MgT 1MCr. Unit tournament

barnest2

Mongoose
Ok, so I may be almost totally influenced by a thread from almost a year ago, which was brought up recently (which I loved btw), but with some changes. So here we go.

Your budget is 1,000,000 credits, with which you have to put together a mercenary unit.
Books are the main one, military vehicles, and the CsC (also mercenary, but you will have to tell me exactly what it is, as I have left the book in a box somewhere).
Assume you can recruit as many men as you need.
Men come at 7,7,7,7,7,7, with 1 skill at 2 and 2 skills at 1.

The parameters otherwise are:
Tl 12
Must be able to operate in any terrain.
They do not have to be logisctically independant (i.e, they don't haveto bring their own fuel tankers and the like).
They cannot be totally air unit based (i.e, no fighter squadrons.)
Support has to be organic. No asking for arty or air support without paying for it. You're welcome to design the cheapest bomber in the world though.

Format of the tournament will be round robin. Participation is limited to four players (first come, first served). 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 use, targeting methodology, computer use, tactical philosophies, and so on in order to minimize the possibility of the ref mis-interpreting your intentions.

Submissions can be made on here or through PM if you want to keep it secret.

The contact will take place in a random location from the following list:
1. Urban
2. Open plain/ scrub land
3. Forest
4. Swamp
5. Desert
6. One of the above + rain/snow

There will also be a variable objective list, including:
1. assault/defend
2. patrol meeting
3. ambush

Any suggestion may well be added, especially in regards to terrain and objective lists.
 
Oh, and because I forgot.
Each man costs 10,000 Cr. to recruit (this is one month living plus expenses, according to CsC, and now includes training as well)
 
barnest2 said:
Oh, and because I forgot.
Each man costs only 1000 Cr. to recruit (this is one month living plus expenses, according to CsC)

Well it's a tight budget but ok, here's my first crack at it:

1,000 soldiers, no armour, whatever weapons they can pick up (sticks, stones, guns and ammo from fallen opponents... ) and whatever tech they capture. Wait, expenses? What expenses? Maybe I can turn that into more soldiers if we cut frivolous expenses :twisted:

OK, not really a serious entry (not sure I have time to do one up), but I do kind of wonder if sheer numbers could win the day, they might just run out of ammo before I run out of bodies :wink:
 
Ok then, additional ruling.
I will come find you and slap you if you suggest the above :D

No, but seriously, it's almost a valid tactic. Picking up what they find isn't really working, but sheer numbers could work... I would prefer we were sensible about this though, if that would be okay :)
 
Just for clarification (not promising or threatening an entry but... ) by "any terrain" from looking at your list I presume you mean they are shirtsleeve environments excepting the weather. No need for VaccSuits or the like correct?
 
yeah, its all on planet, you're not gonna need to kit your guys out with hazard suits :D

Also: Edits too the top, including the price of men: changed to 10,000
 
barnest2 said:
...

Also: Edits too the top, including the price of men: changed to 10,000

Aww, you were just worried about my unarmed milliaria above :twisted:

...not quite as threatening as a simple centuria :evil:

:wink: :lol:

Hey, actually, on the subject, what about better training? For more Cr of course. Thinking leader types and such with more skills/levels. Just an idea.
 
I was thinking about better training... and I will introduce it after this one, should it work alright. I want to keep it simple to start with if thats ok...

On that note, does anyone have a combat cheat sheet? Like with ranges and stuff on?
 
Well it's a tight budget but ok, here's my first crack at it:

1,000 soldiers, no armour, whatever weapons they can pick up (sticks, stones, guns and ammo from fallen opponents... ) and whatever tech they capture. Wait, expenses? What expenses? Maybe I can turn that into more soldiers if we cut frivolous expenses

Not a bad plan - even 100 guys with sharp sticks is hard to stop if you can't afford much in the way of automatic weapons.

Money is tight. With only MCr1 to play with, you can't afford even a single suit of battle dress, so heavy infantry is a pipe dream. For that matter, even a couple of guys in combat armour will all but break the bank.

