Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

The Control Your Own Faction RPG: Part 3, The Age of War- Th

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

Post Mon Dec 20, 2004 9:39 am

The Control Your Own Faction RPG: Part 3, The Age of War- Th

Welcome to the next long-awaited installment of CYOF!
Enjoy the game, and do not post until all the rules are up.

Post setting: No more posting in this thread. Post in the thread two.

Faction List:
ww2jacob{Admin, Ace}: Bretonia (House)
Codename{Veteran}: Rhineland (House)
DeathSpike{Veteran}: Kusari (House)
Gunblader{Veteran}: Liberty (House)
Triyun{Judge, Veteran}: Corsairs (Pirate)
Vorticaldwarf{Ace}: Outcasts (Pirate)
Wilde{Ace}: Red Hessians (Revolutionary)
Omega Chief{Veteran}: IMG (Corporation)
TRFL{Veteran}: Junkers (Smuggler)
Roc{Judge, Veteran}: Liberty Rogues (Pirate)
Dragonborn: Lane Hackers (Pirate)
Centurus: GMG (Corporation)
Stormtrooper110: Bundschuh (Revolutionary)
TKaz84: Blood Dragons (Revolutionary)
RecklessReaper: Bounty Hunters' Guild (Police)
The Creator: Interspace Commerce
Captain Kill2: DSE, Daumann (Corporation)
red_dude: Samura Heavy Industries (Corporation)
Richardson{Ace}: Ageria Technologies, Daumann (Corporation)

Alliances-
None


You are not allowed to post your first turn until you have posted a character bio!

Edited by - ww2jacob on 1/5/2005 7:40:28 PM

Post Mon Dec 20, 2004 9:40 am

CYOF 3.0 RULES

Money:
Money is in credits. Start bonuses are:
House- 300 credits
Large Faction- 250 credits
Small Faction- 200 credits

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

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
**- 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- 75 credits/15 Metals/20 HF/7 O/4 F
Battleship- 100 credits/25 Metals/30 HF/10 O/7 F
*Note*- Battleships take TWO hits to destroy

Bases-
Small Station- 100 credits/20 Metals/2 HF/10 F/10 O/3 H2O (generate 10 credits per turn/enable you to build 2 fighter wings per turn)
Large Station- 150 credits/35 Metals/5 HF/25 F/15 O/5 H2O (generate 20 credits per turn/enable you to build 5 fighter wings per turn)
Fighter Shipyard- 150 credits/40 Metals/7 HF/25 F/15 O/5 H2O (generate 10 credits per turn/enable you to build 20 fighter wings 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- 50 credits (Searches for new systems in deep space)
*Limit of 5 per faction*
Technology Research- 100 credits (Attempts to develop a new technology)

Post Mon Dec 20, 2004 9:40 am

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.

Commodities in Systems:

New York- 2 Metals, 4 Food
Texas- 1 Metal, 3 Food, 1 Oxygen
California- 2 Water, 6 Food
Colorado- 4 Metals, 3 Food, 2 H-Fuel
Alaska- 1 H-Fuel, 2 Oxygen

New London- 1 Food, 3 Metals
Leeds- 4 Metals, 2 H-Fuel, 1 Food
Manchester- 3 Metals, 1 Water, 1 Oxygen
Edinburgh- 3 Metals, 1 Water
Dublin- 9 Metals
Cambridge- 2 Food, 1 Water, 1 H-Fuel, 2 Oxygen

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

New Berlin- 1 Food, 1 Metals, 1 H-Fuel, 3 Oxygen
Frankfurt- 1 Metals, 1 Water, 3 Oxygen
Stuttgart- 2 Food, 4 Oxygen
Dresden- 3 Metals, 4 Oxygen
Hamburg- 2 Food, 1 H-Fuel, 1 Water, 2 Oxygen

Sigma-13- 2 Metals, 12 H-Fuel
Sigma-17- 3 Water, 2 Metals, 2 Oxygen
Sigma-19- 8 H-Fuel, 2 Metals, 2 Oxygen

Omega-3- 3 Water, 4 Metals
Omega-5- 3 Metals, 1 Oxygen
Omega-7- 3 Oxygen, 8 Metals, 1 Water
Omega-11- 12 Metals
Omega-41- 3 Water, 4 Metals

