Setting
Up Your New Faction
Before we begin with the setup of your new
faction, there is something very important that we need to impress upon you.
As a Faction Commander, you should realize that belonging to this type of
league is a commitment that you should not take lightly. It takes time
and effort. Everything that you do has an effect on others, not only in
your Faction, but in other Factions as well. Delayed and postponed battles are
no fun for anyone…so be SURE that you will be able to give this league
its due before you apply for membership.
Most Factions in this league fight several
nights a week, multiple battles per night. If this seems daunting to you
and your Faction, may we suggest joining with an existing NBT Faction.
This will provide the NBT Faction with an expanded player base, as well
as give you and your teammates the combat that you are looking for, without
the responsibilities of running a full-fledged Faction.
Faction
Requirements:
When considering setting up a Faction in the
NBT community, one of the biggest factors considered is the number of
ACTIVE players that you can bring to a battle. Each Faction type has
a minimum membership number associated with it. The larger Factions
in NBT (Houses and Major Clans) have huge areas of space to defend, and
thus always have to be able to support more activity with a larger player
base. If you are in command of a smaller Faction, we will request you to
consider a smaller role in the league (Merc, Pirate, Minor Clan or Periphery).
That will enable you to play at your own pace, rather than a pace that
is beyond your means.
An additional consideration to be made is
that of role-playing the Faction that you choose. Most Factions in BattleTech
have 100’s of years of history behind them. Some are based upon honor
above all else; others are the sneaky, devious, backstabbers; still others
are the money changers. The options are endless. When choosing
a Faction, research that Faction first. You will be ‘required’ to role-play
that Faction to the best of your ability, both in attitudes, alliances and
actions. Note – We are not requiring you to play out the BattleTech timeline
from 3067 on. NBT makes its own history. But each of these Factions has tons
of history to draw from that will make this game that much more enjoyable,
both for yourselves, the Factions you play, and the admins of the league.
Faction Choice:
There are MANY different BattleTech Factions available
within the NBT timeline, more so than ever before. Each type of Faction
has certain advantages and disadvantages. Larger Factions have logistics
nightmares, smaller Factions might always be one step ahead of bankruptcy.
Each has a role that can be played in the greater scheme of the BattleTech
universe. Your choice will determine both your history and your future.
You will be taking over these Factions as of the 3067 timeframe. Most
of these Factions have been in existence within the BattleTech universe
for hundreds of years. Thus you will be setting up your Faction
as a fully operational BTech faction, not as a fledgling nation. This
is represented by the number of Units, Jumpships & Charge Station
you are starting with.
Mentor Factions: One of the new procedures for incoming Factions in NBT-Classic is the concept of a Mentor Faction. Basically, each incoming Faction may be assigned an existing NBT Faction as their Mentor within the league. The identity of this Faction will depend on the Faction class you are signing up for, any familiarity with existing NBT Factions, as well as your future role in the league. This Mentor will be charged with making sure you are familiar with the NBT automation, league rules, role-play concepts and the like. If you have a specific request as to a Mentor Faction, please include it below.
Factions who are currently filling the Major Houses will generally be assigned as Mentors to incoming Merc Factions. This will require working with the Faction in question, making use of their services and handing off battles to them. The larger Periphery Factions will be assigned to incoming Pirate Factions as Mentors.
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MAJOR
HOUSES – Includes Davion, Kurita, Steiner, Liao,
and Marik. These Factions are by far the largest in the league,
generally numbering from 350 to 500 planets. They receive
the largest allocation of Units and cash, but at the same
time, they have the most expenses. If you want lots of action
and can handle the paperwork, this type of Faction is for you.
Startup chassis are primarily IS, with some Clan.
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MAJOR
CLANS – These are the Clans play a major role in
the Inner Sphere in 3067, be they original Invasion Clans
or more recent additions – Wolf, Ghost Bear, Jade Falcon,
Diamond Shark and Snow Raven. The Clans are smaller than the
Houses but are a force to be reckoned with. Startup chassis
are primarily Clan with some access to IS tech. These
Clans are generally located within the Inner Sphere, while
still owning their planets located in the Kerensky Cluster.