Realistically, it's a short rifle platoon with maybe three or four heavy(ish) weapons and/or a transport. Having enough ammo for an extended fight will be a problem too, especially with the Far-Trader 1st Pointy Stick Company waiting in the wings.



Hmm.... first attempt:


Ninja Company*

A sneaky recon force, designed to operate on long patrols, hiding by day and blowing things up by night...

Operates in 5 teams of 5 (2 Scouts and 1 each of Team Leader, Gunner, and Support), co-ordinated by a Company leader and two Medics, with an additional attached Gunner. Led to their objectives by the unit's scout/snipers, with silenced weapons readied whilst manouvring (almost invariably at night). Comms silence is observed wherever possible, and contact is avoided where possible until an enemy has been properly located. Ambushes and night attacks are favourites, with one of the unit's favourite (and most irritating) habits is to retreat or advance so as to drive or lure an enemy into an area mined with numerous pocket nukes.

TOE

Company Leader: Tactics (Military Tactics)/2, Gun Combat (Slug Rifles)/1, Recon/1
Cr 10,000

Weapons:
TL9 Flechette Rifle - TL8 Silencer, TL10 Laser Sight, TL4 Magnification Scope, TL9 Gyro-Stabilizer and Bipod. 4 Reloads
Cr 1,715

Armour:
TL8 Flak Jacket over TL9 Protec Suit - Eye Protection, IR Chameleon, TL12 Transceiver, Commdot, Rebreather and TL9 IR/LI Goggles
Cr 7,710

Gear:
Tent - TL12 Chameleonic Fibres (Shared W/Gunner)
TL8 Binoculars
TL12 Hand Computer/3 - Intelligent Interface, Intellect/1, Expert Tactics (Military Tactics)/1
TL8 Tactical Relay Hub
TL10 Rescue Transponder
Cr 24,250

Total Cr 43,475 x 1


Medic: Medic/2, Gun Combat (Slug Rifles)/1, Leadership/1
Cr 10,000

Weapons:
TL9 Flechette Rifle - TL8 Silencer, TL10 Laser Sight, TL4 Magnification Scope, TL9 Gyro-Stabilizer and Bipod. 4 Reloads
Cr 1,715

Armour:
TL8 Flak Jacket over TL9 Protec Suit - Eye Protection, IR Chameleon, TL12 Transceiver, Commdot, Rebreather and TL9 IR/LI Goggles
Cr 7,710

Gear:
Tent - TL12 Chameleonic Fibres
TL8 Binoculars
TL12 Adhesive Bandages
TL10 Trauma Pack
TL12 Medikit
2 x Clotting Aid Bottles
Cr 15,200

Total Cr 34,625 x 2


Team Leader: Leadership/2, Gun Combat (Slug Rifles)/1, Explosives/1
Cr 10,000

Weapons:
TL9 Flechette Rifle - TL8 Silencer, TL10 Laser Sight, TL4 Magnification Scope, TL9 Gyro-Stabilizer and Bipod. 3 Reloads
Cr 1,705

Armour:
TL8 Flak Jacket over TL9 Protec Suit - Eye Protection, IR Chameleon, TL12 Transceiver, Commdot, Rebreather and TL9 IR/LI Goggles
Cr 7,710

Gear:
Tent - TL12 Chameleonic Fibres (Shared W/Gunner)
TL8 Tactical Relay
TL7 Motion Sensor
Pocket Nuke
Cr 28,800

Total Cr 48,215 x 5

Scout: Recon/2, Gun Combat (Slug Rifles)/1, Navigation/1
Cr 10,000

Weapons:
TL8 Sniper Rifle - 3 Reloads
TL9 Flechette Carbine - TL8 Silencer, TL10 Laser Sight, TL4 Magnification Scope, TL9 Gyro-Stabilizer and Bipod. 3 Reloads.
Cr 14,780

Armour:
TL8 Flak Jacket over TL9 Protec Suit - Eye Protection, IR Chameleon, TL12 Transceiver, Commdot, Rebreather and TL9 IR/LI Goggles
Cr 7,710

