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The Control Your Own Faction RPG- Pt. 2: Rebirth, Official T

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

Post Tue Nov 02, 2004 2:06 pm

The Control Your Own Faction RPG- Pt. 2: Rebirth, Official T

This is the official CYOF 2 Thread.
It is a do-over from the last one, which was marred by multiple rule changes, among other things.
This is a do-over,and the official rules have been changed. Start the game over, but you may all keep your existing factions. (Except richardson)

In case you forgot, the rules are found on page 1!

Have Fun!

ww2jacob, CYOF 2 Judge

Factions:

Wilde- Rheinland

Sisko03- Liberty

ww2jacob- Bretonia

Vorticaldwarf- Kusari

richardson- BHG

Arilias- IMG

Gunblader- Samura Heavy Industries

Triyun- Corsairs

Edited by - ww2jacob on 11/28/2004 12:24:53 PM

Post Tue Nov 02, 2004 2:10 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
You get this every turn, regardless of # of stations or systems.

Random Number:
All 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, or exchange for other 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.

Retreating from a Battle-
Once a battle has been declared by the attacker, then no more forces may be moved in or out of the system in which the battle is occuring. The attacker may choose to retreat for one real-time day after the battle has been declared.
*This rule only effective after 11/17/04*

Attacking a Station-
The revolutionary bombers and all faction's battleships are the only units that can attack stations. The defending station gets a 4 or lower shot at every bomber, or a 2 or lower shot at each battleship, and then the bombers or battleships 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 or battleships are all dead.

How to Self-Destruct a Base-
If you control a Small Station, Large Station, or Shipyard, and for whatever reason want to get rid of it, you may cause it to self-destruct. You lose all ships on the station when you do so. Planets cannot self-destruct, for obvious reasons.

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.

Bases Per System-
The total number of bases in your system is multiplied to your commodity income for that system. That then determines how many commodities you get.

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 wings for every Small Station they own
10 LF wings for every Large Station owned
20 LF wings for every Planet owned
1 Battleship for every In-game Battleship
(Note- the battleship is now a unit, not a base, but can carry up to 10 of any type of fighter)
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.
Only Freelancer Factions- Only the EXISTING factions from the game, Freelancer, may be used here. No new factions may be created and/or used by a player.
NO EXCEPTIONS!
Absent- If you are absent from the RPG for a day or two, you have a few choices:
A- Leave it as it is, and sacrifice your turns. You may add money and commodiites when you get back, but no purchases or movement/battles.
B- Turn it over to a friend or ally.
C- Turn it over to myself, ww2jacob, with directions, and I will follow your instruction to the best of my ability. Since I am completally neutral, this could be your best choice for long-term absences.


Edited by - ww2jacob on 11/17/2004 5:39:48 PM

Post Tue Nov 02, 2004 2:14 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 1 commodity)
Transport- 20 credits/5 Metals/3 HF /2 O (able to carry 3 commodities)
Large Transport- 30 credits/7 Metals/5 HF/3 O (able to carry 5 commodities)
Train- 50 credits/10 Metals/6 HF/4 O (able to carry 10 commodities)
CSV*- 10 credits/2 Metals/ 2 HF/1 O (able to carry 1 commodity)
*-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)

Post Tue Nov 02, 2004 2:15 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

Post Tue Nov 02, 2004 2:17 pm

Make sure you read the rules!

Thanks!

ww2jacob, CYOF Judge

Edited by - ww2jacob on 11/4/2004 2:12:56 PM

Post Tue Nov 02, 2004 2:20 pm

Also, here. is the updated calculator by Codename. Use it to calculate your daily resources.
Any questions can be posted on the OOC thread, or e-mailed to me.
Alternativly, my MSN is [email protected].
If you want a good map of Sirius, then get FL Datastorm!
It is an interactive map, that includes all systems, wrecks, bases, equipment, ships, commodities, and mod info. Very helpful if you want to know where your bases are.

Also, the calculator link is the newest version, linked by Codename below.

Have fun!


Edited by - ww2jacob on 11/4/2004 3:17:52 PM

Post Tue Nov 02, 2004 2:26 pm

Okay... I think all the prep talking is finished, I hope.

