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Planets: The Thirteen Worlds of the Confederacy Fanatic-Templar Send a noteboard - 10/01/2013 03:27:42 AM
Since their exile from Earth, Terrans have colonised many of the new worlds of the Koprulu Sector. The rules of interaction vary depending on the planet involved.

It is possible to control an entire planet, but this requires possession of every asset located there. If you do achieve control of a planet, however, any new opportunity arising from that planet would be given to you, rather than offered for auction.

The Core Worlds

At the heart of the Sector are the most populated, wealthy, industrial and self-styled civilised planets of the Confederacy. These worlds enjoy the full benefits and afflictions of Confederate law, being protected from conflict by the vigilant presence of the Confederate Armed Forces. The Old Families own most of these worlds already, so those who live here have little chance of competing with their oppressive rulers.

The Core Worlds are are Brontes, Dylar IV, Korhal IV, Nephor II, Tarsonis and Tyrador IX and they are protected by Omega Squadron, and they do not tolerate full out battles disturbing the peace of civilised space. Any attempt to launch a raid, seizure or bombardment on these planets without securing the good will of Omega Squadron will be brought to a swift and certain end. For this reason, assets located on these worlds can be considered mostly safe.

Tarsonis

At the core of the Core Worlds is Tarsonis itself, the Confederacy’s capital world. Tarsonis is guarded by a large detachment of Omega Squadron troops permanently located on orbiting space platforms. This is where the Old Families, the senators and councillors all live and work. There are no Military actions here. There is no bribe large enough for Omega Squadron to ignore any breach of the peace. By mutual agreement, the Old Families won’t even allow themselves to maintain more than one unit of personal troops here, if a Family attempts to increase its personal forces any more, swift action is taken by Omega Squadron to arrest the illegal recruits or mercenaries.

Of course, if any of the Old Families were ever to seize Tarsonis City, then they would hold the entire Confederate government hostage, and could likely get away with their coup d’état, ending the game in a victory for their faction. However, this is not something possible in the world as it stands now, aside from the impervious defence provided by Omega Squadron, Tarsonis City is a neutrally held location where the Old Families can deploy military units without causing a battle. If someone were to try to attack this location, all other forces present would band together to defend the city.

The Fringe Worlds

These planets are vital to the Confederacy, providing many of the raw resources necessary for the continued prosperity of its civilisation. However, being further from the more heavily industrialised Core Worlds, the Confederacy does not especially care what happens here, so long as they continue producing for the Confederacy. As such, this is where ambitious Terrans come to seek their fortunes, away from the oligarchic oppression of the Old Families.

The Fringe Worlds are Antiga Prime, Char, Chau Sara, Halcyon, Jaandara, Mar Sara and Shiloh, and they are supervised by Alpha Squadron. They are a hotbed of anti-Confederate sentiment, and prone to uprisings from the discontented population. Rebellions can be a source of trouble for Old Family assets involved. Usually, Alpha Squadron will come down hard on the rebels and return the assets to proper Confederate ownership, but the transition is known to often cause these locations to change hands. Any asset reclaimed from rebels is an opportunity made available to all Old Families.

The Outer Colonies

Beyond the its thirteen main planets, the Confederacy’s reach extends to many worlds of the Koprulu Sector. Outer Colonies may be lightly inhabited worlds at the far ends of Confederate influence, or important locations on moons, asteroids or planetoids, or even manmade stations in deep space. Somewhere in the Confederate administration, all of these locations have been catalogued, but unless someone lives there or owns important assets there, they tend to be largely forgotten by Confederate authority.

The Outer Colonies are useful locations to hide assets out of public eye. However, while secrecy may be a useful defence against rival Old Families, it would not do to assume these assets are safe. The Outer Colonies are the favoured hunting grounds of raiders and pirates, and are the targets of frequent raids. Nova Squadron’s operations are frequently based from the Outer Colonies, but it would be unwise to expect support from them. There is too much area to cover, and Nova Squadron’s numbers are too few.
The first rule of being a ninja is "do no harm". Unless you intend to do harm, then do lots of harm.
~Master Splinter

Victorious in Bergioyn's legendary 'Reverse Mafia'. *MySmiley*
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Do the names have to be from existing lore or can we choose new names? *NM* - 12/01/2013 09:16:20 AM 299 Views
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