Omicron Alpha- 4 Metals, 3 Water, 3 Oxygen, 3 Food
Omicron Beta- 4 Metals, 1 Food, 4 H-Fuel
Omicron Gamma- 5 Metals, 2 Food, 1 H-Fuel, 1 Oxygen
Omicron Theta- 4 Food, 2 Oxygen

Tau-23- 4 Metals, 4 H-Fuel
Tau-29- 4 Oxygen, 4 Metals, 4 H-Fuel
Tau-31- 5 Water, 4 Oxygen, 3 H-Fuel
Tau-37- 5 Metals, 5 H-Fuel

Kepler- 3 Water, 2 Oxygen
Galileo- 2 Water, 3 Metals
Magellan- 3 H-Fuel, 2 Oxygen, 3 Water
Bering- 4 Metals, 3 Oxygen
Hudson- 3 Oxygen, 3 Water
Cortez- 5 Food, 3 Water

Post Mon Dec 20, 2004 9:41 am

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)

Choosing Your Ship Stats:
Each faction has the ability to choose its own ship stats. Points are given on the first turn, and the faction spends them in each category as they choose.
Points are given based on each faction’s class.

Houses: 136 Points
8 LF
12 HF
16 VHF
18 Gunboat
20 Cruiser
28 Dreadnought
32 Battleship
2 Free Points (May be used in any ship type)
- An Additional 14 points may be given to Bombers at time of research

Corporations: 60 Points
8 LF
12 HF
16 VHF
20 Gunboat
4 Free Points
- An Additional 14 points may be given to Bombers at time of research

Pirates: 50 Points
12 LF
16 HF
20 VHF
2 Free Points
- An Additional 14 points may be given to Bombers at time of research

Revolutionaries: 60 Points
10 LF
14 HF
18 VHF
16 Bomber
2 Free Points

Smugglers: 48 Points
8 LF
12 HF
16 VHF
8 CSV
4 Free Points
- An Additional 14 points may be given to Bombers at time of research

Police Forces (BHG): 70 Points
12 LF
16 HF
20 VHF
20 Gunboat
- An Additional 14 points may be given to Bombers at time of research


Additional Rules Regarding Ship Stats:
Houses are the ONLY factions that can build capital ships larger than gunboats. Other factions must either buy capital ships from a house, or steal one from a house. (see below)
Points must all be spent on the first turn. They do not carry over. Any points not used on the first turn will be lost.

Post Mon Dec 20, 2004 9:41 am

The Outcasts and the Corsairs:
These factions have a few paths that they may follow.
Path 1- They may band together and form a house called Hispania. The leader of each of the old factions controls their same assets and forces, but the two factions are considered one house. Basically, they are locked in a very close alliance. They are allowed to build capital ship shipyards and capital ships.
Their capital ship stats are:
16 Gunboat
18 Cruiser
24 Dreadnought
28 Battleship
Also, they may build jumpgates in certain systems (If they control both systems):
Sigma-17->Omicron Theta
Omicron Theta->Omicron Gamma
Omicron Theta->Omicron Alpha
Omicron Alpha->Omicron Beta
Omicron Gamma->Omega-41
Each set of jumpgates costs 150 credits. They take 2 turns to build, after purchase.
Path 2- They may remain independent pirate factions. Each faction gets an extra 4 points for their VHFs to start.



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 occurring. The attacker may choose to retreat for one real-time day after the battle has been declared.

Destroying Another Faction’s Station-
The revolutionary bombers and all faction's battleships are the only units that can destroy 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.

Stealing Capital Ships:
Non-house factions can steal capital ships from a house. There are two ways to do this.
In-system strikes- The attacker attacks from a base in the same system as the target capital ship. Only the capital ship and the ships stationed at the same base as it are fought.
Inter-system strikes- The attacker attacks from an adjacent system. The attacker must fight all the house’s ships in the system in order to take the capital ship.

In a strike, the attacker moves his force to attack the capital ship. Battle is fought until the capital ship is the only ship left defending, or the attackers are eliminated. A number is then chosen. If it is 7-10, then the attempt fails, and the surviving attackers return to their base. If it is a 1-6, then the capital ship is taken by the attackers and is taken back to their base. Only one capital ship may be taken per attack.

Jumpholes:
No ship larger than a gunboat may pass between systems only connected by jumpholes. If two systems are connected by jumpgates and jumpholes, then ships larger than gunboats may pass freely between those two systems.

