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MGT Only: Warship design for my pocket empires campaign

Brandon C

SOC-13
This seems to be more appropriate here than the IMTU forum since this is more about design than the setting. . This is a "small ship" setting with empires of 6-15 star systems.

All ships are streamlined and all turrets are triple weapon turrets. All small craft are from the core book or High Guard. I am strongly considering, ofr simplicity, to strip away some of the added capital ship complications. No customized hit locations, only core book computers, etc.

Dreadnaught: 6,000 tons, armor 15, J3, 4G, 2 large meson bays, 2 large missile bays, 26 particle beam barbettes, 30 beam laser turrets, 6 maintenance pods, 4 multi-role fighters, 2 ship's boat, boarding craft, modular cutter

Battleship: 5,000 tons, armor 12, J3, 4G, 2 large meson bays, 2 large missile bays, 16 particle beam barbettes, 30 beam laser turrets, 5 maintenance pods, 4 multi-role fighters, 2 ship's boat, boarding craft, modular cutter

Fleet carrier: 5,000 tons, armor 6, J3, 4G, 10 particle beam barbettes, 40 beam laser turrets, 2 launch tubes (light fighters), 5 maintenance pods, 30 light fighters, 8 multi-role fighters, 3 ship's boat, boarding craft

Heavy cruiser: 4,000 tons, armor 10, J3, 4G, large meson bay, large missile bay, 12 particle beam barbettes, 26 beam laser turrets, 4 maintenance pods, 4 multi-role fighters, 2 ship's boat, boarding craft, modular cutter

Light cruiser: 3,000 tons, armor 8, J3, 4G, large meson bay, large missile bay, 6 particle beam barbettes, 22 beam laser turrets, 3 maintenance pods, 4 light fighters, 2 ship's boat, boarding craft, modular cutter

Escort carrier: 3,000 tons, armor 3, J3, 3G, 6 particle beam barbettes, 24 beam laser turrets, launch tube (light fighters), 3 maintenance pods, 20 light fighters, 4 multi-role fighters, 2 ship's boat, 2 boarding craft

Destroyer: 2,000 tons, armor 6, J4, 4G, small torpedo bay, 18 beam laser turrets, 2 maintenance pods, 4 light fighters, 2 ship's boat, boarding craft, modular cutter

Destroyer escort: 1,000 tons, armor 4, J4, 4G, 4 torpedo barbettes, 6 beam laser turrets, maintenance pod, launch, G/carrier

Frigate: 600 tons, armor 4, J3, 4G, 2 torpedo barbettes, 4 beam laser turrets, launch, G/carrier

Patrol corvette (patrol cruiser): 400 tons, armor 4, J3, 4G, 2 beam laser turrets, 2 missile turrets, ship's boat, G/carrier

Escort corvette: 200 tons, armor 4, J2, 4G, beam laser turrets, missile turret, launch

I have not done any work on troop ships or support vessels yet.
 
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Is this full TL15? If so I assume a full ND/MS/Sand defensive suite for most everything but the smaller ships.

Repulsors have to be part of the mix, if that is a valid MT system.
 
Is this full TL15? If so I assume a full ND/MS/Sand defensive suite for most everything but the smaller ships.

The dreadnaught is TL15. The others are lower.

I decided not to use sandcasters since a full aray of beam lasers works well vs missile.

I have considered dropping meson weapons, replacing the meson bays with particle beam bays.

Despite my love of railguns, I have decided not to use them as standard on any warships.

Repulsors have to be part of the mix, if that is a valid MT system.

I might have missed those in High Guard. I won't be using back globe generators.
 
Repulsors have to be part of the mix, if that is a valid MT system.

I'm afraid you missread something, this thread is labeled as MgT, not MT, and, AFAIK (there are some books I have not access to, as MgT:TCS) there are no repulsors in MgT.

I decided not to use sandcasters since a full aray of beam lasers works well vs missile.

Even a few sandcasters give you a DM of -1d6 (-2 if they are less tan 90% of the missiles/lasers attacking you) in the barrage roll against you. See that even a single sand turret would give you this modifier, if you take RAW.

I guess some of them would be useful, not only against missiles (that I consider nearly useless in MgT, see this post), but also against lasers.
 
I'm afraid you missread something, this thread is labeled as MgT, not MT, and, AFAIK (there are some books I have not access to, as MgT:TCS) there are no repulsors in MgT.