These are the Clans that will primarily be interacting with
the Inner Sphere, either from an alliance or battle standpoint.
Clans receive a bonus on their salvage ability.
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MINOR
CLANS – These are the Clans that are primarily
restricted to the Kerensky Cluster, and most of their league
activities will revolve around inter-Clan developments. Most
were not in the original invasion. Startup chassis are Clan
only. These Clans will start from the Clan Homeworlds. Each
Clan generally starts with around 10-25 planets and subsectors.
While these Clans are not forbidden from interacting with
the Inner Sphere, it is not their primary role in the league.
Clans receive a bonus on their salvage ability.
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PERIPHERY
KINGDOMS – These Factions are much smaller than their
larger House cousins. They are all located along the House
borders and they form a force that all but surrounds the Inner
Sphere. They have the Periphery Link Jump available to them,
and they may use the Pirate jump. Startup chassis are primarily
IS, with some Clan. They also receive a small bonus
to their Raiding ability. Pirates that grow to 5 planets or
beyond are upgraded to Periphery status.
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MERCENARIES
– Merc Factions are varied and large in number. They are small
Factions, but they have the most freedom of movement. With the
use of the Merc Contract Jump, they have limited access to
almost the entire Inner Sphere to fulfill contract obligations.
Startup chassis vary from Faction to Faction. Most Merc Factions will
not start with a home planet, and will not have one during
the course of the league. Some CBT Mercs will start with a
Capital (Wolf's Dragoons on Outreach for example). Mercs
primary role in NBT is in support of the Major Houses, taking
over battles (especially defensive), and freeing up the Houses
for more offensive actions. Mercs receive a bonus to their
Recon ability, as well as access to the Surgical Strike jump.
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PIRATES
– These Factions start off with twice the toys as a Merc Faction,
but have almost no cash to begin with. They are designed to
live off of raids and theft. Pirates have several special
abilities available to them. The Pirate Jump extends their
raiding ability into enemy space. Pirates may also use
the Periphery Link Jump to reach most unassigned planets on
the map.. A Pirates Capital is also hidden from public view,
and is able to be moved at a moments notice (except if under
attack), making them very difficult to track down. They
are a thorn in the side of the larger Factions. Startup chassis
are determined on a case-by-case basis, but will be mostly
IS chassis. Pirates receive a bonus to their Raiding ability.
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COMSTAR
FACTIONS – The two Factions in this category are Word
of Blake and the Free Rasalhague Republic (by way of ComStar
being located on Tukayyid). Both of these Factions are
responsible for all communications services that take place
within the Inner Sphere. As such, while both Factions are very
small, they receive monthly income from the IS Houses and
Periphery. Each House and Periphery Faction makes a choice
as to which ComStar Faction they will make use of, if any.
That ComStar Faction then receives a portion of the maintenance
cost for EACH planet in that Faction’s space. A ComStar Faction
may also Interdict communications within a Factions space, causing
planetary maintenance to increase exponentially due to the
lack of interstellar communications. These 2 Factions survive
by means of their political savvy, rather than sheer brute
force.
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SPECIAL
CASE FACTIONS – There are several Factions that fill
unique roles in the league. These include: Clan Nova Cat,
Clan Wolf in Exile, Explorer Corps and Start League Defense
Force. None of these Factions actually own planets at league
start, and instead rely upon either their host Factions (CWX
-> LA; CNC -> DCM) or through special fees collected
in the case of the SLDF. CNC and CWX retain their special
Clan abilities, while the SLDF makes use of ComStar type abilities.
Explorer Corps is considered a Periphery Faction for league purposes.
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Start
Up Information:
Once your Faction choice is determined and
confirmed with the Admins, you will then get your start-up information.
This will include your Planet List, Industry, Jumpships,
Factories, Flagships and Free Unit Allocation. You do not have to purchase
anything. You simply have to place it where you want it using the Planet
Setup form. The best way to envision the layout of your space is to use
the NBT
Dynamic Starmap. PLEASE make sure that you read the rest of
the League Rules before you setup your Faction, as many of the rules will
effect how you place your resources. The following are just the basic
outline of the rules that directly affect your Faction setup.
