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Post by Landsraad Communication Bureau on Sept 8, 2017 22:47:09 GMT
Spice Mining Rules Spice mining will be conducted using "Harvesting Operations". The Siridar of Arrakis and Smugglers must have a full Harvesting Operation to extract any melange. Fremen must have a fully equipped Harvesting Team to extract any melange. Each fully equipped Harvesting Operation or Harvesting Team earns a roll on a 1d10, once per round to be rolled by a member of the administration. The result of the roll will determine the harvested amount.
Harvesting Rolls 1: Sweet Spot Harvest, double normal harvest amount 2: Successful harvest, claim normal harvest amount 3: Successful harvest, claim normal harvest amount 4: Successful harvest, claim normal harvest amount 5: Successful harvest, claim normal harvest amount 6: Minor damage, claim no melange, pay 300 solari in maintenance fee (unless equipped with keen spotters) 7: Minor damage, claim no melange, pay 350 solari in maintenance fee 8: Moderate damage, claim no melange, pay 400 solari in maintenance fee 9: Moderate damage, claim no melange, pay 450 solari in maintenance fee 10: Worm Attack, claim no melange, lose Harvester and Spice Mining Crew from affected Operation
Fremen Harvesting Rolls 1: Sweet Spot Harvest, double normal harvest amount 2: Successful harvest, claim normal harvest amount 3: Successful harvest, claim normal harvest amount 4: Successful harvest, claim normal harvest amount 5: Successful harvest, claim normal harvest amount 6: Minor damage, claim no melange, pay 5 literjons 7: Minor damage, claim no melange, pay 10 literjons 8: Moderate damage, claim no melange, pay 15 literjons 9: Moderate damage, claim no melange, pay 20 literjons 10: Worm Attack, claim no melange, lose Harvesting Team and Sandmaster
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Post by Landsraad Communication Bureau on Nov 3, 2017 5:19:48 GMT
Harvesting Operation 1 Republican Harvester [Mines 20 units standard] (To be purchased from the holder of the Harvesting Machinery Contract) 1 Caryall (To be purchased from CHOAM) 1 Scout Ornithopter (To be purchased from the holder of the Ornithopter contract) 1 Spice Mining Crew (Personally deducted expense)
Smuggler Harvesting Operation 1 Smuggler Harvester [Mines 10 units standard] (Personally deducted expense) 1 Carryall (To be purchased from the CHOAM or an intermediary) 1 Scout Ornithopter (To be purchased from the holder of the Ornithopter contract or an intermediary) 1 Spice Mining Crew (Personally deducted expense) Special I: Smuggler Security Battalions may double as mining crews. NOTE: Smugglers may steal or purchase a Republican Harvester from an intermediary. If successful the smuggler may claim 25 units on a standard, successful harvest Roll.
Fremen Harvesting Team 1 Fremen Harvesting Team [Mines 12 units standard] (Personally deducted expense) 1 Fremen Sandmaster (Personally deducted expense) 1 Fremen Battalion (Personally deducted expense) NOTE: Fremen may steal a Republican Harvester from an intermediary. If successful the Sietch may claim 20 units on a standard, successful harvest Roll.
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Post by Landsraad Communication Bureau on Nov 13, 2017 7:42:26 GMT
Siridar of Arrakis The Siridar of Arrakis is placed by decision of The Republic's Board of Economic Responsibility. While in position on Arrakis the Siridar is entitled to many perks including but not limited to, a portion of melange sales, additional planetary control income, additional CHOAM Contract income, additional CHOAM shares. The downside to this position is the never ending struggle to mine and protect melange in the face of hostile natives, scheming factions, and an unforgiving world. With access to all the trappings of the Republic and the added income of such a prestigious contract a shrewd business person can find untold wealth.
1) The Quota Must Be Maintained: BoER will assign a minimum production quota which must be maintained at all times. If the Quota is not maintained then the difference will be paid from the Siridar's own stores. If these stores are insufficient to cover minimum the Siridar will hear from the Imperial House, The Guild, and angry houses in short order.
2) Sales Must Continue: A sales thread for melange must be opened within 7 days of an administrator providing harvest totals for the turn.
3) The Operations Must Be Protected: As time goes on Smugglers and especially Fremen will attempt to disrupt the Harvesting Operations by theft or violence. Losses must be accounted for and protection provided if harvesting is to continue.
4) An Accounting Must Be Made: Once per turn a full account of melange sales in units and solari must be provided to BoER and, at request, The Landsraad Council.
5) The Time Will Be Respected: Each tenure on Arrakis is (10 Turns). After this period Siridarship will become available again.
6) The Legacy Will Be Enforced: No group may hold more than 3 tenures on Arrakis per lifetime of its leader.
7) Failure Will Be Punished: CHOAM and The Landsraad Council reserve the right to impose punishments on Siridari who do not meet the above criteria, including stripping a group of the Arrakis contract.
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Post by Landsraad Communication Bureau on Nov 13, 2017 8:18:14 GMT
Smugglers A smuggling operation is a set up designed to run lean and fast under the eye of authorities to get as much spice as they can and then get out before they are caught. Because they are based on Arrakis Smugglers operate slightly differently from Houses or Businesses. The Economy of Arrakis has a greater emphasis on water. It may also be noted that the Siridar of Arrakis can search for the location of a smuggler's base and attack it if they choose. Most Siridari are willing to turn a blind eye to Smugglers... in exchange for a cut.
