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TCS and expendables magazines

For TCS (Trillion Credit Squadron) I have the following question:
What are the requirements for missile (and other expendables) magazines?

Please cite your CT source in your response. I haven't found anything about magazines in HG or TCS so I am supposing that during a TCS tournament one has an unlimited supply of missiles (and other expendables like sand) for combat resolution.

I have the FFE 002 reprint (which includes TCS), so I already know those parameters for the 2004 tournament.
 
For TCS (Trillion Credit Squadron) I have the following question:
What are the requirements for missile (and other expendables) magazines?

Please cite your CT source in your response. I haven't found anything about magazines in HG or TCS so I am supposing that during a TCS tournament one has an unlimited supply of missiles (and other expendables like sand) for combat resolution.

I have the FFE 002 reprint (which includes TCS), so I already know those parameters for the 2004 tournament.
 
Missile magazines were included in 1st edition High Guard but dropped from second edition. The rules rely on the weapon points to rating table which was totally revised for second edition. The magazines themselves were only necessary for planetary bombardment, they placed no limit on the number of turns of missile fire.

According to book 2 one missile rack holds three ready missiles, a triple turret therefore has nine. One these have been fired the gunner has to reload the launcher. The same applies to sandcasters. So you could lmit missile launchers and sancasters to only three turns of use. But the size of missiles (50kg) means that even a 1dt magazine is going to be able to hold a lot of them, hence High Guard and Trillion Credit Squadron assume an unlimited supply for combat purposes.
MT introduced the idea of battery rounds, and gives the volume of a missile as 0.1 cubic metres.
Thus a 13.5 cubic metre MT dt could hold 135 missiles.
 
Missile magazines were included in 1st edition High Guard but dropped from second edition. The rules rely on the weapon points to rating table which was totally revised for second edition. The magazines themselves were only necessary for planetary bombardment, they placed no limit on the number of turns of missile fire.

According to book 2 one missile rack holds three ready missiles, a triple turret therefore has nine. One these have been fired the gunner has to reload the launcher. The same applies to sandcasters. So you could lmit missile launchers and sancasters to only three turns of use. But the size of missiles (50kg) means that even a 1dt magazine is going to be able to hold a lot of them, hence High Guard and Trillion Credit Squadron assume an unlimited supply for combat purposes.
MT introduced the idea of battery rounds, and gives the volume of a missile as 0.1 cubic metres.
Thus a 13.5 cubic metre MT dt could hold 135 missiles.
 
TCS specifically states that missiles are replenished without cost.

TCS and HG2 have no rule regarding how many missiles a bay can hold. apparently there is no limit to the number of salvos that can be fired from a bay.

I found this unacceptable and figured out missile volumes, using book 2 as a basis. the description there closely matches a modern sidewinder, and using that as a basic missile model I came up with thirty missiles per half-ton volume. assuming half of a bay is taken up by various equipments and sensors a fifty-ton bay holds fifty thirty-missile salvos, and a hundred-ton bay holds one hundred thirty-missile salvos.

how many salvos a missile bay can hold greatly affects HG2 combat in certain situations, and therefore ship design and employment. you'll have to reach your own conclusion.
 
TCS specifically states that missiles are replenished without cost.

TCS and HG2 have no rule regarding how many missiles a bay can hold. apparently there is no limit to the number of salvos that can be fired from a bay.

I found this unacceptable and figured out missile volumes, using book 2 as a basis. the description there closely matches a modern sidewinder, and using that as a basic missile model I came up with thirty missiles per half-ton volume. assuming half of a bay is taken up by various equipments and sensors a fifty-ton bay holds fifty thirty-missile salvos, and a hundred-ton bay holds one hundred thirty-missile salvos.

how many salvos a missile bay can hold greatly affects HG2 combat in certain situations, and therefore ship design and employment. you'll have to reach your own conclusion.
 
And while it's not a CT source, the new Power Projection:Fleet miniatures rules also include rules for magazines, ammo cost and ammo resupply, which could be very easily retrofitted into a TCS campaign, since the PP:F campaign game is based heavily on TCS in the first place.
 
And while it's not a CT source, the new Power Projection:Fleet miniatures rules also include rules for magazines, ammo cost and ammo resupply, which could be very easily retrofitted into a TCS campaign, since the PP:F campaign game is based heavily on TCS in the first place.
 
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