alliance was sent from the dying husk of planet Earth, to capture and successfully inhabit a full planet could in fact save their people.





Rules


Played like Risk, each army starts off with 8 command points and 4 territories.

1 command point = 1 division of your army.

You must have 1 division guarding the province that you occupy, so you can not go on a grand crusade and retain your huge army.

You can only attack from a province with points higher than 1. (2 and up)

Players can only move one province at a time, except through their own turf in a non combat stance (you can't move through your own turf to then attack a province.)

Each team must have a capital, a capital is the factions highly defended citadel on the planet, its the brain of the operation that faction has. If a faction loses it's capital, it can no longer expand, and MUST fight to restore its capital, if within 3 turns the capital is not retaken, all the land currently under the command PLUS command points are then given to the capital's holder.

At the start of a new turn, each team gets their command points, the amount of command points you get are proportional to your territories, divided by 4, ontop of 3 normal command points.

3 Turfs = 1 Command Point (+ Your 3 Points)
6 Turfs = 2 Command Points (+ Your 3 Points)
9 Turfs = 3 Command Points (+ Your 3 Points)
12 Turfs = 4 Command Points (+ Your 3 Points)
15 Turfs = 5 Command Points (+ Your 3 Points)
18 Turfs = 6 Command Points (+ Your 3 Points)
21 Turfs = 7 Command Points (+ Your 3 Points)
24 Turfs = 8 Command Points (+ Your 3 Points)
27 Turfs = 9 Command Points (+ Your 3 Points)
30 Turfs = 10 Command Points (+ Your 3 Points)
And so on and so forth (+ Your 3 points)


Since you must have 1 Division per territory it is easier and simpler if everyone keeps a standing army, however if you do wish to separate your forces I'm trusting you to keep tabs on your numbers.

http://rolz.org/group

Combat - Combat consists of two players rolling against each other in dice, this gives smaller armies the chance to survive. There are two sides, the Attacker (The Guy Advancing) and the Defender (The Guy holding onto his shit). Each player has two dice, and rolls them in combat, the player who scores the higher number, kills the amount of divisions of the other player that are equal to his number superiority.

E.G. A defender with a force of 4 rolls a 7 against an attacker with a force of 15, the attacker will lose 2 men and be left with 13.
Once warfare is initiated it cannot be stopped.





Bonuses


Along with your territory bonus, comes the bonus of conquering whole planets, some planets give a bigger bonus than other planets.

Morak-Vanderdam Moons + 3 Command Points
Sivostok + 4 Command Points
Vanderdam Outer + 4 Command Points
Veritus VII Continental Belt + 4
Sienta + 5 Points
Targus + 5 Command Points
Nauhtbriton + 5 Command Points
Jabeel + 5 Command Points
Vanderdam Nauhtbriton + 6 Command Points
Sauli + 7 Command Points
Morak + 7 Command Points
Thanik West + 7 Command Points
Titus Fortress World + 8 Points
Thanik East + 8 Command Points
Obergese + 8 Command Points
Veritus VII Landmass + 10 Command Points


Last edited by Rook on Tue May 28, 2013 12:10 am; edited 10 times in total

Rook

Posts : 122
Join date : 2011-06-02
Age : 28
Location : Belfast, Some IRA safehouse.

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