Grace Period:
Each faction gets a grace period for their first three turns of play. They may not be attacked by a PC faction for those turns. If a PC faction attacks them, then disciplinary action will be taken. If the faction attacks another faction during the grace period, then it is nullified.

Corporation-Owned Shipyards:
There are several corporations in the game that have shipyards. If they are PC, then the corporation gets to keep the shipyard, and they can build gunboats there. They can barter with a house for the plans for that house's capital ships, and if they get them, then they can build capital ships with the same stats of the house's at the shipyard. If the shipyard is NPC, then it is turned over to the house who owns the system, and the house can use it to build their own cap ships.

Edited by - ww2jacob on 12/21/2004 12:17:12 PM

Post Mon Dec 20, 2004 9:42 am

Secrecy-
Secrecy is an integral part of every lawless faction’s life. Certain bases may NOT be known to other factions unless searched for.

These bases are:
Buffalo Base, New York (Rogues)
Rochester Base, New York (Junkers)
Ouray Base, Colorado (Xenos)
Beaumont Base, Texas (Junkers)
Alcatraz Depot, California (Rogues)
Willard Research Station, California (Navy)
Nome Base, Kepler (Xenos)
Padua Base, Galileo (Rogues)
Leiden Base, Galileo (Hackers)
Pacifica Base, Bering (Unioners)
Dawson Base, Hudson (Rogues)
Barrow Base, Hudson (Xenos)
Mactan Base, Magellan (Hackers)
Montezuma Base, Cortez (Rogues)
BPA Newgate, Manchester (Bretonia Police)
Trafalgar Base, New London (Junkers)
Islay Base, Edinburgh (Gaians)
Arranmore Base, Dublin (Mollys)
Graves Station, Dublin (BMM)
Vierlande Base, Hamburg (Rheinland Federal Police)
Kreuzburg Depot, New Berlin (Junkers)
Darmstadt Depot, Stuttgart (LWB}
Vogtland Base, Dresden (Red Hessians)
Bruchsal Base, Frankfurt (Bundschuh)
Nansei Research Station, Kyushu (Naval Forces)
Kagoshima Depot, Kyushu (Farmer’s Alliance)
Kabuicho Depot, New Tokyo (Hogosha)
Fuchu Prison, Shikoku (Kusari State Police)
Ainu Depot, Hokkaido (GC)
Java Station, Tau-23 (IMG)
Cali Base, Tau-23 (Outcasts)
Falkland Base, Tau-37 (IMG)
Douglas Station, Omega-3 (BMM)
Rugen Station, Omega-3 (Daumann)
Cadiz Base, Omega-5 (Corsairs)
Ronneburg Base, Omega-5 (Red Hessians)
Briesen Mining Facility, Omega-7 (Daumann)
Elbich Mining Facility, Omega-7 (Kruger)
Freital Base, Omega-11 (Red Hessians)
Leon Base, Omega-41 (Corsairs)
Freeport 5, Omega-41 (Zoners)
Tripoli Shipyard, Omicron Gamma (Corsairs)
Ruiz Base, Omicron Beta (Outcasts)
Atka Research Station, Sigma-17 (Cryer)
Yanagi Depot, Sigma-13 (Junkers)

Note: You can only build a hidden base in a system where either you or a close ally already has a hidden base.

Factions looking for one of these bases may send out a force to attempt to locate it. A random number is chosen, and the number determines what happens.

If the number is a 9 or 10, then the entire force is lost, and never heard from again.
If the number is 5-8, then the force returns without finding the base.
If the number is a 3 or 2, then the force finds the base. One round of battle takes place with the search force versus the enemy forces at that base. If there are survivors in the attack force, then the survivors return with the location of the base. The base may now be attacked.
If the number is a 1, then the search force uses stealth to find the base and return undetected. No battle is fought, and the force returns with the location.

There are also certain secret systems.
They are:
Omicron Alpha
Omicron Gamma
Chugoku

The pattern above is used for the systems, with forces from a connecting system looking for a jumphole to the system. If a battle is fought, then it is against all the defending forces in the whole hidden system.

