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The Control Your Own Faction RPG- Part II: Rebirth, Unoffici

Read, add and comment on excellent written stories by fans, set within the Freelancer universe

Post Sat Oct 30, 2004 4:52 pm

The Control Your Own Faction RPG- Part II: Rebirth, Unoffici

Welcome to one and all!
This RPG is called Control Your Own Faction, and this is a sequel to a VERY popular RPG by the same name. In this game, you will take control of one of the Freelancer factions, trade, fight, pirate, you decide, in this RPG!

I, ww2jacob, will be the judge for the game.
DSQrn will help enforce the rules.
I will decide battles, and insure everything runs smoothly.
If you have any questions, ask me or DSQrn.

Enjoy the game!

Factions:

Fang Dragon- Unioners

cyber mouse- Liberty Rogues

Wilde- Rheinland

DSQrn- Liberty

Omega Chief- Corsairs

Captain Picard- Blood Dragons

Outcast 1-1- Red Hessians

Codename- Bretonia

Vorticaldwarf- Kusari

Dark Rogue- GMG

127.0.0.1- Xenos

richardson- Freelancer's Guild


Edited by - ww2jacob on 10/30/2004 7:31:20 PM

Edited by - ww2jacob on 11/2/2004 2:06:19 PM

Post Sat Oct 30, 2004 4:55 pm

Rules:

Money:
Money is in credits. Start bonuses are:
House- 300 credits
Large Faction- 250 credits
Small Faction- 200 credits
All factions can build anything below, but may not research or explore. No commodities are needed this turn.

Base Per Turn:
House- 50
Large Faction- 40
Small Faction- 35

Random Number:
Most battles, technologies, and explorations use a random number system. The Judge has a table of random #s between 1 and 10, and the random number chosen will decide these battles, etc.


Commodities:

Metals
H-Fuel
Food
Water
Oxygen

Trade Agreements may be made in which one player agrees to trade commodities that they have to a player that wants them. The other player must pay the first for these commodities. Certain places have more commodities than others, which encourages trade. The amount of commodities that you can trade is based on how many transports you want to devote to that trade agreement. Each transport goes one way during your turn, selling the goods, and then returns in-between turns.

Faction Classes:
Each faction is given a class. Depending on the class or house, the faction's ships will be different. There are several different things that outline the ship abilities for a faction:
Fighter Attack- how well this ship attacks against other fighters. (FA)
Capital Ship Attack- how well this ship attacks capital ships. (CA)
Fighter Defense- how well this ship defends against attacks by fighters. (FD)
Capital Ship Defense- how well this defends against attacks by capital ships.(CD

The Classes:
House
Corporation
Revolutionary
Pirate
Smuggler

Battles:
The judge decides the battles based on the random number system.
The judge uses a board with 40 squares on it, placed in 10x4 fashion. One half is the attacker's side, the other is the defender's. Each side is labeled with the numbers 1-10. The judge places markers on the board for the attacker and defender's capital ships and fighters, in the slots corresponding to each ship's attack/defense rating, depending on the type of fleet that they are fighting. If they are fighting a fleet with ANY capital ships, then use the capital ship attack/defense rating. If the enemy force is only fighters, then the fighter attack/defense rating is used. The battle is played out, using the Axis and Allies method. In the A+A method, random numbers are chosen for each ship, and if it is equal to or less than that ship's rating, then it scores a hit. The weakest piece used by the defender is removed. It continues, until one side has no pieces left. That side will then be declared the winner.

Attacking a Station-
The revolutionary bombers are the only units that can attack stations. The defending station gets a 4 or lower shot at every bomber, and then the bombers are able to use their CA value to attack. If a hit is scored, then the station is destroyed. If not, then the process is repeated until either the station is destroyed, or the bombers are all dead.

Exploration-
Factions have an opportunity to explore other systems. A faction can send an explore party out, and it can explore deep space for a system.
Outcomes are:
If the random # is 10-8, then the team is lost, and never heard from again.
If it is 7-5, then the team returns without finding a system. You get 1 wing of LF.
If it is 4-3, then the team discovers a system with no planets that can be terraformed.
If it is a 2, then the team discovers a system with one planet, suitable for terraforming.
If it is a 1, then the team finds a system with one planet suitable for life, and another suitable for terraforming.

