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A CONTEST: Mercenary Unit Ticket

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Oh sure, welcome everyone else to the contest, but don't mention me
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Just teasing Bryan.
 
Rules of the Game, part One


Contest: Dream Tickets


Phase One: to build a mercenary unit,
Phase Two: to asses and accept a proposed ticket
Phase Three: to plan said ticket.


The Purpose of the Contest: to test the contestant in the following areas:
Building the unit, assessing the mission and parameters (thru on board input and email inquiry) and planning the mission (plan to be examined by the judges)

CRITERIA: Anyone may enter, under the following rules.

A. Any contestant must be prepared to meet deadlines for contest. Failure to meet deadline results in disqualification. Deadlines will be publicly posted.

B. Anyone is eligible, provided that: they are not a judge and that they are prepared to provide a valid email address for the purposes of confirmation/clarification by the judges.

C. No contestant may enter more than once- while multiple persons may collaborate only one unit may be entered. (Bill, Bob, and Joe may plan a merc unit jointly, but if they collaborate they may only enter a single unit)

D. Each contestant may name his unit as he sees fit, within the reasonable realms of good taste. Criteria for this is simple, follow the same rules as this board. Profanity or vulgar display is not tolerated.

E. Each contestant must "declare" his unit, and only one unit per contestant. If a collaboration, the team must "declare" their unit. In effect, the contestants sign their work.

F. APPEAL: All contestants may APPEAL their unit one time and one time only, should the unit not meet the standards of the contest. The Appeal may only be for the following reasons:

f.1. Failure to meet deadline (reasonable excuses will be acceptable, but be advised that the judges will be inclined to be strict in their criteria, as all deadlines will be minimum two weeks from posting on the thread)

f.2. Board inaccessibility. Note, this does not refer to the contestant’s ability (which is the contestants responsibility) but is in event of site failure or site issues that do not allow ready access.

f.3. Loss of entry. Should the contestant’s entry be delayed or lost to the vagaries of the Internet, the judges will be favorably inclined to an Appeal. This is something all have had happened; however, it will be subject to review by the judges.

G. DEADLINES. All deadlines will be publicly posted, and will be amply stated. All deadlines will be a minimum of two weeks (14 days) from the initial posting, and will run from midnight to midnight EST of the posted dates. Failure to meet deadlines will result in disqualification.

A cardinal virtue in all military operations is the ability to meet timetables: this rule reflects this and especially in matters of Phases TWO and THREE will be strictly adhered to. Barring matters of Appeal, there will be NO exceptions.


CONTEST PHASE ONE: Mercenary Unit Buildup.

SCENARIO

YOU, the contestant, are a merc commander looking to form a unit. Military Assets of Annapabar LLC, a financial institution specializing in military investments has underwritten you to the tune of 24 megacreds.

1.It is presumed that for our purposes you have spent the last year forming the infrastructure, hiring and recruiting, and are now looking for your very first ticket as a military mercenary entity.
1.a. NOTE: this will be the unit the contestants will be committed to to utilze in phases TWO and THREE. ONCE COMMITTED the contestant may not change his unit.

2. The following criteria apply to all contestants:
You are possessed of a base. Cost: 2 megacreds on a 5 years lease for 1800 hectares. It has all barracking and field necessary. This is a one-time expenditure that will be deducted form the contestant’s initial fund.

2.a. NOTE: a contestant MAY opt to forgo basing costs, HOWEVER; there will be a variable penalty attached to the contestants recruiting ability, to reflect the attendant housing shortage and inability to provide housing for troops. Should any contestant opt to do so, notify the judges publicly via this thread. WARNING: The judges will present the variable, the player ONCE COMMITTED must abide by their decision.

2.b. Therefore, all contestants start with an overall fund of 22 megacreds.

3. Any unit may be built up to a TL 13 standard, but remember, your'e on a budget, and high tech doesn’t guarantee success.

4. Unit can be built or equipped as large or as small as contestant sees fit, within his budget. This includes all vehicles, weapons and facilities he chooses.

4.a. NOTE: budget of 22 megacred, barring the above exception, is uniform and non negotiable: no other monetary sources are allowed.

