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2009 PBEM Trillion Credit Squadron Tournament

A note on "secret" designs:

Finalize your designs. Email them to autoduelist [AT] gmail [DOT] com. Then the shooting can begin.

Does this sound okay with you guys? No use having a referee unless you can toss in a modicum of the whole "fog of war" thing, eh? Though I doubt face-to-face TCS tournaments were run that way....

Perfect. I just emailled you my "fleet"... Thanks for the referee'ing.
 
Question on HGS: Under the Design / Cargo / Other, it is checked off to Auto Calculate Cargo. What is this for? Is there some minimum requirement of cargo I'm not aware of? I uncheck it and put in 0 for a strictly military ship...
 
...Does this sound okay with you guys? No use having a referee unless you can toss in a modicum of the whole "fog of war" thing, eh?

Indeed it does, and yes :D

Excellent... </evil voice>

Hey! That's my line! Smithers, assault this charlatan for me!

;)

Now we're just waiting on far-trader to report in with his stats...

Soon...

...just painting the minis. Hah, I wish. Actually my new CT Sunburst dice came today. It's a Travellerific day! Just a few more MCr to shave off the budget and it's time to blow stuff up. Should finish it up tonight and get it off to you.
 
Question on HGS: Under the Design / Cargo / Other, it is checked off to Auto Calculate Cargo. What is this for? Is there some minimum requirement of cargo I'm not aware of? I uncheck it and put in 0 for a strictly military ship...

Nope, no requirement, it's just there to automatically use up the leftover tonnage in military designs and as the goal of commercial freighters. Might as well check the box again. Consider it extra rec space, a brig for prisoners, the Captain's private storeroom, "lost" tonnage unused, whatever. I usually like a moderate amount of cargo space for stores on military ships myself.
 
Dang. I finished the HGS design and was getting ready to send the final version, saved it, exported as text to maybe do a write up, went back to open the HGS file again and I'm getting "Invalid File". Gonna have to restore the final changes from the previous backup and memory if the text file is screwed too. But not now, I'm beat and heading for bed. Hmmm, wonder if it's foreshadowing of the coming battle...
 
Just popping in to let you know that I'm bowing out of the tournament. Hadn't realized there was a whole other book to get/grok to join in. I may join up with you later depending on how long it takes me to get to that stage. In the meantime I'll be keeping up on the tournament. Happy hunting.
 
Hmmm, wonder if it's foreshadowing of the coming battle...

SDS "Dagger" is on patrol, attempting to flush out the pirates. Unknown to the valiant crew, the pirate ship mainframe has suffered a chip malfunction and her crew has gone to bed while the Engineer reprograms the faulty chip.
 
Just popping in to let you know that I'm bowing out of the tournament. Hadn't realized there was a whole other book to get/grok to join in. I may join up with you later depending on how long it takes me to get to that stage. In the meantime I'll be keeping up on the tournament. Happy hunting.

Keep your eyes peeled for a copy of Adventure 5.

I don't think you strictly need for a game of Billion Credit Squadron though....

We'll see how this first game gones, though... I don't expect it to take more than a few weeks, but we just don't know, yet....
 
SDS "Dagger" is on patrol, attempting to flush out the pirates. Unknown to the valiant crew, the pirate ship mainframe has suffered a chip malfunction and her crew has gone to bed while the Engineer reprograms the faulty chip.

far-trader hasn't been trafficking in goods from the Cymbeline system, has he...? <gasp>
 
SDS "Dagger" is on patrol, attempting to flush out the pirates. Unknown to the valiant crew, the pirate ship mainframe has suffered a chip malfunction and her crew has gone to bed while the Engineer reprograms the faulty chip.

The chief engineer curses at the mainframe, slams her fist against the side of the diagnostic probe for good measure. The probe's screen flickers and goes dead. Dropping the "malfunctioning" probe into the tool kit she picks up the spanner, drops that back into the tool kit and picks up the BIG spanner. Stepping back she whacks the mainframe soundly. The clang rings through the bridge adjacent and the computer cheerily reboots...

"...whatever." Sticking her head out the hatch the chief engineer shouts "Cap'n, she's working again. We're good to go."

far-trader hasn't been trafficking in goods from the Cymbeline system, has he...? <gasp>

Have you seen the profit potentials? :D I mean, um, no. Of course not. It's interdicted for a reason isn't it. :smirk:
 
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SDS Dagger picks up a distant faint sensor contact. This could be it. Tense over the screen the Navigator studies the data. It is a ship, about 400tons, odd configuration? Curious, it seems to be damaged. It's reading as a dispersing debris field. No wait, energy readings. It's lauched small craft, three, no six, wait! Another a little larger than the first six. Eight bogeys. Another blip! A second ship like the first has just jumped in and is also launching small craft! WHAT! A third ship has jumped in! Soon the Navigator is reading twenty four distinct bogeys...
 
Now that I'm poking around designing ships:

Plasma gun = why? They cost more than Beam and Pulse lasers, they can only be mounted 2 per turret, they can only be fired at short range and they take many more guns to get the same USP code rating as both types of lasers.