Gear:
Tent - TL12 Chameleonic Fibres (Shared w/Support)
TL8 Binoculars
Cr 8,950

Total Cr 32,940 x 5

Gunner: Athletics (Endurance)/2 Gun Combat (Heavy Weapons)/1, Gun Combat (Slug Rifles)/1
Cr 10,000

Weapons:
TL10 Single Drum Autocannon - TL9 Gyro-Stabilizer, TL12 Bio-Mass Rangefinder and Tripod. 3 Reloads
TL9 Flechette Carbine - TL8 Silencer, TL10 Laser Sight, TL4 Magnification Scope, TL9 Gyro-Stabilizer, TL8 Underslung Grenade Launcher and Bipod. 3 Reloads, 10 EMP Grenades
Cr 15,180

Armour:
TL8 Flak Jacket over TL9 Protec Suit - Eye Protection, IR Chameleon, TL12 Transceiver, Commdot, Rebreather and TL9 IR/LI Goggles
Cr 7,710

Gear:
None

Total Cr 32,890 x 6

Support: Gun Combat (Heavy Weapons)/2, Gun Combat (Slug Rifles)/1, Athletics (Endurance)/1
Cr 10,000

Weapons:
TL10 ARMP - TL10 Laser Sight. 9 Reloads
TL9 Flechette Carbine - TL8 Silencer, TL10 Laser Sight, TL4 Magnification Scope, TL9 Gyro-Stabilizer, TL8 Underslung Grenade Launcher and Bipod. 3 Reloads, 10 EMP Grenades
Cr 14,480

Armour:
TL8 Flak Jacket over TL9 Protec Suit - Eye Protection, IR Chameleon, TL12 Transceiver, Commdot, Rebreather and TL9 IR/LI Goggles
Cr 7,710

Gear:
None

Total Cr 32,190 x 5



Cost for 5 teams: Cr 854,175
Cost for command element: Cr 111,925

Total: Cr 1,000,000


*Been reading Clear & Present Danger. Ninja, in fact, rules the jungle.
 
It would be perfect (and very cool to see fight) if it wasn't for the TL14 gauss rifle. Check top post, TL 12 limit, so that will need to be downgraded. Otherwise they look cool
 
In a forest environment, my guys would probably get owned by that. In a more open environment (plain or desert), however, they're going to have considerable trouble finding somewhere to hide...
 
Ah damnit. Looked through and missed that - I was surprised not to see a TL limit but thought what the hell.

Okay....reworking. Will edit above.


Changes as added:

Downgraded VRF Gauss to an Autocannon. Single drum only, as twin drum weapons can only be mounted/emplaced. It's still a shedload of dead weight, though (as, with hindsight, was the VRF Gauss), so have reversed the Gunner's Gun Combat and Athletics skill to compensate - I don't want him slowing the force down...

Added underslung g/launchers and EMP grenades to all heavy weapons troopers

Added an extra Scout per team (so now both point and tail-end-charlie have Recon/2)

Added a Gunner to the command element (bunking with the company commander) to give the force a total of 6 heavyweight automatic weapons.

Medics receive two bottles of clotting agent each (sufficient for 4 days combat ops for the whole force)

Company Commander receives a rescue transponder - just in case.
 
Wish I had the time...

Just to toss a few ideas out there:
* Grenades and a few launchers are cheap
* Athletics gives throwing and running advantage

To win - only one PC has to 'survive' :twisted:
(A fast bike and combat drugs - who cares if it dies later...)
 
For the ARMP, I'm assuming that's ten rounds of ball... I would love to see that used against a person

Bio-mass rangefinder and laser sight. The phrase you're looking for is 'Boom! Headshot!'.

10d6 damage is just a flesh wound, right?



In a more serious vein, yes, it's sort of overkill to use it on people. It's there to give the unit some anti-light-vehicle capability - the main anti-heavy-vehicle capability being the classic light infantry response of "run away and hide".
 
Good good.