Edited by - ww2jacob on 12/22/2004 10:04:24 AM

Post Mon Dec 20, 2004 9:43 am

Exploration-
Factions have an opportunity to explore for 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 10-6, then the team is lost, and never heard from again.
If it is 5-2, then the team returns without finding a system. You get 1 wing of LF.
If it is a 1, then the team finds a system. In that case, another number is chosen to determine what is in the system.
If it is 10-6, then there are no planets.
If it is 5-4, then there is one planet that can be terraformed.
If it is 3-2, then there is one planet suitable for life.
If it is 1, then there is one planet suitable for life, and another one that can be terraformed.
Each new system contains one of each commodity.

Research-
Factions can research a few things.
Bomber- factions that do not already have a Bomber can research one. #1-2, success, #3-10, failure.
Ship Bonuses- factions can increase one of the ratings of one of their ships. Only one rating may be increased per ship type, per faction. #1-3, success, #4-10, 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 4 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 all of them are connected by trade lanes.) However, you must not be hostile to any of the factions that own these systems unless you are attacking them.
5. Calculate Your New Income.

Turn Posts:
There are things I would like in all turn posts other than what is above.
-Current ship stat list
-Current base and fleet location
-Any secret bases that you have found
-Anything that a judge has yet to resolve for you

Ships in Systems:
Every ship in a system must be stationed at a base in that system. If another faction wishes to attack one base in a system, rather then the entire system, then the defenders would be the ships stationed at the base. If a faction chooses to attack an entire system, then all the enemy ships in the system are defenders. If a faction takes over a system from another faction, then the faction gets all of the other faction’s bases in that system automatically.

Post Mon Dec 20, 2004 9:44 am

Other Rules:

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 commodities when you get back, but no purchases or movement/battles.
B- Turn it over to a friend or ally.
C- Turn it over to a judge.
Note: If you are leaving the game, then you may NOT give your whole faction away permanently to another player. The faction becomes NPC with all the units and bases you had. If you happen to return, you may pick up where you left off, but you get NO compensation for the turns you lost. This rule automatically kicks in for an unexcused absence of over a week.

Discipline-
Unfortunately, players sometimes break the rules. Here is what happens when you break any of the rules.
1st offense- Warning by judge.
2nd offense- Warning by admin.
3rd offense- You must send an email to a judge or admin within two days of the offense, telling what you did, why you did it, and how you will fix it.
4th offense- Your CPT amount is cut in half for a week.
5th offense- You will be asked to leave the game.
These apply for ANY breach of the rules. They are flexible, and judges and admins can choose to be nicer, but they CANNOT be more strict than this.

Promotions-
Depending on how many rounds of CYOF you play, you can get moved up in the ranks.

Player Rankings:

Veteran Status- A veteran player. Must have played one full round of CYOF.

Ace Status- A very skilled player; knowledgeable of the game and rules. Must have played two full rounds of CYOF.

Admiral Status- A CYOF regular. Must have played three full rounds of CYOF.

President Status- A CYOF master. Must have played five full rounds of CYOF.

Administrative Rankings:

Judge- Must be a veteran or higher, and must be invited by a admin. Judges control most aspects of the gameplay. They resolve battles, researches, etc.

Admin- Must have judged one full CYOF round. Admins are in charge of all of the things that take place outside of the gameplay itself. They are given editing access to the CYOF site, and they are in charge of recruitment.

Rulemaster- Must be an admin. If the current rulemaster retires, then the admins get to create new sets of CYOF rules, and submit them to the retired rulemaster. The rulemaster then chooses the best set of rules, and the writer gets to become the next rulemaster. Rulemasters are in charge of the rules, and are admins at the same time. This is the highest rank one can possible get.
Note- One round of CYOF refers to officially sanctioned rounds of CYOF. Beta-tests do not count.

Post Mon Dec 20, 2004 9:46 am

That's it. Be sure to read all the rules, because they are a bit different than the last time I showed them to you.
Momentarily, I will open up the thread to posting, and let the game begin.
Enjoy the game, and any problems with the rules can be emailed to me.
HAVE FUN!

Post Mon Dec 20, 2004 9:46 am

Thank you very much jacob. The game begins.

Edit: I'm currently a veteran, even tho I joined CYOF 1 about halfway through...shouldn't that count for something?

