I went ahead and posted this here.
Can someone give me an example of a TL 11 2000 hr chemical battery, assume PP Y: 70 tons, 182 MCR for a 1000 ton hull.
Ok... 2000 hours. 1000Td hull.
1000Td requires plant E for a PP1.
Fusion E is 16Td and MCr40.
Thus Chemical Batteries have a base of 16Td and MCr160 per 1000 hours, for TL11-14. TL 7-10 are 20Td and MCr160 per 1000 hours, while TL 15+ are 12Td and MCr320 per 1000 hours.
So, to get that 1000 hours performance in that 1000 Ton Hull, you need two units for MCr 320 and 32 Td.
What's happening here: 1000 hours is the same as a PP1 for that hull in tonnage - the minimum PP1 is an E, for 16Td and MCr40 - but costs 4x as much, or MCr160. HG, p 42.
TL 11-14 is the baseline for power plants - TL 8-10 is the low-tech range, and TL 15+ the high tech range for power plants; the chemical batteries are a power plant, so this applies. HG, p. 53. Pg 42 notes that TL7 batteries are the same as TL8 ones.
You want 2000 hours, so we install two of these units, per p. 42. If you wanted 1500 hours, that would be 1.5 of these units.
Note that this is coasting time. Combat is said to be 1000x as much use - but MGT as written provides no power point system, so we do not know what the usage is for "under thrust but not firing weapons," etc.
To be blunt, I suspect a table is missing from HG... because batteries should change more per TL than is shown, and the PP TL rules are explicitly about Fusion, but since they work well enough for other PP's...
MMgTU uses variant design rules... because there is so much glossed over in the MgT ship design rules that I find them unable to sustain even my generous
WSOD.