MgT 1 BCr Squadron Tournament

Octagon

Mongoose
As far as I know, this hasn’t been done yet, so here we go:

The budget is 1 BCr (1,000MCr). 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. Ammunition and computer programs must be purchased within allotted budget.

Rules set for all design and combat are MgT core rulebook and MgT Book 2: High Guard. All rules as written, no house rules (at this point).

The parameters are:
TL12
Sustained J3
Thrust 3
All crews experienced (+2 to all checks), 60 pilots max
Gas Giant Skimming: The squadron must be capable of gas giant refueling. Distributed ships may not directly skim gas giants. No specific requirements must be met by any single ship, but the designer must demonstrate that ships with a total fuel tankage equal to at least 10% of the total fuel tankage of the squadron (including vessels carried on others) are capable of meeting the required refueling parameter.

Format of the tournament will be round robin. Participation is limited to four players (first come, first served). Ship parameters, die rolls, modifiers and their effects, and exact damage results will be made public after the fact.

There is no required format for submissions, but please bear in mind the more detail included the easier it is for the ref to verify the design. Therefore, please include, at a minimum, tonnage and cost of each component.

Although not required until later, each player should also construct standard operating orders detailing, sensor posture, targeting methodology, computer programs, maneuvering philosophies, repair priorities, and so on in order to minimize the possibility of the ref mis-interpreting your intentions.

Submissions may be made via PM or via email to pocketempires at hotmail dot com.
 
Could you elaborate a bit more on what you mean by 'tournament'...

Is this a PBEM thing?

As to the requirements -
  • By sustaned J3 meaning no drop tanks/jump assist ships or that the squadron must be J3 capable as a whole?

    Is all crew experienced is an assumption, not a design requirement per se (i.e. crew stats and like are not provided)?
And welcome to the forum Octagon if you are new here!
 
BP said:
Could you elaborate a bit more on what you mean by 'tournament'...

Is this a PBEM thing?

Yes. Each player submits designs and tactical policy, I run the duels and post the results.

BP said:
As to the requirements -
  • By sustained J3 meaning no drop tanks/jump assist ships or that the squadron must be J3 capable as a whole?

    Is all crew experienced is an assumption, not a design requirement per se (i.e. crew stats and like are not provided)?

Hmmm, not familiar with the term jump assist ships. Do you mean battle tenders? Not all ships need to have jump drives, they may be carried by on other jump-3 capable ships. Drop tanks are permissable, but do not help achieve the sustainable jump requirement unless retained. In short, the squadron should be able to jump-3 into an uninhabited system, refuel at the gas giant, and exit the system at jump-3. Does that clarify things a bit?

Yes, all crew experienced is an assumption.

BP said:
And welcome to the forum Octagon if you are new here!

Thank you. :)
 
Well, that much seems clear now - thanks!

So this is a space combat contest between squadrons - I get that - but why the jump/refueling requirements?

More specifically, in a Traveller context - space battles would typically brake off with jump, and unless there is only one option, may not be likely to continue. Are you planning some kind of goal that has a limited number of possible jump routes to conclusion?
 
BP said:
Well, that much seems clear now - thanks!

So this is a space combat contest between squadrons - I get that - but why the jump/refueling requirements?

Probably to even out the fleets a bit, if one fleet is only jump 2 capable that would leave more space available for other purposes.
 
AndrewW said:
Probably to even out the fleets a bit, if one fleet is only jump 2 capable that would leave more space available for other purposes.

Yes, the jump and refueling requirements are to level the playing field.

For tournament purposes, a fleet which disengages via jump loses the battle. The purpose of CT Adv 5 (Trillion Credit Squadron) was to pit players' ship design capabilities against each other on a level playing field. It's more a wargame than an RPG.
 
Uhmm... started to think about this - :shock: - then it hit me:
  • You each get one Billlllion credits!
    - imagine best Mike Meyers voice
Seriously, unless you are talking backups - no need to state the 60 pilot limit on that budget! And squadrons are out - think beefed up patrols.

You might squeeze a pint sized capital ship and a few fighters out of that budget ((3,000 ton unarmoured sphere with J/M-3 is > MCr 500 with nothing else - maybe get a 6,000 ton buffered planetoid).