5. For the purposes of this contest, the following references may be used: Traveller T20 as the standard, as well as TA1 Weapons, TA3, Ground Vehicles, TA6 Grav Vehicles, and TA8 Watercraft. Only standard designs, as per the approved references may be approved: “homebrew “ designs will not be approved.
While other publications such as Striker or SJG Ground Forces might be appropriate, they are not necessarily always available, and so will not be regarded as the standard. I recognize this will seem a bit loose, but in the interest of uniformity I would stress that these be our standard references. This is to provide the contestant and Judges an equally accessible as well as uniform standard.

6. JUDGING CRITERIA: the contestants are judged on the following:

Practicality - possible 5 points
Completeness of unit - possible 5 points
Ability to provide for troops needs - possible 5 points
Commercial Viability - possible 5 points
Under/over budget - possible 5 points, given one point per 2 megacreds under budget.

A total points score of 25 is therefore possible, given a perfect score and 10 megacred under budget.

SPIRIT OF THE JUDGING: As an insight to the contestant, the spirit of the judges will be to look at all entries in the matters of and favoring those of realism. Ultimately, militarily, would this unit work?
Were we to use literary references, think hard SF military, such as Honor Harrington Series, Hammers Slammers, Falkenburgs Legion and others. Space Operatic or “munchkin” units would likely fail these criteria. Remember, a high tech unit may appeal to the casual player, but here we are shooting for a much more realistic paradigm.

HINTS: The judges will be looking at a host of issues, none of which will be discussed here (we aren’t providing a primer on how to build your unit, that’s your problem) but here is a definition of what we are after:

Practicality- Brass tacks, does it work? Would this unit, realistically fielded, not only survive in combat but as a business making entity? Is it self-sufficient?

Completeness of unit: Is the unit complete and viable? Helpful hint: yes, we WILL be regarding inclusion of support and such elements!

Ability to provide for troops needs: Pretty much as it says. A unit unable to provide for the troops needs will not last long. Remember, the unit as built is your tool to use in Phases TWO and THREE, and this is where this will be most heavily felt.

Commercial Viability: Can the unit actually work as a viable commercial entity? In other words, has it a profit making potential? Those drawing up units for a single mission will be at a grave disadvantage in these criteria, which will be weighted to self-sufficiency and the unit’s potential versatility.

Under/over budget: This is pretty much self-explanatory. NOTE: a unit, drawn up under budget, may use its remaining funds as a working capital in Phases TWO and THREE.

6.a. WARNING: as per above statement, contestant must utilize this unit in Phases TWO and THREE; if he renders his unit militarily unviable at this stage, he may not be able to succeed in the following phases. BE ADVISED ACCORDINGLY.
 
Rules of the Game, part 2

Mercenary Wages:
The following are the rates for Basic (green troops). There are troops who, however trained, have not seen combat.

Rank Salary Shares

E1 Cr300 1
E2 Cr400 2
E3 Cr500 3
E4 Cr600 4
E5 Cr700 5
E6 Cr800 6

O1 Cr1000 7
O2 Cr1200 8
O3 Cr1400 9
O4 Cr1600 10
O5 Cr1800 11
O6 Cr2000 12

The salary is weekly* while in the field (i.e. active
duty) and monthly* while on base (i.e. between
tickets).

* Weekly to match up with the salary structure of T20,
monthly to match up with the CT salary structure from
Book 4 Mercenary

The Shares are a bonus paid out of any funds left from
the ticket after salary and expenses. The Mercenary
Corporation that supplies the muscle holds shares
equal to the force fielded to pay investors and
reinvest.

Wages are inclusive of upkeep.

Following are the rates for Veteran troops. All are expected to have seen combat and perhaps at least one campaign, in either regular service or another merc unit.

E2 Cr500 2
E3 Cr600 3
E4 Cr700 4
E5 Cr800 5
E6 Cr900 6

O1 Cr1500 7
O2 Cr1800 8
O3 Cr2100 9
O4 Cr2400 10
O5 Cr2700 11
O6 Cr3000 12

Following are the rates for Elite troops. All are expected to be highly proficient, finely trained and expert in their trade. Elite troops will not rout.


E2 Cr800 2
E3 Cr1000 3
E4 Cr1200 4
E5 Cr1400 5
E6 Cr1600 6

O1 Cr2000 7
O2 Cr2400 8
O3 Cr2800 9
O4 Cr3200 10
O5 Cr3600 11
O6 Cr4000 12
 
Rules of the Game, part 3.

