Background:
The year is 1979, and the small South American country of Nueva Leon has fallen into turmoil. Hugo Mendez, president of the nation for the past seventeen years, has recently died of a stroke. In the absence of a national leader, many citizens decided to try holding an election however, on election day, General Manuel Archuleta, along with his many loyal troops, came to the capital building and proclaimed himself new President of Nueva Leon as well as head of the military.
Many citizens were outraged, seeing their chance at democracy slip away. Others saw the new chaos gripping the nation as a chance to spread their own ideals, such as communism, or as just a plain old chance to take advantage of the situation so that they may themselves become President. A few generals who worked with General Archuleta, disgusted by what they saw as a traitorous act against their country, resigned from their posts.
With people now protesting and, in a few cases even rioting, in the streets, will we see some new powers step up and try to unite their nation, or break away and form their own? Only time will tell.
Geography:
The nation is flanked on the east and west sides by the San Juan River and the de Soto River, respectively. To the west and south is the Republic of de Soto, who has had many boarder clashes with Nueva Leon throughout their history. In the east is the Cabral Republic, a former Portuguese colony and now its own nation. Though they have been peaceful with Nueva Leon, they have always looked enviously upon their land, especially the islands north of the mainland.
In the south is the Ferdinand Plateau, a vast landmass that dominates the surrounding jungle. Nueva Leon had won the plateau ten years ago in the last war against the Republic of de Soto.
The interior of the nation is thick, undeveloped jungle lands. It is hilly country, full of exotic plants, animals, indigenous peoples, and coca fields and processing plants. The few highways that are in the nation only enter the jungle when necessary, and for the most part stick to the rivers or coast, making the interior an excellent place for someone who doesn’t want to be found to hide, while also hindering the movement of vehicles.
The industry of the nation is mostly made up of farmers and ranchers. There has been much deforestation around the cities to make room for farming and grazing land for cattle. The major legit exports of the nation include coffee and petroleum. The number one export of the country, however, is cocaine, and as such, there are some pretty influential drug cartels to be found around the nation.
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Rules:
First, you need to choose a “class” for your character. This will give him or her pros or cons depending on their specialty. The three classes are:
Politician:
+ Will gather support from the masses more quickly
- May have trouble in advanced military planning
*Starts with 100 Farmers
Ex-General:
+ Will have a distinct advantage in military maneuvering
- May have trouble gaining support from the people
*Starts with 50 Paramilitary, 1 Camp
Warlord:
+Increased diplomatic pressure (success) on Domestic and Foreign Governments
-more local/internal opposition
*Starts with 100 Militia, 1 Camp
Priest:
+Increased public and foreign support
-Poor military quality
*Starts with 150 Farmers
Businessman:
+Increased revenue
-Will have trouble gaining local support
*Starts with 25 Mercenaries, 1 camp
Anyways, once we're done with that, we go to credits. You receive 5,000 to begin with and can increase this amount in various ways. You can increase both your army and gold at the same time, but to do this you'd have to take a risk in the gathering of gold. For example, here are the two possibilities.
- Recruit men into army, pillage local banks (possibly successful robbery)
- Sell crops at market (Guaranteed increase in credits)
As for the army... you buy troops based on how much money you have, or, how good you are in persuading the local populace to your cause. For example, you could not increase your army at all, but if you gain support from the common man, you could get plenty of loyal, but inexperienced, men to pick up what ever weapon they have lying around at home and join your cause. On the other hand, even if the people hate you, you could still use your wealth to get you a number of trained soldiers.
Navy is of little importance here. It just lets you move around troops and supplies. having a strong navy however means you can pirate the shores. Finding explosives and putting them on ships can be a deadly mixture
.
The amount you start with is the same throughout, and you can see it below.
Government is simple enough. Just choose what ever kind of government your character wants.
Base is your base of operations. Name a town or region on the map where your movement will be centered (hint: don't do it in/near the capital city).
There are also rivers and roads (gray lines) located throughout Nueva Leon. They serve as a way for the Leonian army and trade to move around. Although the road system is no where near the quality of US interstates, it is still widely traveled. Staying near roads and rivers means that you can ambush caravans and passing traffic. However it also means that the government troops could get to you very quickly.
Another very important fact is that the other nations around Nueva Leon will help or hurt you if you get on their good or bad sides. They may even desire portions of Nueva Leon to add to their own country.
The final rule: drugs. Several hidden fields and processing plants exist around the country, away from the government’s eyes. The capture of these fields and plants could bring in tons of cash if sold. Exporting it overseas would bring in even more money, but you would require boats to sell overseas. There are other targets such as armories, villages, enemy camps, etc, but drug fields will be the most helpful to you in the long run.