Smuggler Base: The basis of any Smuggling Operation is the base. Each level of base offers a passive income of 500 solari for background smuggling activities. Bases come in three levels which means a small base is +500 solari per turn, a medium base is +750 solari per turn, and a large base is +1250 solari per turn. Passive income from a base is in addition to any sales of melange made. Base size is also tied to Harvesting Operation limit. A small base can support 3 Harvesting Operations, a Medium Base can support 4 Harvesting Operations, and a Large Base can support 6 Harvesting Operations. Larger bases cost more in upkeep, so a smuggler should be careful to balance their expansion against their income.
Base Expansion: A base may be expanded by spending 2500 solari, 50 literjons of water, and waiting one turn for construction to finish. A base may be expanded twice with a Large Base being the biggest available operation.
Smuggler Windtrap: A machine built from native designs which collects dew and what little moisture exists in the air, condenses it, and then refines it into a drinkable form for the owner of the windtrap. Each windtrap provides 10 literjons (units) of drinkable water per turn.
Moisture Seal: A set of plastic, hermetic seals placed over doorways to buildings and in military tents to capture moisture in the breath and perspiration of the inhabitants and thus decrease loss of moisture to heat and exertion. A moisture seal decreases base and battalion upkeep by 50%. Each base and battalion must have its own moisture seal to attain the bonus.
Smuggler Starting Resources 6000 Solari 40 Literjons of Water (subject to base upkeep cost) 1 Smuggler Windtrap (+10 literjons per turn) 1 Smuggler Security Battalion 1 Small Base (+500 solari per turn) [Allows 3 Harvesting Operations] 1 Illegal Harvesting Operation (1 Smuggler Harvester, 1 Scout Thopter, 1 Carryall, 1 Harvesting Crew)
Smuggler Upkeep Base Upkeep: -10% of Water Income per turn Small Base: -6 literjons of Water per turn (without moisture seal) Medium Base: -10 literjons per turn (without moisture seal) Large Base: -20 literjons per turn (without moisture seal) Smuggler Security Battalion: -2 literjons per battalion per turn (without moisture seals) Smuggler Personnel: -1 literjon per person per turn
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Post by Landsraad Communication Bureau on Nov 15, 2017 11:22:56 GMT
Fremen The Fremen are the natural inhabitants of Arrakis. They live in the Deep Deserts and resent the presence of off-worlders on Arrakis. Considering themselves the true children of the desert they will attack Smuggler and Siridar Operations without compunction stealing from, sabotaging, and murdering any off worlders they encounter.
Fremen Sietch: The basis of any Fremen population is the Sietch. Each level of Sietch offers a passive water income of +10 literjons. Sietches exist in three levels: Outcropping (+10 literjons), Cave Holdfast (+20 literjons), Sietch Community (+30 literjons). Additionally each level of Sietch allows another harvesting team. An Outcropping can support 2 Harvesting Teams, a Cave Holdfast can support 3 Harvesting Teams, and a Sietch Community can support 4 Harvesting Teams.
Sietch Expansion: A Sietch can be expanded for 50 literjons of water, 25 units of melange, and waiting one turn for construction. A sietch can be expanded twice with a Sietch Community being the largest operation available.
Fremen Windtrap: A machine built from native designs which collects dew and what little moisture exists in the air, condenses it, and then refines it into a drinkable form for the owner of the windtrap. Each windtrap provides 15 literjons (units) of drinkable water per turn.
Fremen Moisture Seal: A set of hermetic seals and techniques used to decrease moisture loss in a Sietch. (-50% upkeep cost)
Fremkit: A set of basic supplies provided to Fremen who venture outside the Sietch for whatever reason. (+1/+1, +5 HP)
Thumper Team: Team of warriors trained in the use of a powerful device which may be deployed once per turn to grant a 1d6 roll. 5 or 6 summons a worm which may be targeted at an enemy harvester of the owner's choice. Harvester must be discovered by a Graben Infiltrator first.
Fremen Harvesting Team: Group organized from within a Sietch to harvest melange. These sietch inhabitants are vulnerable to attack and must be protected by a battalion from the Sietch at all times.
Sandmaster: Veteran of native mining operations that leads the Sietch's people in the hunt for melange. Each level of training adds +1 to total amount of harvestable spice up to +3.
Graben Infiltrator: One of the many Fremen who infiltrate the cities and inner deserts to pinpoint the location of harvesting operations and targets of opportunity for the Sietch.
Order of the Crys: Warriors devoted to taking the life of off-worlders at any cost.
Raider: Sietch inhabitants trained to steal and destroy off-world machinery.
Crysknives: The tooth of Shai-Hulud which can never be unsheathed without blood being drawn. (+3/0)
Fremen Elite: Elder warriors of the Sietch who lead the younger combatants into battle.
Fremen Starting Resources 60 Literjons of water (subject to base upkeep cost) 20 units of spice 1 Fremen Windtrap (+10 literjons per turn) 1 Fremen Battalion (Unassigned) 1 Outcropping (+10 literjons per turn) [Allows 3 Harvesting Teams] 1 Fremen Harvesting Operation (1 Fremen Harvesting Team, 1 Fremen Sandmaster, 1 Fremen Battalion)
Fremen Upkeep Sietch Upkeep: -10% of Water Income per turn Outcropping: -4 literjons of Water per turn (without Fremen moisture seal) Cave Holdfast: -8 literjons per turn (without Fremen moisture seal) Sietch Community: -12 literjons per turn (without Fremen moisture seal) Fremen Harvesting Team: -4 literjons per turn (without Fremen moisture seal) Fremen Battalion: -2 literjons per battalion per turn [Maximum of 25 battalions] Fremen Personnel: -1 literjon per person per turn
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