Well, i'm still looking for up too two more. I will wait at least a day, and then I can still take entries as more round can be added easily enough.

So far it looks interesting, the large infantry unit of the 501st irregulars and the elite scouts of Ninja Company. I would hate to see that be the only combat though, come on guys :D
 
If the option had been there to buy improved skills, I would probably have gone with a smaller team too, and spent most of the money on better armour and a few extra skills. When you're buying equipment for fifty people, 1MCr doesn't go very far.
 
When you're buying equipment for fifty people, 1MCr doesn't go very far.

More than anything, it puts into perspective how ludicrously expensive higher TL equipment is; the fact that what is a pretty heavily armed TL12 platoon costs less than a quarter of Imperial Marine Corps infantryman on the hoof - assuming what is supposedly the standard gear of a TL14 suit of battledress and a plasma weapon of some description.

Seriously, that's a loaded out company sized force for each guy. Battledress isn't that good, is it?



If the option had been there to buy improved skills, I would probably have gone with a smaller team too, and spent most of the money on better armour and a few extra skills. When you're buying equipment for fifty people, 1MCr doesn't go very far.



Hmmm - to try and prove a point, in fact: a second entry


Infantryman Thirty-Seventh Class "Get-Your-Hair-Cut" Vincent


Trooper - Vacc Suit/1, Gun Combat (Man Portable Artillery)/2, Tactics (Military Tactics)/1
TL12 Advanced Subdermal Armour Implant
TL12 Ballistic Tracking Lenses Implant
TL12 Neural Comm Implant
TL12 Skill Augmentation (Gun Combat) Implant

Cr 355,000

Weaponry
TL12 Plasma Gun, Man Portable
TL10 Laser Sight
TL12 Bio-Mass Rangefinder
TL4 Magnification Scope
TL9 Gyrostabilizer

Monoblade

Cr 22,275

Armour
TL12 Combat Armour over TL9 Protec Suit
TL12 IR Chameleon
TL12 Helmet Reader
TL9 Motion Sensor
TL5 Geiger Counter
TL12 Portable Radiation Imaging System
Smart Fabric
TL10 Internal Medikit

Cr 322,100

Pharmacopaeia
TL12 Trauma Pack
TL10 Metabolic Accelerator
TL10 Combat Drugs
TL10 Meta Performance Enhancer
TL8 Anti-Rad Drugs
TL9 Clotting Aid (1 Bottle)

Cr 6,800

Recon/Comms Suite
TL9 Battle Computer
TL10 Radio Jammer
TL12 Radio Transceiver
TL11 Laser Transceiver
TL12 Holographic Projector
Map Box
TL12 Hand Computer/3
Intelligent Interface
Intellect/1
Expert Tactics (Military Tactics)/1

Cr 115,850

Mobility
TL12 Grav Belt
TL11 Autopilot
Cr 103,000

Bonded Probe Drones (2)
TL11 Probe Drone
Integral Computer/3
Intellect/1
Expert Recon/2
Expert Comms/1
Integral TL12 Radio Transceiver
Integral TL11 Laser Transceiver
Integrated TL12 Portable Radiation Imaging System

Cr 35,875 x 2

Total Cr 996,775


A second-rate hitman discharged from regular Marine Boot Camp for Conduct Unbecoming, Insubordination, Theft, Arson, and (most seriously of all) Being An Irritating Prat In The Presence Of Your Drill Sergeant, You 'Orrid Little Nurk, Vinnie's military career only survived when he was recruited into what can only be described as a suicide squad - tanked up on massive quantities of combat drugs, equipped with a million credits worth of knock-off copies of proper marine gear and grav-dropped into an area with orders to hunt for other military units and 'go nuts'.

Vinnie loves it, and has so far been successful in that he is one of only a handful of troopers to be deployed twice - the troopers trigger their combat pharmacopaeia before engaging in combat (they are an all-or-nothing proposal, one cannot trigger only one of them) then, post combat, unfortunately discover that the combined crash effects are somewhat more internally damaging than just being shot with a gauss rifle....
 
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