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Template
Faction:
Leader:
Class:
Credits: 5,000
Army:
Navy: none
Air Force: none
Structures:
Government:
Base:
---------------------------------------------------------------------------------------------------------
Armory
Foot soldiers (primary fighting/peacekeeping force)
100 Farmers: 500 Credits (weak organization and firepower)
100 Militia: 1000 Credits (moderate organization and firepower)
100 Paramilitary: 1500 Credits (high organization and firepower)
100 Mercenaries: 2000 Credits (very high organization and firepower)
Vehicles (mobilizes foot soldiers, supporting force)
10 Trucks: 750 Credits (weak firepower)
10 Technicals: 1250 Credits (moderate firepower)
10 APCs: 1750 Credits (high firepower)
10 Light Tanks: 2500 Credits (very high firepower)
Ships (allows sea movement, supports shore/naval combat)
1 Fishing Boat: 1500 Credits (weak firepower- rams)
1 PT Boat: 2500 Credits (moderate firepower- machine gun)
1 Corvette: 3500 Credits (high firepower- heavy machine guns)
1 Destroyer: 5000 Credits (very high firepower- light cannons)
*Can only buy if you have access to a navigable body of water
Aircraft (allows movement, supports all combat, scouts)
1 Balloon: 500 credits (no firepower, scout)
1 Civilian Utility Aircraft: 3500 credits (no firepower, scout, light cargo (not troop transport))
1 Transport Helicopter: 4000 credits (light firepower - machine guns, troop transport, medevac)
1 Attack Helicopter: 4000 credits (medium firepower - machine guns, rockets)
1 Cargo Airplane: 4500 credits (no firepower, can transport vehicles)
1 Jet: 5000 credits (heavy firepower - machine guns, rockets, anti-tank bombs)
*Airfield required for: Jet, Cargo Airplane, and Civilian Utility Aircraft
Structures (for if you don't have an entire city under your control or living out in the jungle. Not necessary if you only have Farmers, only 1 camp necessary for all others (though will be easy to attack))
1 Camp: 500 credits (basic bare bones living camp for your men)
1 Fort: 1500 credits (fortified camp)
1 Base: 2500 credits (fortified base with more "modern" structures (kitchen, headquarters, etc.))
1 Airfield: 5000 credits (necessary for Jets, Cargo Airplanes, and Civilian Utility Aircrafts)
---------------------------------------------------------------------------------------------------------
Note: Thank you to aaminion for the original rules, Warman17 for the original rule tweaks and idea, EQandcivfanatic for his help with the map and more rule tweaks, and for all of you who decide to play.
Also, players are encouraged to be creative.
The year is 1979, and the small South American country of Nueva Leon has fallen into turmoil. Hugo Mendez, president of the nation for the past seventeen years, has recently died of a stroke. In the absence of a national leader, many citizens decided to try holding an election however, on election day, General Manuel Archuleta, along with his many loyal troops, came to the capital building and proclaimed himself new President of Nueva Leon as well as head of the military.
Many citizens were outraged, seeing their chance at democracy slip away. Others saw the new chaos gripping the nation as a chance to spread their own ideals, such as communism, or as just a plain old chance to take advantage of the situation so that they may themselves become President. A few generals who worked with General Archuleta, disgusted by what they saw as a traitorous act against their country, resigned from their posts.
With people now protesting and, in a few cases even rioting, in the streets, will we see some new powers step up and try to unite their nation, or break away and form their own? Only time will tell.
Geography:
The nation is flanked on the east and west sides by the San Juan River and the de Soto River, respectively. To the west and south is the Republic of de Soto, who has had many boarder clashes with Nueva Leon throughout their history. In the east is the Cabral Republic, a former Portuguese colony and now its own nation. Though they have been peaceful with Nueva Leon, they have always looked enviously upon their land, especially the islands north of the mainland.
In the south is the Ferdinand Plateau, a vast landmass that dominates the surrounding jungle. Nueva Leon had won the plateau ten years ago in the last war against the Republic of de Soto.
The interior of the nation is thick, undeveloped jungle lands. It is hilly country, full of exotic plants, animals, indigenous peoples, and coca fields and processing plants. The few highways that are in the nation only enter the jungle when necessary, and for the most part stick to the rivers or coast, making the interior an excellent place for someone who doesn’t want to be found to hide, while also hindering the movement of vehicles.
The industry of the nation is mostly made up of farmers and ranchers. There has been much deforestation around the cities to make room for farming and grazing land for cattle. The major legit exports of the nation include coffee and petroleum. The number one export of the country, however, is cocaine, and as such, there are some pretty influential drug cartels to be found around the nation.