Research-
Factions can research a few things.
VHF- factions that do not already have a VHF can research one. #1-4-success, #5-10, failure.
Ship Bonuses- factions can increase one of the ratings of one of their ships. A maximum of five can be done, and 9 is the highest the rating can get. #1-5 success, #6-10 failure.

Piracy-
If you are a pirate or revolutionary faction, then you may choose to use some of your units to attempt to steal commodities travelling through a system that you have units in. A random # is chosen, and if it is a 2 or lower, then all the commodities being shipped are turned over to the pirates. If not, then the pirates return, and the convoy continues. This may only be done once per system for every pirate faction.

Turns-
1. Place Units- Units may be placed from last turn.
2. Purchase Units- Units may be bought and paid for, but not placed.
3. Alliance/Trade Agreement- Players may offer each other alliances or trade agreements.
4. Move Units/Declare Battles- You may move any of your units up to three systems. (Five if connected by trade lanes.) However, you must not be hostile to any of the factions that own these systems.
5. Calculate Your New Income.

Starting Ships-
Every faction start out with ships.
5 LF for every Small Station they own
10 LF for every Large Station owned
20 LF for every Planet owned
1 Battleship for every In-game Battleship
10 HF for every In-game Battleship
(Crete and Malta each get an additional 10 VHF)


Other Rules:
No Stories- Please don;t write stories about you main character, or events, etc. It clutters the thread and takes people too long to read. Please summerize everything.

Edited by - ww2jacob on 10/30/2004 7:13:56 PM

Post Sat Oct 30, 2004 4:57 pm

Strengths and Weaknesses Table:

House-

Liberty LF- 2 FA, 2 CA, 2 FD, 2 CD
Liberty HF- 3 FA, 3 CA, 3 FD, 3 CD
Liberty VHF*- 4 FA, 4 CA, 4 FD, 4 CD
Liberty Gunboat- 6 FA, 2 CA, 6 FD, 2 CD

Liberty Cruiser- 5 FA, 6 CA, 5 FD, 5 CD
Liberty Dreadnought- 6 FA, 7 CA, 7 FD, 7 CD
Liberty Battleship- 7 FA, 8 CA, 7 FD, 8 CD

Bretonia LF- 2 FA, 1 CA, 3 FD, 2 CD
Bretonia HF- 3 FA, 2 CA, 4 FD, 2 CD
Bretonia VHF*- 4 FA, 3 CA, 5 FD, 3 CD
Bretonia Gunboat- 5 FA, 2 CA, 7 FD, 2 CD
Bretonia Cruiser- 6 FA, 5 CA, 5 FD, 5 CD
Bretonia Destroyer- 7 FA, 6 CA, 7 FD, 7 CD
Bretonia Battleship- 8 FA, 7 CA, 7 FD, 8 CD

Kusari LF- 3 FA, 2 CA, 2 FD, 1 CD
Kusari HF- 4 FA, 3 CA, 3 FD, 2 CD
Kusari VHF*- 5 FA, 3 CA, 4 FD, 3 CD
Kusari Gunboat- 7 FA, 1 CA, 6 FD, 2 CD
Kusari Cruiser- 6 FA, 5 CA, 5 FD, 5 CD
Kusari Destroyer- 8 FA, 6 CA, 8 FD, 6 CD
Kusari Battleship- 8 FA, 7 CA, 8 FD, 7 CD

Rheinland LF- 2 FA, 3 CA, 1 FD, 2 CD
Rheinland HF- 3 FA, 4 CA, 2 FD, 3 CD
Rheinland VHF*- 4 FA, 5 CA, 3 FD, 3 CD
Rheinland Gunboat- 5 FA, 3 CA, 5 FD, 2 CD
Rheinland Cruiser- 5 FA, 6 CA, 5 FD, 5 CD
Rheinland Heavy Cruiser- 6 FA, 8 CA, 5 FD, 7 CD
Rheinland Battleship- 6 FA, 9 CA, 6 FD, 8 CD

*-If researched

Corporation-
Get 5 credits off the price of all freighters/transports.
LF- 1 FA, 1 CA, 4 FD, 2 CD
HF- 2 FA, 2 CA, 5 FD, 3 CD
VHF*- 3 FA, 3 CA, 6 FD, 4 CD
Gunboat- 4 FA, 2 CA, 8 FD, 4 CD
Corporations cannot purchase any other capital ships.

