This is a follow up to Octagon's http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=41907]MgT 1 BCr Squadron Tournament
Send your fleet through via PM
As ever, the more detail you give me, the more the fleet is likely to do what you want it to.
Note that the scenarios can and will vary from a simple stand-up fight.
Rules and Notes:
Rules set for all design and combat are:
MgT core rulebook (No alternate drives or power plants)
MgT Book 2: High Guard
Referenced S&P Article (include reference if you use one)
It is assumed you have all licenses and permissions you might wish from Imperial Authority.
Design Limitations (A bit looser than last time):
1 BCr (1,000 MCr) for full purchase of all vessels. The first example of any class must be paid in full, including architect’s fees. Additional vessels of the class may be purchased at 20% discount.
Computer programs must be purchased within allotted budget.
Consumables and Expendables (Ammunition, Supplies, Processed Fuel and Crewmen) need not be purchased within the budget but must obviously have space assigned to them and any special variants you intend to use noted.
Vessels may be designed up to TL13
All vessels must be capable of a minimum of thrust 3
All vessels must be jump-3 capable or have an assigned hangar or docking clamp aboard a vessel so capable whilst it is aboard.
The fleet must be capable of scooping and refining a quantity of fuel equivalent to 10% of the total fuel tankage of the fleet within 30 Hours (i.e. one 24 hour refining period following a single scoop mission)
The fleet must have power plant reserves and staterooms capable of 2 weeks sustained combat deployment. This requires vessels to have the manpower to meet at least the minimum requirements of 'Fully Manned', including Officers. See the player's guide.
Small craft and battle riders need not meet this requirement but again must have suitable provisions on board their nominated base ship, and their base ship must also have ground crew for them, as defined in the capital ship crews in High Guard. The flight crew should include the normal ratio of officers.
You are considered to have an unlimited reserve of manpower to draw upon, with all crewmen having appropriate skills, stats or blind luck to accrue a +2 DM in all roles they could concievably be required to serve in.
Send your fleet through via PM
As ever, the more detail you give me, the more the fleet is likely to do what you want it to.
Note that the scenarios can and will vary from a simple stand-up fight.
Rules and Notes:
Rules set for all design and combat are:
MgT core rulebook (No alternate drives or power plants)
MgT Book 2: High Guard
Referenced S&P Article (include reference if you use one)
It is assumed you have all licenses and permissions you might wish from Imperial Authority.
Design Limitations (A bit looser than last time):
1 BCr (1,000 MCr) for full purchase of all vessels. The first example of any class must be paid in full, including architect’s fees. Additional vessels of the class may be purchased at 20% discount.
Computer programs must be purchased within allotted budget.
Consumables and Expendables (Ammunition, Supplies, Processed Fuel and Crewmen) need not be purchased within the budget but must obviously have space assigned to them and any special variants you intend to use noted.
Vessels may be designed up to TL13
All vessels must be capable of a minimum of thrust 3
All vessels must be jump-3 capable or have an assigned hangar or docking clamp aboard a vessel so capable whilst it is aboard.
The fleet must be capable of scooping and refining a quantity of fuel equivalent to 10% of the total fuel tankage of the fleet within 30 Hours (i.e. one 24 hour refining period following a single scoop mission)
The fleet must have power plant reserves and staterooms capable of 2 weeks sustained combat deployment. This requires vessels to have the manpower to meet at least the minimum requirements of 'Fully Manned', including Officers. See the player's guide.
Small craft and battle riders need not meet this requirement but again must have suitable provisions on board their nominated base ship, and their base ship must also have ground crew for them, as defined in the capital ship crews in High Guard. The flight crew should include the normal ratio of officers.
You are considered to have an unlimited reserve of manpower to draw upon, with all crewmen having appropriate skills, stats or blind luck to accrue a +2 DM in all roles they could concievably be required to serve in.