Planets, Capitals & Factories:
The
listing of the planets you own. Some planets have Unit factories on them.
These will be listed on the NBT site. Each factory will have a Chassis
Class assigned to it by default (Heavy, Medium, etc) along with a Preferred
Chassis. You will receive a 10% discount on purchase of that Unit from
that factory. Any True-Tech Unit of that Chassis Class may be ordered
from that factory. Units purchased during the course of the league are
ONLY deliverable to factory planets, thus making these planets some of
the most important in the league.
- Capitals:
Each major Faction receives one Capital planet by default. Capital
planets are the center of your Faction’s economy and civilization.
All Clan, IS and Periphery capitals are separated into sub-sectors,
thus representing the difficulty to actually assault a capital of a
major Faction. If a Capital planet is lost, your entire economy will be
thrown into disarray and political instability. Then you may choose
a new Capital within your space. Guard your Capital well.
Industry:
This will be the amount you can spread over
your planets. For many Factions this will be assigned for you (Mercs
Pirates, and other single planet Factions). For Factions that are multi-planet
Factions the following rules will apply: The automation will randomly assign
80% of your allocated gross income, ranging from 50 million to 200 million
with a couple 0 industry worlds thrown in. The remaining 20% of
your industry you will have the ability to place yourself as you see fit.
Each planet has an industry cap of 250 million. If you lose a planet
to another Faction then the industry attached to that planet is lost as well.
Each week, you will receive an industry payment based upon the total industry
that you have, which will be added to your account as c-bills (minus any
maintenance costs).
Charge Stations:
Charge Stations are LosTech that enable
a Jumpship to immediately recharge its Kearney-Fuchida (KF) drive immediately,
without waiting the normal recharge period. A properly placed CS line
can move a JS or group of JS across an entire House’s space within the
course of a day, rather than waiting weeks for recharge times. Jump limits
within allied space are 60 ly, so for a CS line to be effective, each
Charge Station needs to be within 60 ly of its neighbors. Charge Stations
in NBT-Classic are pre-placed by the league automation, and are actually fairly
rare, with less than 200 existing at league start.
Jumpships:
Jumpships must be placed in orbit around
some of your various planets. There are three primary types of Jumpships.
All can travel 60 light years and each carries different amounts of Units.
Clan Jumpships are owned by Clan Factions, all other Jumpships are IS and
will use the IS limits. Startup Jumpships will consist of Combat JS, Flagships
& Transports. You will notice that Clan JS carry more Units than
there IS counterparts. This is due to the improved Clan technology
on their Dropships, allowing for more economical transport abilities.
Combat
Jumpships (Light, Medium and Heavy): These Jumpships carry
your forces into combat. They are equipped to handle Dropships, and
to send forces into battle after jumping to an enemy system.
Command
Flagships: Flagships are Jumpships that have been modified
to handle the extreme Command and Control functions that are needed
to handle Planetary Assaults. Only Flagships may launch the Planetary
Assault type battle. In every other respect, they are the same
as a Medium Jumpship. Each Faction will receive a set number of starting
Command Flagships as well as a FlagCap. The Faction may not exceed
their Factions FlagCap at ANY time.
Non-Combat
Transports: These JS are responsible for the moving of Units,
Industry and Charge Stations within a Factions own space. They may only
offload to friendly planets that are not locked by combat. These
Transports carry many more Units than the normal Combat Jumpship, but
they may not be used in ANY combat situation.
Free Unit Allocation:
This will be given to you in tonnage. You
will be allowed either Clan or Inner Sphere chassis depending on your
Faction type and specific startup data. You may use this tonnage on ANY Units
as long as they fall under the correct chassis designation. You must use
100% of this at start-up.
- FRR and WoB will both receive a set amount
of startup tonnage, just like any other Faction. After the league has been
in operation for 1 month, they will receive a second pack of Units to be placed throughout their allies space. This represents the
presence of the ComGuards thoughout the Inner Sphere.
Mech
Placement: Units must be placed on your planets.