At TL12 they get a +2 in USP, but then Fusion guns are available and they still barely can match lasers and still cost more.
 
Here are the ships:

Code:
Ship: Klotho (1 of 3 - Klotho, Lakhesis, and Atropos)

USP LC-47333S2-050000-00003-2 MCr 243.966 400 Tons
B B             1         1   Crew: 20
Bat             1         1   TL: 12

Cargo: 3.000 Frozen Watch: 1 Fuel: 132.000 EP: 12.000 Agility: 3 Marines: 5
Craft: 6 x 12T Light Fighter, 1 x 36T Armed Skimmer




Ship: Nona (1 of 3 - Nona, Decima and Morta)

USP AQ-0203311-730000-00001-0 MCr 32.937 36 Tons
B B             1         1   Crew: 1
Bat             1         1   TL: 12

Cargo: 0.340 Fuel: 14.280 EP: 1.080 Agility: 3
Fuel Treatment: Fuel Scoops and On Board Fuel Purification




Ship: K101 (1 of 18 - K101-K106, L101-L106, and A101-A106)

USP LF-0203321-730000-00001-0 MCr 19.080 12 Tons
B B             1         1   Crew: 1
Bat             1         1   TL: 12

Cargo: 0.000 Fuel: 1.000 EP: 0.360 Agility: 3
Fuel Treatment: Fuel Scoops




Ship: Dagger

USP FE-9333562-850100-00004-0 MCr 981.653 900 Tons
Bat Bear        1         1   Crew: 24
Bat             1         1   TL: 12

Cargo: 0.000 Fuel: 315.000 EP: 45.000 Agility: 3 Shipboard Security Detail: 1
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Here's how the game went before we declared a Tactical Victory for the Dagger:

Turn One:

Initiative: 1d6 on each fleet. No DM for Agility—all are at 3. +1 to the Klotho for having more ships. No bonus for tactics.

The Dagger and the 18 fighters are in the line of battle.

Dagger rolls 3 and Klotho rolls 3+1=4. The Klotho have initiative and move to long range.

Dagger rolls 5 against a fighter... and it is just barely a miss! (To-Hit 5, DM -3 for agility, DM +4 for computer, DM -2 for size. Net is 6+.)

The fighters cannot hit the Dagger. To-hit is 5, DM -3 for agility, DM -4 for computer, DM -1 for size. Net is 14+-- impossible to get on 2D6.

Turn Two:

Dagger rolls 5 and Klotho rolls 2+1=3. Dagger has initiative and moves to long range.

Dagger needs 6+ to hit a fighter, but rolls just a measly 4. Doh!



Please check my rulings for errors: I believe I have "shown my work" well enough for y'all to do so....

Good game guys!

Now... let's play it again with the same specifications. Anyone else that wants in is welcome. With these two example fleets on the table, you should know what you're up against now. Ron and Far-Trader are retooling their designs for a rematch; if you think you can take either of them down with a killer fleet, then get cracking on your ship architectures!

Running the game was relatively painless. A BCS round robin looks pretty feasible at this point.
 
"Klotho to all ships, execute plan B. The reserve is breaking off, the fighters will hold the line until the reserve is away. All fighters will then scatter and rendezvous at their pickup coordinates. The enemy can't chase you all down. To the one they do go after, try to go to ground and await our return. We shall return!"
 
"Captain, the enemy carriers are breaking off"

"Keep up the attack, see if we can get a hit on any of the fighters in the screen"

As the enemy carrier breaks off, the fighter screen scatters in all directions.

"Pick one unlucky fighter and follow him! We need to get lucky at some time. And send a message back to command, they need to know the pirate has escaped"
 
Pursuit:

Dagger rolls 9 against a fighter...

Dagger rolls 6 on surface table... DM +7 for armor; (DM +6 cancels out DM -6): the Weapon-2 hit destroys the factor 1 missile turret.
Dagger rolls 11 on radiation table... DM + 6: Weapon-1 hit does nothing. (?)

Automatic Criticals = 4 – 7/2 = 1
Dagger rolls 7 on critical table... Jump Drive Disabled (?)

Doh!

"If an indicated damage location on a ship does not exist, the damage is ignored."

Hurm... if small craft were not allowed to have armor, he'd be toast. As it stands, the fighter is "killed" on a 2, 3, or 10. It's captured on a 5.

[Wow... three turns to score one hit that has NO effect on the situation. The pain!]
 
...Dagger rolls 11 on radiation table... DM + 6: Weapon-1 hit does nothing. (?)

Scrubs the sandcaster.

Automatic Criticals = 4 – 7/2 = 1
Dagger rolls 7 on critical table... Jump Drive Disabled (?)

Doh!

"If an indicated damage location on a ship does not exist, the damage is ignored."

But it does scrub 1 point of armor. Each crit reduces target armor by one point in addition to the damage roll.

(run fighter, ruuun!)

:)
 
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