If you are looking for something no more elaborate than say a half dozen 400 ton corsairs, I guess that is ok. A trillion credits might be a bit over the top - but something like BCr 10 would probably allow for some nice mashups of capital and fighter sized vessels... with only BCr 1 I'd be happy to submit my ship... er.. squadron vessel! :)

[Not meaning to come off snarky here - maybe I got the wrong impression of where you are taking this... it is a great idea and I haven't heard of any other similiar offerings on this forum!]
 
BP said:
Seriously, unless you are talking backups - no need to state the 60 pilot limit on that budget!

You caught that. :wink: I almost commented when I wrote the requirements that the pilots were set way beyond what anyone would need, but then I thought that might just entice someone to try and build a squadron that would need sixty-one pilots!

BP said:
A trillion credits might be a bit over the top - but something like BCr 10 would probably allow for some nice mashups of capital and fighter sized vessels... with only BCr 1 I'd be happy to submit my ship... er.. squadron vessel! :)

Well, since this is the first tournament of the kind for MgT, I'd thought I'd start small. If it works and people like it, then a 5 or 10 or 20BCr tournament could be the next step.

BP said:
[Not meaning to come off snarky here - maybe I got the wrong impression of where you are taking this... it is a great idea and I haven't heard of any other similiar offerings on this forum!]

No worries, and thanks.

So, with you and Far Trader from the Coti boards (I also posted it over there) that's two players. Anyone else interested?
 
OK - I'm in!

Just gotta finish this here Canadian brewski, my thirdo burrito and crank some ACDC... but I'm warning everyones - I ain't look'n to take no pris'ners!
 
H'mm. What to do with a billion credits?

I'd likely spend a good chunk of the billion in creating a veritable swarm of low-cost suicide drones, guided by shepherd drones (like suicide drones, but they adhere to the hulls of target starships and send out a homing signal for the suiciders to follow).

Then, after the fleet's been softened up a bit, send in the ships.
 
alex_greene said:
H'mm. What to do with a billion credits?

I'd likely spend a good chunk of the billion in creating a veritable swarm of low-cost suicide drones, guided by shepherd drones (like suicide drones, but they adhere to the hulls of target starships and send out a homing signal for the suiciders to follow).

Then, after the fleet's been softened up a bit, send in the ships.

Nice idea with the suicide drones. I do not understand the stats in Trader and Gunboats. I thought a bomb pump torpedo weighed 2.5 tons, plus the hardpoint because it is small ship - totals 3.5 tons for the armament. The stats in Trader and Gunboats only counts 1 ton, I clearly think it should be 3.5 tons.

Can you let me know where I or the book have got this wrong?
 
smiths121 said:
...Nice idea with the suicide drones. I do not understand the stats in Trader and Gunboats. I thought a bomb pump torpedo weighed 2.5 tons, plus the hardpoint because it is small ship - totals 3.5 tons for the armament. The stats in Trader and Gunboats only counts 1 ton, I clearly think it should be 3.5 tons.

Can you let me know where I or the book have got this wrong?
The book only stipulated the warhead - the ship has become the torpedo... :D

Yeah - its a great idea - a standoff weapon that can be detonated away from the target, yet is designed to crash into it? You get a slightly faster, long lasting, more evasive weapon (well unless you have skill DMs from your gunner) for only about MCr 22 and 4 times the room.

Of course, its also a single shot.

Or you could use one hardpoint and 5 tons for MCr 4 and shoot off 2 torps over 2 rounds. And for the same space (5 more tons) reload and shoot off another 2 in the next rounds. Those torps are a mere MCr 0.018 each. And, you can reuse that barbette later...

Yeah - I'm hoping my enemy loads up on these! ;)

[P.S. this duel doesn't mention T&G as rule option...]
 
BP said:
[P.S. this duel doesn't mention T&G as rule option...]

I'd rather not exclude potential players just because they haven't gone out and bought every MgT supplement on the market. For that reason I stipulated Core Rules and High Guard only. I'd like to stick to that (unless there is overwhelming demand otherwise) for this tournament.

For follow on tournaments we can explore other rules add-ons and other options (like some form of point buy for crew skills or more complex victory conditions and tactical scenarios).
 
Lots of drones would just hang in space until activated. At a distance, all of that metal would resemble a small cloud of metal particles, dispersing radar signals like so much chaff.

Activated, they'd look like a rapidly - moving cloud of independently-moving particles. Program in swarm behaviour and it'd be almost impossible to take out the whole swarm. At least some of the drones would get through the strongest point defences and inflict a lot of damage.
 