Base list:
Ronneburg Base, Omega 5. 15 LF wings
Vogtland Base, Dresden. 20 LF wings
Freital Base, Omega 11. 15 LF wings

Ship point distribution:
"Blade" Class LF: FA 6, CA 1, FD 4, CD 1 (10 points, 2 free points)
"Rapier" class HF: FA 2, CA 6, FD 2, CD 4 (14 points)
"Demon" class VHF: FA 4, CA 6, FD 3, CD 5 (18 points)
"Firelord" class Bomber: FA 3, CA 7, FD 1, CA 5 (16 points)

Known Hidden Bases:
Ronneburg, Vogtland, Freital, Tripoli, Leon, Cadiz, Crete, Bruschal, 2 shipyards under construction.

Known Hidden Systems:
Omicron Gamma

Hessian Turn 1

1. nothing to place

2. I build 2 fighter shipyards, 6 Corsair VHF wings

3. In accordance to discussion and negotiation occurring over the secure channel (i.e. email), I propose an end to fighting with the Corsair faction and an alliance. I furthermore propose an alliance to the Outcasts and call to them to join in the Pirate’s League. I propose a 3rd alliance to the Bundschuh and call for them to unite with us in ending the corruption that plagues our state of Rhineland. An alliance is also proposed to Kusari, who have multiple times in the past suffered at the hands of the Rhineland expansionists. We lastly propose a peace agreement with Bretonia.

4. ATTACKS: I move 10 LF from Omega 5 and 5 LF each from Dresden and Omega 11 to attack Freeport 1 (Zoner Base, large) in Omega 3. The system is claimed in the name of the Pirate’s League.

I move 5 LF from Dresden and 5 from Omega 11 to attack Freistadt station (IMG station, small). In accordance to talks with the Corsairs over email, we are expecting help from them in taking either Freistadt or Freeport 1.

I claim Omegas 11 and 5 for the Pirate’s League.

5. I collect (base income: 140 + turn income: 45=185 + bonus: 250) 435 credits, - 300 credits= 135 - 120= 15 left over.
Commodity income: Commodity income: 23 M/1 H-F/ 4 W/ 2 F/ 9 O

Transmission to Rhineland: If you do not immediately declare the corporations of Kruger Minerals Inc., Republican Shipping, and Daumann Industries illegal in Rhineland space, you will be declared Enemies of the State and attacked without pity.

Transmission to Bretonia: Our heavily superior force at Freeport 1 will clearly take the base and therefore system in the name of the Pirate’s League. We realize that Omega 3 is a system you would desire control over. Therefore in return for a peace agreement, and building rights in Cambridge and Leeds we will give you building rights in all League controlled systems and control of Omega 3.

So it begins…

Edit: I have changed my turn because it was still turn 1 when changes in the league were made, so all our commodity and base income was increased.

Edited by - [ACWilde on 12/23/2004 3:06:06 PM

Post Mon Dec 20, 2004 10:30 am

Bretonia Turn 1

Base Count-
3 Planets (60 credits)
2 Large Stations (40 credits)
3 Small Stations (30 credits)
Total- 130 credits+300 Start Bonus
430 Credits, no commodities.

(Dang, we REALLY need a calc!)

New London: 1 Planet, 1 Capital Shipyard, Battleship Suffolk, 10 HF, 20 LF

Leeds- 1 Planet, 1 Small Station, Battleship York, 10 HF, 20 LF (Leeds), 5 LF (Durham)

Cambridge- 1 Planet, Battleship Norfolk, 10 HF, 20 LF

Dublin- Battleship Essex, 10 HF

Edinburgh- 1 Large Station, 10 LF

Manchester- 2 Small Stations, 1 Large Station (H), 10 LF (Newgate), 5 LF (Liverpool), 5 LF (Kingston)

Placing- None

Purchases-
20 LF wings
10 HF wings
4 Gunboats
1 Small Station
Saving 30 credits.

Trade- None

Movements-
Norfolk and 10 HF from Cambridge to Omega-3. (FP 1)
Omega-3 Declared Bretonian Colony
York and 10 HF from Leeds to Tau-31. (Holman)
Tau-31 Declared Bretonian Colony
Suffolk and 10 HF from New London to Cortez (Curaco)
Cortez Declared Bretonian Colony

TO HESSIANS:
A peace agreement would be better for all of us. I will agree. I am moving forces into the system, and claiming it for Bretonia. I would also like to take Omega-7, if you don't mind. You can have building rights there as well, once I take it.

TO LIBERTY:
I would like to propose a treaty with you. Talk to me over the secure channel about it.

TO RHEINLAND:
I would like to propose a treaty with you. Talk to me over the secure channel about it.