Pirate- (Rogues, Hackers, etc.)
LF- 4 FA, 2 CA, 2 FD, 1 CD
HF- 5 FA, 3 CA, 3 FD, 2 CD
VHF- 6 FA, 4 CA, 4 FD, 3 CD
Pirates can buy the house capital ship that they are closest to.
IE- Rogues-Liberty, Corsairs-Bretonia, etc.

Revolutionary- (Unioners, Blood Dragons, Bundschu, etc.)
LF- 2 FA, 4 CA, 2 FD, 2 CD
HF- 3 FA, 5 CA, 3 FD, 4 CD
VHF*- 4 FA, 6 CA, 4 FD, 5 CD
Bomber**- 1 FA, 7 CA, 2 FD, 6 CD
Revolutionaries can buy gunboats or cruisers of the house that they are closest to.
**- Bomber is a unique unit only available to revolutionary forces.

Smuggler- (Junkers, Hogosha)
5 credits off the price of all research and exploration attempts.
LF- 2 FA, 2 CA, 2 FD, 2 CD
HF- 3 FA, 3 CA, 3 FD, 3 CD
VHF*- 4 FA, 4 CA, 4 FD, 4 CD
CSV**- 2 FA, 1 CA, 3 FD, 1 CD

*- If researched
**- CSV is a unique unit only available to smugglers


Buyable Items:

Prices:
Fighters-
LF wing*- 5 credits/ 2 Metals/1 HF/1 O
HF wing*- 10 credits/3 Metals/2HF/ 1 O
VHF wing**- 20 credits/5 Metals/3HF/1 O
Bomber wing***- 15 credits/3 metals/2 HF/1 O

*- A wing is four ships
**- VHFs are only available to the Outcasts, Corsairs, and Zoners at the start of the game. Other factions may attempt to research them if they want.
***- Bomber is a unique unit only available to revolutionaries

Capital Ships-
Gunboat- 25 credits/7 Metals/10 HF/3 O/1 F
Cruiser- 50 credits/10 Metals/15 HF/5 O/2 F
Heavy Cruiser/Dreadnought/Destroyer- 100 credits/15 Metals/20 HF/7 O/4 F
Battleship- 150 credits/25 Metals/30 HF/10 O/7 F
*Note*- Battleships take TWO hits to destroy

Bases-
Small Station- 50 credits/20 Metals/2 HF/10 F/10 O/3 H2O (generate 5 credits per turn)
Large Station- 100 credits/35 Metals/5 HF/25 F/15 O/5 H2O (generate 10 credits per turn)
Fighter Shipyard- 100 credits/35 Metals/7 HF/25 F/15 O/5 H2O (able to build 10 fighter wings here per turn)
Capital Ship Shipyard- 200 credits/40 Metals/10 HF/20 F/10 O/4 H2O (able to build 2 battleships, 4 cruisers, OR 8 gunboats here per turn)
Terraform Planet- 300 credits/40 O/40 H2O (Makes a non-gas planet habitable)

Freighters-
Freighter- 10 credits/3 Metals/2 HF /1 O (able to carry 5 commodities)
Transport- 20 credits/5 Metals/3 HF /2 O (able to carry 10 commodities)
Large Transport- 30 credits/7 Metals/5 HF/3 O (able to carry 15 commodities)
Train- 50 credits/10 Metals/6 HF/4 O (able to carry 25 commodities)
CSV*- 10 credits/2 Metals/ 2 HF/1 O (able to carry 5 commodities)
*-CSV is a unique unit only available to smugglers

Other-
Explore Party- 30 credits (Searches for new systems in deep space)
Technology Research- 30 credits (Attempts to develop a new technology)


Edited by - ww2jacob on 10/30/2004 6:55:58 PM

Edited by - ww2jacob on 10/30/2004 8:29:45 PM

Post Sat Oct 30, 2004 4:59 pm

Commodities in Systems:

New York- 5 Metals, 4 Food
Texas- 5 Metals, 3 Food, 3 Oxygen
California- 8 Water, 5 Food
Colorado- 12 Metals, 4 Food, 6 H-Fuel
Alaska- 5 H-Fuel, 3 Oxygen