Active space mines is a somewhat valid concept... (I say somewhat because space is big - and mining space should be more of a problem than normal underwater mining - it would be more akin to mining the middle of a planet diameter deep ocean).

But, the suicide drones in T&G besides only having 1 day of fuel and being big enough that they would hardly likely be considered rubble cost >21 MCr and should be easy pickings with any reasonable weaponry - for ships that a swarm would be cost effective taking on...

While it is faster and more intelligent than a torp - the space combat mechanics don't give it much of an edge - since it can also be engaged at a further distance (since it is a small space ship) than a torp (which is treated as a missile). Being a bigger target - this seems balanced.
 
BP said:
Active space mines is a somewhat valid concept... (I say somewhat because space is big - and mining space should be more of a problem than normal underwater mining - it would be more akin to mining the middle of a planet diameter deep ocean).

But, the suicide drones in T&G besides only having 1 day of fuel and being big enough that they would hardly likely be considered rubble cost >21 MCr and should be easy pickings with any reasonable weaponry - for ships that a swarm would be cost effective taking on...

A ship in space does not need to be using fuel in order to move. If they're on course, they don't need to use fuel at all; it's only when they need to make a course correction, or when they close to striking range, that they need to expend their fuel to manoeuvre on final approach.
 
alex_greene said:
...A ship in space does not need to be using fuel in order to move. ...
Not in reality - no :lol:

MGT doesn't really have a situational energy system per se - except for reaction engines - the same amount of fuel is used up manuevering 1G or 6G or 0G!

Yeh - pretty silly and as a Referree one should address that where appropriate. Of course, in the case of the drone mine, passive sensor would be pretty limiting range wise - increasing units/costs - unless a distributed sensor system was utilized!
 
Well, the MgT GigaCredit Squadron was'nt well attended, with only two contestants. Nevertheless, it was conducted and here are the results:

Order of Battle

Blue (submitted by Far Trader)

TL12 Type M Subsidized Liner / Mercenary Q Ship
Type MQ - Fighter Carrier variant

+600.0t Hull - Streamlined - 12 hull points MCr52.800
- 12 structural points
-30.0t +Armoured Bulkheads - 50% of Ship Strengthened 6.000
Excludes: Fuel Tanks and Large Modular Cargo Hold
-50.0t Jump Drive J-3 90.000
-17.0t +Manoeuvre Drive J-3 36.000
-28.0t Powerplant J-3 72.000
-180.0t Fuel x3 parsecs
-18.0t +Fuel x2 weeks (hidden 2t smuggler’s holds - see below) 0.200
-2.0t Fuel Processor - 40t/day 0.100
Fuel Scoops
-20.0t Bridge 3.000
Ship’s Lockers
Air Locks (18 person capacity total)
+Computer - Model 4/Fib - Rating 20 7.500
+Programming (see below) 20.300
-2.0t +Basic Military Electronics - DM +0 1.000
Hardpoints x6
-3.0t + Fixed Fwd Triple Pop-Out Mounts x3 4.500
+ Particle Beams x9 - Long - 3d6 + crew 36.000
-4.0t + Triple Turret Pop-Up Mounts x2 4.000
+ Beam Lasers x6 - Medium - 1d6 6.000
-1.0t Double Turret x1 0.500
Sand Casters x2 - Special - Special 0.500
-1.0t Sand Caster Magazine x20 barrels 0.010
-64.0t Staterooms x16 8.000
Captain x1, Crew x30
-30.0t 30t Simple Hanger
30t Ship’s Boat (see below) (spc)
-40.0t +Small Modular Cargo Hold 3.200
(20.0t)+ Sandcaster Reloads x360 barrels 0.180
(10.0t)+ Repair Parts 0.200
(10.0t) + Other Misc Cargo (Supplies) ?.???
-104.0t +Large Modular Cargo Hold 8.320
(104.0t) + 10t Full Hanger Modules x8 (spc)
+ 10t Fighter x8 (see below) (spc)
-6.0t +Repair Drone Bay 1.200

600.0t Subtotal - standard design with 10% discount 204.219
+Upgrades - prototype design bed, no discount 134.600
Total for Starship MQ-1001 - Lost Prophets 338.819

600.0t Subtotal - standard design with 10% discount 203.310
+Upgrades - standard design with 20% discount 107.680
Total for Starship MQ-1007 - Chasing Prophets 310.990