BHG guild, 1st turn numbers

2 Bases:
Deshima: Shikoku system Large base
Sheffield: manchester System Small base

Resources: 4 O/ 6 H-F/ 7 F/ 14 H20/ 4 M

305 Credits (I'm gonna take advantage of the bonus this time)
250 Start Bonus + 40 Turn cash + 5 from Small stations + 10 from large stations

5 LF at Sheffield
10 LF at Deshima


Captain of the Kep Salu

Trekkie and proud of it!


Edited by - richardson on 11/2/2004 3:16:18 PM

Edited by - richardson on 11/3/2004 1:32:13 PM

Post Tue Nov 02, 2004 2:27 pm

Richardson, may I quote our newest rule.


Only Freelancer Factions- Only the EXISTING factions from the game, Freelancer, may be used here. No new factions may be created and/or used by a player.
NO EXCEPTIONS!

Post Tue Nov 02, 2004 2:32 pm

Note that you also said we could keep our factions from the previous game. Which is why I kept the freelancers.

Captain of the Kep Salu

Trekkie and proud of it!

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

Post Tue Nov 02, 2004 2:34 pm

Well, since your previous faction is now breaking the rules, you will not be allowed to use it.
Do you have to complicate things?

Post Tue Nov 02, 2004 2:35 pm

to quote codename:


posted 11/2/2004 08:25 PST
--------------------------------------------------------------------------------
I’ve upgraded the calculator yet again. It now uses Arilias’ resource distribution system. I have put in all of the systems and programmed the calculator to give you one set of resources per base (by base I mean planet, station or shipyard - battleships do not count). All you have to do is enter the number of bases you have per system, to a maximum of three, (you can have more than three bases per system but only three will count towards your resource income) the calculator will do the rest. You should be able to figure everyhting else out yourselves but, if you have a problem, feel free to drop me an e-mail.



So basically, each base in the system gets the resources, up to a maximum of 3 for each faction.

eg: Hamburg, for example has 3 Rheinland Police border stations, giving it 3 times the resources. Republican shipping get twice the resources, having 2 bases, and Rheinland Military get 1 times, having only 1 base.

I'll do my turn 2morrow

Post Tue Nov 02, 2004 2:37 pm

Yeah, but of WHAT resources?
There are 5, so should I just post one particular resource per system?

Post Tue Nov 02, 2004 3:07 pm

All resources in system. Don't change anything. If you do I'll have to rework the bloody calculator **AGAIN** and I really, really really don't want to do that. I forgot to mention as well that you can only have 8 bases in a system (that's total from all factions) that way we'll have some serious jockeying for control over the richest systems.


but you may all keep your existing factions. (Except richardson)


Funniest. Line. Ever.

Edit: @ Wilde's post below - Yes, you do collect commodities this turn. You can't build any capships yet; you pay one turn and then you get the stuff the next turn (and you start earning from it then as well). I'll consider your offer and post a definite response before the turn is up. If we do agree on the terms as they are currently stated then you need a large transport and I need a train though. Don't forget.

Edited by - Codename on 11/2/2004 4:32:13 PM

Post Tue Nov 02, 2004 3:36 pm

ok, well starting over...*sigh* again.

1. I get 255 LF, the battleship Westfalen, and 10 HF. Let's see...50 LF to each system, 5 extra and 3 HF to New Berlin, 2 HF to Stuttgart, 3 to Hamburg, and 2 to Dresden. The battleship will go to Dresden.
A little note here to jacob: this turn we don't spend commodities. do we collect them either? or do they just start entirely tomorrow?
2. I build a capital shipyard on Hamburg for 200 credits. Edit @ Codename's post above: thanks for clearing that up.
3. Once again, I propose an alliance to Liberty, the terms being the same as the one last time...and a trade agreement to Bretonia (Codename please respond this time): 5 H-Fuel for 10 metals per day. We are willing to negotiate the terms.
4. No battles and no moving pieces...
5. I collect 260 this turn...or does the shipyard not come into play 'till next turn?

there we go, another day down the drain...

Edited by - [ACWilde on 11/2/2004 6:06:49 PM

Post Tue Nov 02, 2004 6:31 pm

It just occured to me that I have no idea what the IMG's class is. Corporation would seem to be closest, but I have some doubts.

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