---------------------------------------------------------------------------------------------------------
Rules:
First, you need to choose a “class” for your character. This will give him or her pros or cons depending on their specialty. The three classes are:
Politician:
+ Will gather support from the masses more quickly
- May have trouble in advanced military planning
*Starts with 100 Farmers
Ex-General:
+ Will have a distinct advantage in military maneuvering
- May have trouble gaining support from the people
*Starts with 50 Paramilitary, 1 Camp
Warlord:
+Increased diplomatic pressure (success) on Domestic and Foreign Governments
-more local/internal opposition
*Starts with 100 Militia, 1 Camp
Priest:
+Increased public and foreign support
-Poor military quality
*Starts with 150 Farmers
Businessman:
+Increased revenue
-Will have trouble gaining local support
*Starts with 25 Mercenaries, 1 camp
Anyways, once we're done with that, we go to credits. You receive 5,000 to begin with and can increase this amount in various ways. You can increase both your army and gold at the same time, but to do this you'd have to take a risk in the gathering of gold. For example, here are the two possibilities.
- Recruit men into army, pillage local banks (possibly successful robbery)
- Sell crops at market (Guaranteed increase in credits)
As for the army... you buy troops based on how much money you have, or, how good you are in persuading the local populace to your cause. For example, you could not increase your army at all, but if you gain support from the common man, you could get plenty of loyal, but inexperienced, men to pick up what ever weapon they have lying around at home and join your cause. On the other hand, even if the people hate you, you could still use your wealth to get you a number of trained soldiers.
Navy is of little importance here. It just lets you move around troops and supplies. having a strong navy however means you can pirate the shores. Finding explosives and putting them on ships can be a deadly mixture

The amount you start with is the same throughout, and you can see it below.
Government is simple enough. Just choose what ever kind of government your character wants.
Base is your base of operations. Name a town or region on the map where your movement will be centered (hint: don't do it in/near the capital city).
There are also rivers and roads (gray lines) located throughout Nueva Leon. They serve as a way for the Leonian army and trade to move around. Although the road system is no where near the quality of US interstates, it is still widely traveled. Staying near roads and rivers means that you can ambush caravans and passing traffic. However it also means that the government troops could get to you very quickly.
Another very important fact is that the other nations around Nueva Leon will help or hurt you if you get on their good or bad sides. They may even desire portions of Nueva Leon to add to their own country.
The final rule: drugs. Several hidden fields and processing plants exist around the country, away from the government’s eyes. The capture of these fields and plants could bring in tons of cash if sold. Exporting it overseas would bring in even more money, but you would require boats to sell overseas. There are other targets such as armories, villages, enemy camps, etc, but drug fields will be the most helpful to you in the long run.
---------------------------------------------------------------------------------------------------------
Template
Faction:
Leader:
Class:
Credits: 5,000
Army:
Navy: none
Air Force: none
Structures:
Government:
Base:
---------------------------------------------------------------------------------------------------------
Armory
Foot soldiers (primary fighting/peacekeeping force)
100 Farmers: 500 Credits (weak organization and firepower)
100 Militia: 1000 Credits (moderate organization and firepower)
100 Paramilitary: 1500 Credits (high organization and firepower)
100 Mercenaries: 2000 Credits (very high organization and firepower)
Vehicles (mobilizes foot soldiers, supporting force)
10 Trucks: 750 Credits (weak firepower)
10 Technicals: 1250 Credits (moderate firepower)
10 APCs: 1750 Credits (high firepower)
10 Light Tanks: 2500 Credits (very high firepower)
Ships (allows sea movement, supports shore/naval combat)
1 Fishing Boat: 1500 Credits (weak firepower- rams)
1 PT Boat: 2500 Credits (moderate firepower- machine gun)
1 Corvette: 3500 Credits (high firepower- heavy machine guns)
1 Destroyer: 5000 Credits (very high firepower- light cannons)
*Can only buy if you have access to a navigable body of water
Aircraft (allows movement, supports all combat, scouts)
1 Balloon: 500 credits (no firepower, scout)
1 Civilian Utility Aircraft: 3500 credits (no firepower, scout, light cargo (not troop transport))
1 Transport Helicopter: 4000 credits (light firepower - machine guns, troop transport, medevac)
1 Attack Helicopter: 4000 credits (medium firepower - machine guns, rockets)
1 Cargo Airplane: 4500 credits (no firepower, can transport vehicles)
1 Jet: 5000 credits (heavy firepower - machine guns, rockets, anti-tank bombs)
*Airfield required for: Jet, Cargo Airplane, and Civilian Utility Aircraft
Structures (for if you don't have an entire city under your control or living out in the jungle. Not necessary if you only have Farmers, only 1 camp necessary for all others (though will be easy to attack))
1 Camp: 500 credits (basic bare bones living camp for your men)
1 Fort: 1500 credits (fortified camp)
1 Base: 2500 credits (fortified base with more "modern" structures (kitchen, headquarters, etc.))
1 Airfield: 5000 credits (necessary for Jets, Cargo Airplanes, and Civilian Utility Aircrafts)
---------------------------------------------------------------------------------------------------------
Note: Thank you to aaminion for the original rules, Warman17 for the original rule tweaks and idea, EQandcivfanatic for his help with the map and more rule tweaks, and for all of you who decide to play.
Also, players are encouraged to be creative.