New London- 3 Food, 4 Metals
Leeds- 6 Metals, 7 H-Fuel, 2 Food
Manchester- 4 Metals, 5 Water, 3 Oxygen
Edinburgh- 4 Metals, 4 Water, 2 Food
Dublin- 16 Metals, 3 Oxygen
Cambridge- 10 Food, 5 Water, 6 H-Fuel, 7 Oxygen

New Tokyo- 4 Food, 6 Water
Honshu- 5 Water, 8 Food, 5 H-Fuel, 3 Oxygen
Kyushu- 5 Food, 5 Metals, 2 Oxygen, 2 H-Fuel
Shikoku- 7 Food, 9 Water, 1 Oxygen, 6 H-Fuel
Hokkaido- 10 Metals, 6 H-Fuel

New Berlin- 4 Food, 7 Metals, 4 H-Fuel, 3 Oxygen
Frankfurt- 5 Metals, 5 Water
Stuttgart- 6 Food, 5 Oxygen
Dresden- 7 Metals, 3 Oxygen
Hamburg- 6 Food, 8 H-Fuel, 3 Water

Sigma-13- 4 Metals, 20 H-Fuel
Sigma-17- 6 Water, 4 Metals, 4 Oxygen
Sigma-19- 18 H-Fuel, 6 Metals, 3 Oxygen

Omega-3- 8 Water, 5 Metals, 4 H-Fuel
Omega-5- 6 Metals, 3 Oxygen, 5 H-Fuel
Omega-7- 3 Oxygen, 8 Metals, 3 Water, 3 H-Fuel
Omega-11- 2 Water, 10 Metals, 5 H-Fuel
Omega-41- 2 Water, 5 Metals, 3 H-Fuel

Omicron Alpha- 8 Metals, 6 Water, 4 Oxygen, 4 Food, 3 H-Fuel
Omicron Beta- 6 Metals, 4 Food, 8 H-Fuel
Omicron Gamma- 9 Metals, 7 Food, 5 H-Fuel, 5 Oxygen
Omicron Theta- 8 Food, 9 Oxygen

Tau-23- 8 Metals, 6 H-Fuel
Tau-29- 4 Oxygen, 6 Metals, 7 H-Fuel
Tau-31- 5 Water, 4 Oxygen, 5 H-Fuel
Tau-37- 5 Metals, 8 H-Fuel

Kepler- 3 Water, 5 Oxygen
Galileo- 3 Water, 5 Metals
Magellan- 6 H-Fuel, 5 Oxygen
Bering- 3 Metals, 3 Oxygen
Hudson- 3 Oxygen, 3 Water
Cortez- 8 Food, 4 Water



Edited by - ww2jacob on 10/31/2004 3:39:22 PM

Post Sat Oct 30, 2004 5:00 pm

Okay, let the game begin!
BE SURE TO READ ALL THE RULES AND UNDERSTAND THEM BEFORE YOU POST!
Thanks.

Post Sat Oct 30, 2004 5:09 pm

Liberty speach:
"Times are good to liberty. Many people have food and drink. Liberty is truley free. We want to press down on any crime in liberty. But today is a day we must remember, today is the day when canada failed to survive the war. in honor of canda the liberty navy 150th fighter group is being renamed to the '150th Royal mounties defense force' and all the pilots with candain heritage are going to be members of this fighter squadren. no changes other then that are being made.

Also we are considering decriminlizing artifacts, not aking them legal. Advisers say that if we fine the smugglers heavily instead of aresting or killing them it will lower the apeal of these items making the trade increase then decrease. i repeat they are still ilegal just not criminalized. of course cardamine is still criminilized."

Liberty offers friendship to all houses:
If anyhouse is in dire trouble liberty offers to help and care for them. We hope anything that has damaged our reputation will be erased by this gesture of friendship.

oh and to all players here is something from star wars nights of the old republic that fits well "Obey the rules citizen"

Edited by - [ACDSQrn on 10/30/2004 6:10:11 PM

Post Sat Oct 30, 2004 6:03 pm

General Broadcast throught sirus from the currently unoffical head of the re-forming Freelancers Guild


"My fellow Freelancers, in the wake of strange happingings in the past few months, I belive it is time that we refocus ourselves, and prepare to do whatever we must in these times of advestity. As the unnoffical head of this organization, I must ask that ANY freelancer willing to support our future go to the largest house-friendly base or planet near them. When you get to which-ever you system you must, in 2 days, I will explain my plan to you. I must ask that you spread the word to your fellow freelancers in the reaches of space, IF YOU CAN, and let them know of these happenings. Do not risk yourself if you are not capible. Good luck, Freelancer Lanso Richardson out." The transmission goes out, leaving a confused, sirus in it's wake.