Hmm, the man had it noted as MT in there not MgT, so I think that was a logical conclusion.

I'm not investing in MgT to the point of getting it's version of HG, so good to know. Generally speaking MgT just from the basic $1 book I picked up looks like it's own animal, so guess it depends if you like it's effects and POV. Things to like and dislike about it.
 
Fleet carrier: 5,000 tons, armor 6, J3, 4G, 10 particle beam barbettes, 40 beam laser turrets, 2 launch tubes (light fighters), 5 maintenance pods, 30 light fighters, 8 multi-role fighters, 3 ship's boat, boarding craft


Escort carrier: 3,000 tons, armor 3, J3, 3G, 6 particle beam barbettes, 24 beam laser turrets, launch tube (light fighters), 3 maintenance pods, 20 light fighters, 4 multi-role fighters, 2 ship's boat, 2 boarding craft

Minor point, but as the Multi role fighters in the HG book are 20 ton designs, they cannot use the carriers launch bays. This means the fleet carrier can scramble all 30 of its fighters in about 9 minutes, but it would take over 45 minutes to get all 8 multi role fighters aloft (in game terms, you can get launch all 10 ton fighters in a round and a half, but it takes a round per fighter for the multi roles.)

I would suggest paying the extra 250 tons for the 20 ton tubes, as otherwise it just seems a bit... peculiar for a carrier to have strike craft it can't rapidly launch.


I have no access to as MgT:TCS

I do. their are still no Replusors, though their are a few intrestings things in that book. Most of it is Tourney and campaign rules, but a few pages of new ship parts were added, of which the most intresting are Spinal Railguns (only reaches out to medium range, but can ignore 3 points of armour for every 100 damage, and only loose 20 damage for every remain point or armour, which means a TL 10 or 11 ship can mount a spinal that can actually hurt a max armoured ship of its TL) .
 
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I do. their are still no Replusors, though their are a few intrestings things in that book. Most of it is Tourney and campaign rules, but a few pages of new ship parts were added, of which the most intresting are Spinal Railguns (only reaches out to medium range, but can ignore 3 points of armour for every 100 damage, and only loose 20 damage for every remain point or armour, which means a TL 10 or 11 ship can mount a spinal that can actually hurt a max armoured ship of its TL) .

I've read about those new toys for ships in TCS, that why I specified I have no access to it. TY for the details.
 
Minor point, but as the Multi role fighters in the HG book are 20 ton designs, they cannot use the carriers launch bays. This means the fleet carrier can scramble all 30 of its fighters in about 9 minutes, but it would take over 45 minutes to get all 8 multi role fighters aloft (in game terms, you can get launch all 10 ton fighters in a round and a half, but it takes a round per fighter for the multi roles.)

I misread the launch tube rules (I only got MgT HG about three weeks ago) and I thought launch tubes were for a specific sized craft, not a specific sized craft or smaller. I can convert the two 10-ton capacity tubes to one 20-ton capacity tube in the fleet carrier and this should solve the issue. At 5,000 total tons, I don't think I can have two 500-ton launch tubes without seriously hurting performance elsewhere.

For the escort carrier, I don't think the increased volume is worth it just for four 20-ton fighters.Options include only using 10 ton fighters or replacing the four multi-role fighters with two (rather limited) torpedo boats.
 
why mongoose has no repulsers?

What is up with no repulsers in Mongoose High Guard?

The Repulser is Cannon for CT--right out of High Guard and are great anti fighter/small craft and anti missile system. Especially if used with with slug throwers that Mongoose does offer--as the slug thrower now has an relatively immobile target to hit..
 
What is up with no repulsors in Mongoose High Guard?

And no plasma guns. Also, bays eat up hardpoints much different than in CT/<T/GT.

The Repulsor is Canon for CT--right out of High Guard and are great anti fighter/small craft and anti missile system. Especially if used with with slug throwers that Mongoose does offer--as the slug thrower now has an relatively immobile target to hit..

I want fighters to be somewhat useful (a small-ship universe helps here).

MgT railguns makes me think of EarthForce cruisers in Babylon 5 ...

I have also decided to replace all the torpedo barbettes/bays listed for the ships with particle beam barbettes/bays, due to the effectiveness of anti-missile fire.
 
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