TO KUSARI:
I would like to propose a treaty with you. Talk to me over the secure channel about it.

TO IMG:
I would like to propose a treaty with you. Talk to me over the secure channel about it.

Ship Stats-
Cavalier LF (8+1)- 4 FA, 3 FD, 1 CA, 1 CD
Crusader HF (12)- 4 FA, 4 FD, 2 CA, 2 CD
Paladin VHF (16)- 5 FA, 5 FD, 3 CA, 3 CD
"Watchman" Class Gunboat (18)- 4 FA, 4 FD, 5 CA, 5 CD
"Knight" Class Cruiser (20)- 4 FA, 4 FD, 6 CA, 6 CD
"Guardian" Class Destroyer (28)- 5 FA, 5 FD, 9 CA, 9 CD
"Hastings" Class Battleship (32+1)- 8 FA, 7 FD, 9 CA, 9 CD

Edited by - ww2jacob on 12/21/2004 12:12:48 PM

Post Mon Dec 20, 2004 10:33 am

Wilde, those had better be fighter shipyards, as no one but a house can use capital shipyards.
You can become an ace in a week or so, since you joined CYOF 1 about 1/3 of the way through.

NOTE TO ALL:
Any veterans or above can apply to become the 2nd judge for CYOF 3. Sign up by sending me an email. First come, first served!

Edited by - ww2jacob on 12/20/2004 10:35:03 AM

Post Mon Dec 20, 2004 10:41 am

I would take the system by claiming control of it through its largest base--that being Freeport 1. Essentially the same way you claimed the Taus and Omegas in the last game, except my character likes to fight for his bases rather than merely march forces into a system and claim it. Following the battle, if you want, all fighter wings will vacate the base and allow you to overtake it.

Sorry, Omega 7 will remain-- at least for now--under control of the League. After the battle, at least. You will have building rights in that system. Perhaps, if Triyun allows it, we may share control.

TO ALL FACTIONS: Omegas 11 and 5 are most directly League territory. ANY faction entering into these systems or building bases in them will be declared enemies of the Red Council.

Controlled systems:
Omega 11
Omega 5
Omega 7
Omega 3 (until battle finishes)

Systems for which I have legal building rights:
All controlled systems
Omega 3
Cambridge*
Manchester*

Edit: they're fighter shipyards, don't worry.

*These are in return for allowing Bretonia building rights in League territory.

Edited by - [ACWilde on 12/20/2004 10:48:25 AM

Post Mon Dec 20, 2004 10:52 am

My first RPG but here it goes...

Base list:

Kabukicho Depot, New Tokyo , 20 LF wings

Ship point distribution:

LF: FA 3, CA 2, FD 3, CD 2 (8 points,2 free points)
HF:FA 3, CA 4, FD 2, CD 3 (12 points)
VHF: FA 5, CA 4, FD 4,CD 5 (16 points, 2 free points)
CSV: FA 3, CA 1, FD 3, CD 1 (8 points)

Known Hidden Bases:

Kabukicho Depot

Known Hidden System:

None

Hogosha turn 1:

1: Places nothing
2: builds nothing
3:

----To Everyone----

The Hogosha requires 2 H-Fuel,10 O, 15 F, 20 Metals.

4: None
5:Base Income 10 Credits , Turn income 40 Credits, Bonus 250 (10+40+250). Total : 300 Credits
Commotidy: 0 Metal, 0 O, 0 H-F, 4 W, 2 F

To Kusari: The Hogosha offers you and alliance.

Post Mon Dec 20, 2004 12:14 pm

Rheinland Turn 1

Dresden:
Pirna Border Station – Small Station: 20 LF (5 Wings) 10 Credits per turn
Total forces in system: 20 LF

Frankfurt:
Fulda Border Station – Small Station: 20 LF (5 Wings) 10 Credits per turn
Total forces in system: 20 LF

Hamburg:
Battleship Wesfalen: 1 Battleship, 10 HF (It doesn’t say 10 HF wings so I’m going to assume it means 10 HF straight up)
Lubeck Border Station – Small Station: 20 LF (5 Wings) 10 Credits per turn
Vierlande Prison – Large Station: 40 LF (10 Wings) 20 Credits per Turn
Planet Hamburg: 80 LF (20 Wings)
Total forces in system: 1 Battleship, 140 LF, 10 HF