An hour later, at Richardson's semi-owned landing pad at manhatten.

"Ah, Lanson, good to see you. We are already getting people willing to join you. Last report had 10 VHFs, 6 of them the Border world kind, 3 Civilan, and 1 a Corsair turned freelancer.
We also are getting about 5 LFs an hour. last count had 5 starfliers, 10 Partiots, 4 banshee's, 6 bloodhounds, 7 drakes, 3 caviliers, 5 startrackers, 5 daggers, and 5 piranahs. About 50 total from liberty so far.
Also, we have 30 HFs that have come in.
2 defenders, 4 stilletos, 2 barracuda, 2 hammerheads, 5 crusaders, 5 falcons,5 dragons, 2 Wolfhounds, and 3 valkaries.
We are also getting reports of a large number of freelancers getting their freighters outfitted for combat in the equipment dealers of liberty......."

"Impressive. You would think that freelancers would be more.... free spirited, not come straight to the first person who tried to take control......" He strode over to his own Titan, something he paid very dearly for. "I assume you also entered my own ship down in that list of freelancers who are in on this? "

"No, sir, I thought you would be doing administrative work." The pilot-turned-aide added in Richardson's own fighter. "Thing is, how are you going to order this mess?"

"I'll worry about that when I get the freelancers from the rest of sirus gathered together so they can convoy here. But, no freelancer who is to be offically part of the guild is ever going to have to work alone again. I won't risk the talent alone." Richarson smiled a faint smile over the gathered freelancers, and as he looked over them, the first of the freighters-turned-fighters began to land. "Better get them their landing spots, and I'm going to see if I can convince these guys to help me subsidize this landing pad for us........" And so, the Freelancer Guild began.


Captain of the Kep Salu

Trekkie and proud of it!

Freelancer Guild Master-Control your own faction RPG #2!

Post Sat Oct 30, 2004 6:07 pm

Dude, did you read the last rule?
NO STORIES
Just summerize everything.
You can leave that one up, but no more.
Thanks

Post Sat Oct 30, 2004 6:10 pm

Oh, dang it, I didn't add that in.
Just no stories anymore, please.

Post Sat Oct 30, 2004 6:11 pm

(OOC: I don't see anything about streching things out a bit, it's the whole point of an rpg. If you have a rule about it, it's not anywhere where I see it.)

Captain of the Kep Salu

Trekkie and proud of it!

Freelancer Guild Master-Control your own faction RPG #2!

Post Sat Oct 30, 2004 6:13 pm

Unoneers news network ( UNN )
Leader's speech:
My fellow Unioneers, we have been dismissed by Republican Shipping for no apparent or appropiate reason. Republican Shipping shall be taught a lesson they shall never forget. We, on this day, sewar to make Republican suffer every single humiliation that we can inflict on them. Unfortunately, our supplies are limited. While we humiliate Republican, we shall take their goods from them via destroying their convoys. We must also be on guard against the Xenos who also pose a threat to us as they have a hidden base in the same system as our hidden base. Let us work together and teach Republican a good lesson!

Post Sat Oct 30, 2004 6:17 pm

Speeches are ok, but stories are not, unless they are VERY short. The one you have is just a bit too long, rich.

Post Sat Oct 30, 2004 6:18 pm

Don't forget, you guys can start spending your beginning bonus...

Post Sat Oct 30, 2004 6:20 pm

(OOC: These ooc posts don't help either. Next time, could you please use the OOC discussion thread for the rpg I set up?)

Captain of the Kep Salu

Trekkie and proud of it!

Freelancer Guild Master-Control your own faction RPG #2!

Post Sat Oct 30, 2004 6:23 pm

Well, this is ok, I think.
Small posts don't clutter as much as really big posts, imo...

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