Programming Package:
Manoeuvre 0 (0 - 0.0), Library (0 - 0.0), Jump Control 3 (15 - 0.3),
Anti-Hijack (0 - 0.0), Fire Control 4 (20 - 8.0), Evade 2 (15 - 2.0),
and Auto Repair 2 (20 - 10.0)
Notes:
The armoured bulkheads cover 50% of the ship, that is everything except
300tons being 104tons of the large modular cargo hold and 196tons of
fuel. As there are 198tons of fuel, I figured I’d rob 2tons of fuel
(reducing endurance to actually short of 2 weeks) for 2tons of hidden
smuggler’s holds ala the Millennium Falcon. The hidden holds are
protected by the armoured bulkheads, and very difficult to detect. For
cost, I made them equal to Stealth Coating by volume. Not that they’ll
be a factor in the contest, but it’s part of a bigger design scenario,
yet to be (maybe) published, somewhere, sometime. I’ll have to include
you in the credits for your help through this.

Ship’s Boat:

Small Q Craft - 30ton Ship’s Boat
+30.0t Hull - Streamlined - 0 hull points Mcr0.660
- 1 structural point
-3.0t +Armoured Bulkheads - 100% of Ship Strengthened 0.600
-2.0t Manoeuvre Drive A-6 4.000
-4.0t Powerplant A-6 8.000
-1.0t Fuel x1 week
-0.2t +Fuel Processor - 4t/day 0.010
Fuel Scoops
-6.0t Bridge - Seats x2 0.150
Ship’s Locker
-1.0t +Air Lock (1 person capacity total) 0.200
+Computer - Model 4/Fib - Rating 20 7.500
+Programming (see below) 10.000
-2.0t +Basic Military Electronics - DM +0 1.000
Hardpoints x1
-1.0t + Fixed Fwd Triple Pop-Out Mount x1 1.500
+ Beam Laser x1 - Medium - 1d6 1.000
+ Missile Launchers x2 - Special - Special 1.500
-1.0t +Missile Magazine x1 - 6 turns - 12 Smart Missiles 0.030
-2.5t +Seats x5
-4.0t Small Cargo Hold
(3.0t) + Repair Parts 0.060
(1.0t) + Marine Boarding Gear ?.???
-2.0t +Grappling Arms 1.000
-0.3t +Repair Drone Bay 0.060

30.0t Subtotal - standard design with 10% discount 12.303
+Upgrades - prototype design bed, no discount 24.070
Total for Ship’s Boat 1001A (on Lost Prophets) 36.373

30.0t Subtotal - standard design with 10% discount 12.303
+Upgrades - standard design with 20% discount 19.256
Total for Ship’s Boat 1007A (on Chasing Prophets) 31.559

Programming Package:
Manoeuvre 0 (0 - 0.0), Library (0 - 0.0), Evade 1 (10 - 1.0),
Auto-Repair 1 (10 - 5.0), and Fire Control 2 (10 - 4.0)

Fighters:

Small Craft - 10ton Custom Fighter
+10.00t Hull - Streamlined - 0 hull points Mcr0.220
- 1 structural point
-0.25t Armour - 2 points Crystaliron 0.020
-1.00t Armoured Bulkheads - 100% of Ship Strengthened 0.200
Stealth Coating - DM -4 for opposing sensors 1.000
Reflec Undercoating - Armour +3 vs. Lasers 1.000
-1.50t Manoeuvre Drive 6G 3.000
-3.00t Powerplant 6.000
-0.75t Fuel x1 week
Fuel Scoops
-1.50t Cockpit - Seats x1
Ship’s Locker
Computer - Model 2/Fib - Rating 10 0.240
Programming (see below) 5.000
-2.00t Basic Military Electronics - DM +0 1.000
Hardpoints x1
Fixed Fwd Single Mount x1 0.100
Pulse Laser x1 - Short - 2d6 0.500

10.00t Total - prototype design bed, no discount 18.330
10.00t Total - standard design with 20% discount 14.664

Programming Package:
Manoeuvre 0 (0 - 0.0), Library (0 - 0.0), Evade 1 (10 - 1.0), and Fire
Control 2 (10 4.0)

Hanger Modules:
10ton Full Hanger Module Prototype x1 - MCr2.6 13.0tons
10ton Full Hanger Module Production x15 - MCr31.2 13.0tons each