New Berlin:
Planet New Berlin: 80 LF (20 Wings)
Oder Shipyard: Capital Shipyard
Brandenburg Border Station – Small Station: 20 LF 10 Credits/turn
Total forces in system: 100 LF

Stuttgart:
Planet Stuttgart: 80 LF (20 Wings)
Konstanz Border Station – Small Station: 20 LF 10 Credits/turn
Ulm Border Station – Small Station: 20 LF 10 Credits/turn
Total forces in system: 120 LF

Total Forces: 3 Planets, 6 Small Stations, 1 Large Station, 1 Capital Shipyard, 400 LF, 10 HF, 1 Battleship


Stats (FA/CA/FD/CD):
( 8 ) LF – 5/1/3/1
( 12 ) HF – 1/1/7/3
( 16 ) VHF – 2/5/4/5
( 18 ) Gunboat – 9/2/5/2
( 20 ) Cruiser – 1/8/5/6
( 28 ) Dreadnought – 5/5/9/9
( 32 ) Battleship – 5/9/9/9
2 Free Points (used for LF)


Income:
350 Starting Bonus
60 From 6 Small Stations
60 From 3 Planets
20 From 1 Large Station
Total – 490 Credits

Resources (F/HF/M/O/W):
15/6/7/25/4


Purchases: (Oh hell. Everybody else is doing it so I will too.)
15 HF Wings @ Max at each station except Brandenburg (New Berlin) (Can planets build fighters too?) - 150 Credits
6 Gunboats @ Oder Shipyard - 150 Credits
1 Small Station - 100 Credits

Total Cost: 400 Credits
Remaining Funds: 90 Credits (My offer is still open, Herr Von Stelner.)


Movement:
100 LF (25 Wings), 10 HF, 1 Battleship from Hamburg to Dresden
60 LF (15 Wings) from New Berlin to Frankfurt
20 LF (5 Wings) in Dresden to go searching for Vogtland


To all non-criminal factions:

There is a storm brewing in Sirius. One that, if we do not act quickly to defend ourselves, threatens to consume us all in the fires of destruction. Recent intelligence indicates that a great “League of Pirates” is being formed with the Outcasts, Corsairs and Red Hessians at its core. This unholy alliance exists with the sole purpose of destroying all that we have worked so hard to rebuild since the Nomad Incident. We must not let this happen. I implore all legitimate factions to take up arms against these aggressors. And do not let their protestations of innocence fool you. We have seen that they will stop at nothing to kill all who seem to stand in their way. If you do not believe me, look at what has been done to the Zoners. The Red Hessians have launched a full-scale assault on Freeport 1 in Omega-3. What did the Zoners do to deserve this? Nothing. The Zoners have always been a neutral faction, open to all. And here we have the vile Hessians committing a most contemptible act of violence against these people. This is but a taste of what is to come. If we do not act quickly to defend ourselves and move to expunge the foul pirates we will see nothing but destruction.

I hereby extend an offer of peace to all Houses, Corporations and Guilds.


To Stormtrooper10, Leader of the Bundschuh:

I am not the former Chancellors. In fact, ideologically, you and I are not different at all. I have simply chosen the path of politics while you chose revolution. We both want the same thing, that which is best for the people of Rheinland. As a show of good faith, I extend this invitation to you: please come to New Berlin that we may speak face to face. I would also like to have you address the Reichstag. I feel that now is the perfect time for a fresh start. Let us work together for the good of the citizens of Rheinland.

Above all else I must warn you against being swayed by the rhetoric of the Red Hessians. They desire nothing but destruction. Their claims of ending corruption are nothing but empty promises.


To Orion van Haalein, Leader of the Red Hessians:

You gave me an ultimatum. I hate ultimatums. I resolve to hunt you down wherever you may be. I will find your secret bases and wipe Sirius clean of the stain that is your existence.


To Connarius, Leader of the Zoners:

I would like to express my deepest sorrow for the brutal attack the Red Hessians have launched against you. You have done nothing to raise their ire and yet they treat you as they would treat me. While I do not agree with your policy of sheltering criminals I recognize that such acts are within your rights. Should you wish it, I would be honoured to ally myself with you. I will gladly give you any aid I can if it will help you avenge the wrongs perpetrated against you by the Red Hessians.


I think that should cover everything.

Edited by - Codename on 12/21/2004 7:19:09 PM

Return to Freelancer Fan Fiction