Morale will be an issue in later phases, and is affected at the outset by the following criteria: quality of troops, quality of support (troop facilities and comfort, medical support, pay, and quality of leadership, etc.)

Specialist troops (technical services, medical personnel, and advanced commo troops) are paid the following additional "bounties" on enlistment. This is considered an additional increment to their wage.

Medical Personnel: .5 times their standard pay.
Medical officers (these would be doctors and surgeons) 1 times standard pay
Communications and technical services: .5 times standard paid regardless of rank.
Pilots: .5 times standard pay, plus a 20 bonus on enlisting. (This reflects the high demand and value of these highly skilled troops; merc pilots are something of a desired commodity. NOTE: these are dedicated pilots, not vehicle drivers; it may be assumed any troop may manage vehicles.
 
Originally posted by bryan gibson:


5. For the purposes of this contest, the following references may be used: Traveller T20 as the standard, as well as TA1 Weapons, TA3, Ground Vehicles, TA6 Grav Vehicles, and TA8 Watercraft. Only standard designs, as per the approved references may be approved: “homebrew “ designs will not be approved.
While other publications such as Striker or SJG Ground Forces might be appropriate, they are not necessarily always available, and so will not be regarded as the standard. I recognize this will seem a bit loose, but in the interest of uniformity I would stress that these be our standard references. This is to provide the contestant and Judges an equally accessible as well as uniform standard.
Since I don't have any of the TA's and 'homebrew' designs will not be accepted I must withdraw from the contest.
 
bryan gibson, I haven't read through all the rules as of yet (I just discovered them), but will. But how about opening up the competition to other versions of Traveller to get more contestants? Just a thought.

The wages look like they're out of the old Merc Book, which is a plus for me because that's what I used for my guys
 
Originally posted by Randy Tyler:


Since I don't have any of the TA's and 'homebrew' designs will not be accepted I must withdraw from the contest.
But you will wait for a ruling appeal right?

I was a bit concerned too by this ruling. I have all the TA's in question but even so they seem incomplete for this. Firstly we still don't have military weapons or aircraft. Even some of the designs in the listed TA's seem a little imcomplete. Nothing that couldn't be fixed by adding systems listed in the design rules but would that constitute a homebrew design?

I can understand you not wanting stuff built from the frame up (lots of issues) but it shouldn't be too hard to vet a few standard designs with added components. Heck make it a requirement that they be posted here and approved by at least one other (player or judge). Yes, I am volunteering to serve as resident gearhead if needed (and if it won't invalidate me from competing), though I'll need a second to check my own posts and help out.

I would suggest sticking to just the T20 book* for all gear and rules but allow equipping the vehicles therein with features from the design rules. Maybe list the TA's open as optional sources, though to keep it all on a fair and even footing I'd probably vote no, despite the appeal.

* and anything posted to this thread
 
TA = ???

Is that the version of JTAS that's available here on this site?

I'm familiar with CT, MT, some of T4 and TNE/T20, but I don't know what TA is. Any help is appreciated.

Hint; I don't know what the various TA publications are.
 
Evening Blue Ghost,

TA is shorthand for Traveller's Aides, a selection of QLI publications available in the eLibrary (see menu above). They are mostly PDF files in two flavors (screen and printer friendly). The first one has also been published in print form and may be available at your FLGS.

You can buy them individually for download at $5 each, or $4.50 if you sign up as a member of The Moot (also see menu above). Or you can buy a subscription (6 or 12 issue, see link below for e-subscriptions and Moot memberships) to save even more money (and also discounted if you get a Moot membership so check that first). The e-subscription lets you pick the ones you want and includes EPIC Adventure e-books too.

http://www.travellerrpg.com/Catalog/subscriptions.html
 
Thanks far-trader. Well, that's a bother. I'm just going to use what I have. I had a sneaking suspicion something like this would crop up.

Hmmm, maybe I should withdraw.
 
well, to open the rules to other versions of traveller lends the following problems:

Aside for the ones listed, most if not all are either out of print or not readily accessable.

so..which to allow? CT? MT? TNE? T4? Fire fusion and steel? GURPS? all have DIFFERENT rules.

