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Hellion War!

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    Hellion War!

    Thought I'd post my card game in progress in a thread seperate from Jamos's to give him ideas, if nothing else.

    Setting: In 2079, a new group of talented Russian commanders breaks the long armistice of the world and attacks the Middle East in search of kelmite, a new element discovered in the emptied oil reserves. After taking over the unorginized front, they move on to war with the United States and Canada (jointly the United Powers), who have already lauched nuclear weapons. However, Neos, the metropolis that has extended over most of Australia, lauched the new experimental peace sattilite, JAMMER, which disrupted any missles lauched in high arcs. This required nuclear weapons and normal missles alike to be launced very close to the target: which the Russians discovered quicker then the United States. After several victories, it seemed the Russians would crush the only other world superpower.
    But they weren't counting on the Lower Nations, as they soon discovered when trying to set up a base in Mexico. What had seemed to be seperated groups of South Americans and Africans produced a suprisingly strong amount of technology (stronger then the Russians), for while it was scavanged sheer resources gave it strength. While they did lack compentent commanders the sheer numbers pushed the Russians off the continents united through an experimental warping technology a former inhabitant of Neos had produced.
    However, they also wanted the United Powers gone, and thus it was that the fourth World War (the third being the 2024 oil battle) had three major powers. And it was soon to be four, for when the New Russian Union demanded the technology of Neos, they assumed political control of the contient (since all of Australia was dependant on Neos) and raised a defence, which could not withstand the full force of any of the armies but easily could turn the tide of battle.
    And so it stands, with the four nations poised at the brink of war that JAMMER demands be fairly close (for while being Neos technology, it is by nessicity neutral.)

    The Basics:: There is a board of indeterminite size (and of course, there can be more than one board, just 1 per game), and a card battle mat to the side like most card games. Now, there are four superpowers (Neos, the United Powers, the Lower Nations and the New Russian Alliance) and you choose the mat based on which one you're playing. Each unit card slot is numbered, and each superpower has it's own set of numbered chips (so, if you played a unit in slot one, it would correspond to the #1 chip of your superpower, which is placed on the board.

    I have to go now, but next time: The four attributes, tenative unit card layout, and possibly commanders.
    Last edited by hitogoroshi; 02-27-2007, 10:03 PM.

    #2
    Re: Hellion War!

    KELMITE? Hmmm where did you come up with that name?
    I don't have a signature.
    OK maybe I do.
    But I'm just holding it for a friend I swear.

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      #3
      Re: Hellion War!

      I named Kel-gro Heron, so I can make him an element.
      Just wait till you see what I've done with Mojo.
      Last edited by hitogoroshi; 02-28-2007, 12:36 AM.

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