PERN
The Northern Continent
-Advanced-
Original design by Hurricane
Adapted for WarGear by Kjeld
Welcome to the exciting world of dragons and danger that is Anne McCaffrey's Dragonriders of Pern! As the Red Star begins it's 9th Pass, you will need to bring together both men and dragons in order to survive the deadly onslaught of Thread. To do this, unite control of all the holds and weyrs, and bring peace and protection to the planet!
Each Major Hold is marked with a fortress icon and a lighter background color. Major holds will generate +1 unit per turn on themselves, and an additional +1 unit for each Minor Hold (circles, darker background color) that you own in the same region. Major holds defend against all attacks with d7.
Dragons reside in the six Weyrs of Northern Pern, located in the craters of ancient volcanoes. This location provides defense against ground attack (defend with d7) but not against aerial assault from another weyr (attack with d7 to all weyrs). However, dragons do not fight well on the ground, so move with caution against the surrounding territories (attack with d5). Dragons are expensive to upkeep, and each weyr will lose -6 units per turn. However, dragon upkeep is offset by tithes from the minor and major holds who enjoy the weyr's protection in their region: each minor and major hold you control in the weyr's region will generate +2 units on the weyr each turn. So, you need to control at least three holds to maintain your weyrs.
The nine Crafthalls offer their services to all holds in their region. Controlling a crafthall will generate +1 unit on every minor and major hold in the same region, regardless of who owns it (except for neutral). In addition, crafthalls are the centers of creativity and industry on Pern, and they are often driven to new feats of ingenuity by collaboration and rivalry among themselves. Thus for each pair of crafthalls you own, you will get a +1 unit "collector" bonus to your reserves. If you control just one hall, you will get 0. Two halls yields 1, three halls yields 3, four halls yields 6, and so forth.
There are three Maritime Routes through the southern sea that take advantage of Pern's natural ocean currents. Attacks against the current are with d4, and so are not recommended in most circumstances!
Finally, beware the Snowy Wastes! Defending with only d4, they are a fast way to move across the north, but don't leave troops there or they're likely to get destroyed by an opponent.
Miscellaneous rules: 4,5,6,7... card scale, return to attack from fortify is on, unlimited reserves, medium fog default.
By the Egg, go now and conquer!
*Note: Original design by Hurricane. Reproduced and adapted for WarGear with permission.
*Note: "The Dragonriders of Pern" is under Copyright Protection by its respective owners (Anne McCaffrey). All credit for theme, setting, and character go to those individuals. This board is strictly released only for fair use on WarGear.net.