All,
Back by popular demand, this is the second in a series of TCS-style space combat tournaments.
Parameters are as follows:
Rules set for all design and combat are MgT core rulebook and MgT Book 2: High Guard.
1) Budget: 1BCr (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 (no discount).
2) Tech Level: TL-13
3) Performance: Sustained Jump 4, Thrust 2 minimum
4) Crews: All crews experienced (+2 to all checks), 30 pilots max
5) Other Requirements:
a) 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.
b) Fuel Processing: The squadron must be able to process all fuel within 48 hours.
6) House Rules:
a) Initial detection shall be resolved using the sensor detection ranges in the Core Rules (pg. xx). A force attacked prior to detecting the enemy shall be considered surprised and unable to act in the combat phase of the first round.
b) Armor, Armored bulkheads, Hull, and Structure may not be repaired during combat
c) A ship may repair a maximum of three hits per section per turn
d) A system may have a maximum of three hits repaired on it during one combat
e) Once a system is “destroyed” (per Core rules pg 151?), it can not be further repaired during combat
f) Damage control personnel may have no other duties
7) Special Rules: none.
Format of the tournament will be elimination or round robin, depending on number of entrants.
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: squadron formation, 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.
Due date to sign up is 16 Apr. Due date for submissions and standing orders is 3 May.
Back by popular demand, this is the second in a series of TCS-style space combat tournaments.
Parameters are as follows:
Rules set for all design and combat are MgT core rulebook and MgT Book 2: High Guard.
1) Budget: 1BCr (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 (no discount).
2) Tech Level: TL-13
3) Performance: Sustained Jump 4, Thrust 2 minimum
4) Crews: All crews experienced (+2 to all checks), 30 pilots max
5) Other Requirements:
a) 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.
b) Fuel Processing: The squadron must be able to process all fuel within 48 hours.
6) House Rules:
a) Initial detection shall be resolved using the sensor detection ranges in the Core Rules (pg. xx). A force attacked prior to detecting the enemy shall be considered surprised and unable to act in the combat phase of the first round.
b) Armor, Armored bulkheads, Hull, and Structure may not be repaired during combat
c) A ship may repair a maximum of three hits per section per turn
d) A system may have a maximum of three hits repaired on it during one combat
e) Once a system is “destroyed” (per Core rules pg 151?), it can not be further repaired during combat
f) Damage control personnel may have no other duties
7) Special Rules: none.
Format of the tournament will be elimination or round robin, depending on number of entrants.
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: squadron formation, 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.
Due date to sign up is 16 Apr. Due date for submissions and standing orders is 3 May.