Total Squadron Budget Allocation: MCr991.827
Starship MQ-1001 - Lost Prophets 338.819
Architects Fees for Upgrades 1.346
Ship’s Boat 1001A (on Lost Prophets) 36.373
Architects Fees for Upgrades 0.241
10ton Full Hanger Modules x8 17.360
Architects Fees for Design 0.026
Fighters x8 120.978
Architects Fees for Design 0.183
Starship MQ-1007 - Chasing Prophets 310.990
Ship’s Boat 1007A (on Chasing Prophets) 31.559
10ton Full Hanger Modules x8 16.640
Fighters x8 117.312
Remaining BCr Budget Balance: MCr8.173

Red (submitted by BP)

The Big Shot Class Assault Frigate is a powerful, no-nonsense ship for systems on a budget. Especially well suited for anti-pirate operations where the ’destroyed while being apprehended’ scenario is deemed acceptable. These ellipsoidal shaped vessels have an overall length of 36 meters, beam of 24 meters, and stand 24 meters tall - displacing some 10,000 cubic meters of lethal volume.

BIG SHOT CLASS ASSAULT FRIGATE Tons MCr
Hull 800 tons Hull 16 / Structure 16 80
Self-Sealing (No explosive decompression) 8
Armour Crystaliron 12 points 120 48
Jump Drive K Jump 3 55 100
Manuever Drive ªK Thrust 3 (TL 8) Gravitic 20.9 35.2
ªD Backup - Thrust 1 (TL 8) Gravitic 7.7 14.08
Power Plant ªK Rating 3 (TL 8) Fusion 42.9 70.4
ªEmergency Power 30 minutes full backup 4.29 7.04
Bridge ªBridge 22 4.4
Holographic Controls +2 Initiative DM 1
Hardened -1000 rads; Computer protection 1
Computer Model 4 Rating 20 (EMP protection above) 5
(15) Evade/2 -1 DM incoming fire; 2 Dodges 2
(10) Auto Repair/1 +1 repair DM or 1 repairs/round 5
(10) Intellect 1
(15) Jump/3 0.3
(15) Fire Control/3 6
Expert Pilot/2; Security/2; Agent/1 0.013
Astrogation/2; Gunner/2; 0.02
Sensors ªAdvanced Military +2 Sensor DM 3.3 2.2
Weapons ªLarge Particle Beam Bay VHY; Long Range (Optimal L/VL) 111.1 44
ªParticle Beam Barbette VHY; Long Range (Optimal L/VL) 5.5 8.8
ªParticle Beam Barbette VHY; Long Range (Optimal L/VL) 5.5 8.8
ª5 Triple Turrets Accurate (+1 attack DM), Easy Repair 5.5 5.5
ª Sandcaster; Missile Rack; Beam Laser 11
Screens Meson -2d6 damage; -2 crew radiation DM 50 60
Ammunition 45 Shockwave Missiles Neutralizes sand clouds 3.75 1.575
45 Mutli-warhead Missiles Thrust 8; 1d6x1d6 damage 3.75 1.575
35 Sandcaster Drums Laser & Beam protection; anti-missile 1.75 0.35
35 Chaff Drums -1 missile attack/sensors/remoting DM 1.75 0.35
Fuel 240 tons One Jump-3, or 24 weeks operations 240
ª20 tons 2 weeks operations 22
Fuel Scoops 1
Fuel Processors 40 tons/day 2 0.1
Staterooms 9 double occupancy 2 Eng.; 3 Pilots; 8 Gunners; 2 Troops 36 4.5
2 Officer; 1 Medic
ª18 Low Berths 2 Eng.; 2 Pilot; 8 Gunners; 4 Troops; 9.9 0.99
1 Office; 1 Medic
Extras
ªRepair Drones 8.8 1.76
ª10.2 tons Spare Parts 11.22 1.122
ªBreaching Tube 3.3 3.3
Armoury Includes Anti-Rad & Combat drugs 2 0.5
7 suits Combat Armor (TL 12) 2.1
7 PGMPs (TL 12) 0.14
3 Combat Drones with PGMPs 0.33
2 Autodocs 0.08

Tonnage and Cost (Includes architects fee) 799.91 554.01
Second Cost (Class 20% discount) 443.21
Total Squadron 997.22

ª - indicates armoured bulkhead; VHY = Very High Yield
Copyright 2010 JPP - Revision 1.5
 
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