Hence, the decision to go with whats accessable on this site, and the fact that T20 is the current model. OTHERWISE, 6 contestants, 6 sets of rules...and the judges are in the same boat, WE dont have every set , either.

However, if you can access the site, you can access the references.

sorry if this is uncompromising, but I had to draw a line somewhere for the sake of consistency/sanity, and this ones it.

homebrew or "build as you go" designs are nixed as frankly, none of the judges have the time to check all of them ( and yes, I would insist we check, as thats part of the job)and while I appreciate Dan's offer, as a contestant I would have to cite conflict of interest.

posted July 25, 2004 04:52 PM
--------------------------------------------------------------------------------
Originally posted by bryan gibson:


5. For the purposes of this contest, the following references may be used: Traveller T20 as the standard, as well as TA1 Weapons, TA3, Ground Vehicles, TA6 Grav Vehicles, and TA8 Watercraft. Only standard designs, as per the approved references may be approved: “homebrew “ designs will not be approved.
While other publications such as Striker or SJG Ground Forces might be appropriate, they are not necessarily always available, and so will not be regarded as the standard. I recognize this will seem a bit loose, but in the interest of uniformity I would stress that these be our standard references. This is to provide the contestant and Judges an equally accessible as well as uniform standard.

This rule explains it all adequately, and I'm sorry, but I must stick to my guns on this one. While yes, there are gaps, they will be addressed, or at the least not held againts the contestants. (IE, since there is no access to A/C beyond that in Against Gravity, naturally we would not rule against a contestant that had no air support, and so on)
 
Originally posted by Blue Ghost:
Thanks far-trader. Well, that's a bother. I'm just going to use what I have. I had a sneaking suspicion something like this would crop up.

Hmmm, maybe I should withdraw.
I think you still have a fair selection from just The Traveller's Handbook. The TA's do add some color and a few options but lacking them shouldn't be any disadvantage. When this kicked off a week or so back I did up a quick shopping list from just T20 and then looked in the TA's to see what I might add.

Most of it is available in a basic version in the Handbook. Not to give too much away there were:

TA1 - Maybe 5 weapons, of which 3 can be had in The TH and the other two wouldn't be mission critical.

TA3 - Nothing really except some of the tweaks*, which are out since we can't customize (not a dig, I quite understand and reluctantly agree
)

* like amphibious ops, and improved tires and suspension

TA6 - Maybe 2 vehicles, one of which is a budget breaker (but I can dream
) and the other is pricey and can be substituted for.

TA8 - Just 4 vehicles, but with nothing comparable in The TH my wet options would be very limited.

TA# - The still anticipated AirCraft. Without it it's very limited, basically unarmed transport. Still the option might not fit my budget anyway if the above are fair comparisons.

So, I think it can be done with just The TH without disadvantage. Hang in there, what have you got to lose
 
Welp, tell ya what, I'll submit what I have and let the chips fall where they may


As an aside I built my unit using CT stuff, the prices and weights for which haven't changed. The salaries have, but those are posted here thank goodness.

Myself, I don't really like the D20 system. I've played it outside of the traditional D&D setup, and it just doesn't work all that well. The D20 system was setup to create "heroic figures" doing "heroic things," and awards the players for using game mechanics (usually combat), and not for participating in the fiction that is the adventure.

In other words you're rewarded for the number of things you kill, locks you pick and so forth in order to "level up." That, as opposed to figuring out how to best resolve the adventure, and the problem within that the GM creates for the players, which should be the reward; as it used to be. :( I think a lot of people, particularly veteran Travellers, recognize this.

Based on the smattering of discussions with veteran Travellers on other threads, like myself, I think this is a fairly accurate assesment of how we see T20. I bought the T20 basic book, but I don't buy the other stuff for it. I've bought the reprints, I've bought GURPS, I've bought Imperium Games stuff, but I steer clear of T20.