Garrison
Units: Garrison Units, for setup purposes, are defined as Units
being on planets. Each planet has a different limit as to the number of
Units it may support. This number is listed in the Recommended Garrison
column (RG#). This number is based directly on the amount of industry
on the planet. Any planet may have 25 Units in residence, regardless of
industry (even 0 industry worlds). For setup purposes, this limit is suspended
and any amount of Units may be placed on any planet. Once your data is
processed, you will need to transfer excessive placements to Jumpships
to avoid over-garrison fees.
Attack Units: Attack Units are defined as Units being on Jumpships.
The maximum number of Units you can place on a Jumpship is determined
by the JS Class. During startup, no Units may be placed on Jumpships
or Transports. During Setup, no Units may be placed on Jumpships. Once
your setup data is processed, you may begin to move Units from planet
to Jumpship, using the Planetary Management tools.
Heavy/Assault
%’s: During setup ONLY, placement of Units are subject to
Assault and Heavy Unit limitations. The automation will track this and
let you know if you are outside these limits. These are in place during
setup to represent the fact that Light and Medium Units are present more
often then their heavier cousins. After setup, these restrictions are
removed from all planets and Jumpships. They are as follows:
- A minimum of 50% of your Units must
be either Light or Medium Units
- A maximum of 35% of your Units may be
Heavy Units
- A maximum of 15% of your Units may be
Assault Units.
Mech
Classes:
- Assault Units are defined as Units being 80 tons up to 100 tons.
- Heavy Units are defined as Units
being 60 tons up to 75 tons.
- Medium Units are defined as Units
being 40 tons up to 55 tons.
- Light Units are defined as Units
35 tons and under.
Shutting
Down a Faction
At times it is necessary for a Faction to leave
our little community. Sad, but true. We have a couple policies that come
into play in this situation:
When a Faction shuts its doors in the league
and leaves our little group, certain actions are NOT to occur:
- Selling of Units and Jumpships
- Transferring of large sums of money to
other Factions
- Transferring Units and JS to other Factions.
- If a Faction owes money back for a contract
that is one thing. Clear the return through ComStar when you are shutting
down your Faction, and we will take care of it. But transferring billions
over to another Faction after selling off all your resources is another
matter.
Now, since nothing can be done to the leaving
Faction as a penalty, the penalty shall apply to the Faction receiving the funds.
At the very least, the full amount will be deducted from their account.
Possibly double the amount. So if a Faction decides to send you 10 billion
c-bills right before they close their doors, we would suggest transferring
the money back, or to ComStar ASAP if you don't want to get caught in
the backlash.
A Faction that has been physically wiped out
of the league (lost all, or most of their planets) has 2 options:
- A Faction may choose to retain their Faction
name and become a Pirate or Merc Faction. They would retain any remaining
resources left to them in their former status. The Faction would receive
the normal initial industry for that type Faction, and be subject to all
the rules of that class. They would have the future option of upgrading
their Faction back to House/Clan/Periphery, if they can make their Merc
or Pirate Faction grow (# of planets) to the point that it supports the
concept. This enables the Faction to continue role-playing their
league identities.
- They may choose to close up shop in their
original Faction, and may setup a new Merc or Pirate Faction. New name, resources,
etc. Thus they would start with fewer resources than option A. They
would also not be able to upgrade to a larger Faction as quickly.
The final covered situation where a Faction may shutdown is when they wish
to merge with a larger Faction. This may be due to low player attendance within
their Faction, lack of time to run the Faction, or whatever reason it may be.
The league of course is always pleased to see players remain in the league,
so we are willing to offer an incentive for Factions to consider this option,
rather than fully bowing out of the league.
- Once the merger goes through, and is shown to be a success (generally
around 1-2 months after the original Faction shuts down), a modest booster
pack will be granted to the merged Faction, based upon the resources remaining
of the former Faction.
- The original Faction must be an established Faction within the league. Thus
someone cannot setup a Merc Faction, ghost run it for a month, then do
a merge expecting the resources to be transferred.
- League Administration will determine what the booster pack will contain.
Generally it will be limited to Units and c-bills, though this is determined
on a case by case basis.
- Planets and major resources (factories) are never considered
for mergers.
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