And this is why I suggested opening up the competition, because I think there're a few more people (how many, I don't know) who might be willing to enter, but aren't big T20 types, not unlike myself


Anyway, that's just me venting. I hope when and if T5 ever comes out we'll have another one of these competition deals with that ruleset. In the meantime let's do this T20 Merc thingy
 
[the part of the post regarding refuting the comparison of T20 to D&D3E has been sent as PM]

Offhand (admittedly I've not tried my hand at creating a unit for this contest yet) you'd likely be able to just use T20 Lite (free), Standard Designs file (free), TAs to flavor, and the rules/documents for the contest for a unit. While the vehicles are statted out for T20 volume, weapons, etc. could be converted for your Traveller system of choice* later on for use in game.

I would add that TA1 is dual-statted for CT and T20, TA2 is a collection of short stories, the rest of the TAs could be converted and some like TA7 have good background info, the EPIC adventures are dual-statted as well, and Gateway is almost all systemless or uses base Traveller statistic formats like UWPs.

Personally I find the true test of a unit design would be not how pimped out the unit is or what l33t tech it has but how well the idea for the unit is thought out and implemented in the unit design. This is not reliant on a wide range of designs or tweakability IMO.

Casey (and jic folk think I'm T20 only I have CT, MT, TNE, T4, GT, T20, printout of the T5 playtest docs and printouts of Vast Imperium, Bold Travellers-the BESM Traveller conversion, BRP Traveller, and RISUS Traveller; I also know where to find FUDGE Traveller)

* yes even RISUS Traveller

[EDIT]added T20 download links[/EDIT]
 
Originally posted by far-trader:
I think you still have a fair selection from just The Traveller's Handbook. The TA's do add some color and a few options but lacking them shouldn't be any disadvantage. When this kicked off a week or so back I did up a quick shopping list from just T20 and then looked in the TA's to see what I might add.
While I agree the TAs aren't 100% needed if people feel there aren't enough military or useful designs in the Standard Designs section the TAs could fill that need IMO.

While TA3 only has technically civvie vehicles some of them could be useful. TA6 is about 50/50 civvie and military type vehicles. TA8 really doesn't have any specific military vehicles though one could put troops on a trireme for example. ^_^ TA1 is just all around goodness.

As for aircraft after a certain TL use grav vehicles since if the mecha threads are any indication the general consensus is that they become the all purpose combat vehicle then. :D

Moot-Jester-in-Training Asu is pouting 'cos she can't design a Traveller version of the Ferret chibi-Heavy Gear wif buttwheel for this contest. ;_; ;)

Casey
 
No custom vehicles!

Damn. Oh well. My main objection to using vessels and vehicles out of the base THB and TA's is that I cannot think of any complex vehicle that is self consistent, let alone fully kitted.

Vision systems are one of the biggies. No readout systems, values calculated oddly. Half of the rest of the stats seem to be a stab in the dark a lot of the time.

So custom vehicles are out. What about custom miniframes (for the accounting department...). Or are those standard only as well.

Being stuck with the same set of TL13 Bdress cuts out a little uniqueness as well.
 
Clarification:
Bounty pay or enlistment bonus is equal to the value given in part three times their normal weekly field pay?

Example: commo and technical services get a .5 times base pay. If their base pay is say, E2, which pays 500 Cr - their enlistment bonus is 250 Cr?

Next question: we're being paid in Credits Imperial or Local Credits? In other words, if I decide to outfit my unit cross tech with some TL 10 equipment with TL 13 equipment, do I pay for the TL 10 equipment discounted for the exchange rate from TL 13 currency? Do I pay for the TL 10 equipment assuming that there is NO exchange rate and all things cost 1 for 1?
 
Originally posted by Hal:
Next question: we're being paid in Credits Imperial or Local Credits? In other words, if I decide to outfit my unit cross tech with some TL 10 equipment with TL 13 equipment, do I pay for the TL 10 equipment discounted for the exchange rate from TL 13 currency? Do I pay for the TL 10 equipment assuming that there is NO exchange rate and all things cost 1 for 1?
Well "Equipment", page 210-211 of the first printing of T20, says "Price and weight are for an item manufactured by an interstellar society of tech level 10-15; items produced at lower tech levels will probably be bulkier and more expensive."

I take that to mean that unless the item lists differences for TL that's what you find everywhere it's available. For example, a Rifle you can buy on a TL5-9 world will probably be more expensive and heavier than the price and weight shown, which are what you'll find in the gun shops on all the TL10-15 worlds for all the varieties of Rifle.
 
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