Traveller Store CotI Features New Posts Mark Forums Read Register


Go Back TravellerRPG.com > Citizens of the Imperium > General Traveller Discussions > In My Traveller Universe

In My Traveller Universe Detail what parts of Traveller you do (or don't) use in your campaign.

Reply
 
Thread Tools Display Modes
  #1  
Old April 16th, 2019, 05:18 AM
Flattened Sphere Flattened Sphere is offline
Citizen: SOC-5
 
Join Date: Feb 2014
Posts: 13
Gallery : 0
Flattened Sphere Citizen
Default Unbreaking High Guard

Hi all ... I've not been around for a while.

Last time I was around, I engaged in a few discussions on just how Broken High Guard rules for starship construction and combat are, and what needs to be done to fix them.

I've been experimenting with a number of tweaks ... most of which fix one thing, only to break something else.

BUT ... I think I'm reaching a viable alternative set of workable rules. Purists won't like 'em. But I'll be happy to share them (once I've fully written them up) so that open-minded enthusiasts can give them a go and see how they like them.

Here are some of the key adjustments:

(1) end to the unlimited supply of missiles and sand canisters: you need to put in a magazine to hold them, and this takes up ship space

(2) restrictions on how much armour you can put on smaller ships (sliding scale, becoming more generous at higher TLs) so you don't have these 1000 ton ships that simply can't be touched by anything other than massed missile batteries or spinal weapons

(3) the "to hit" size modifiers become 0, +1, +2, +3 and +4 so that hits are more readily registered, making combats shorter and sharper, and meaning that encounters between small, agile ships with their weapons grouped into smaller batteries don't become total stalemates. I am also contemplating adjusting the agility DM, but need to see how this plays out first.

(4) spinal weapon potency adjusted. Instead of one roll to hit and penetrate and then umpteen rolls on the damage table if they do hit, they get umpteen attempts at a hit, and each hit that penetrates gets one roll. So instead of going turn after turn after turn and then landing a single crippling blow, they are doing steady work of degading the enemy.

(5) Failure to penetrate the meson screen doesn't kill the meson hit altogether - it just means the meson screen's factor is added as a DM to the damage roll. Failure to penetrate the configuration does kill it, however.

(6) Reduction in additional rolls for armour is one per two factors of armour, rather than one per factor, so those big particle accelerators aren't quite so impotent against heavily armoured ships

(7) Reduction of critical hits by over-size weapons is one per factor of armour, not one per two factors, but so that there will always be at least one critical hit. This makes hits by oversize weapons more survivable, whilst still ensuring that they make a nasty dent.

(8) Armour DOES reduce critical hits by oversize meson guns. The rationale is that these critical hits are the result of the additional shock of being shaken about by a massive blast (think depth charges and submarines), and armour is about improving the structural integrity of the ship. This logically would reduce the additional damage done by the shock of the blast, irrespective of whether the blast was inside or outside the ship.

(9) A requirement for additional life support supplies to be carried (and tonnage to be allocated to them) on ships intended for prolonged cruises away from their bases (or, alternatively, the provision of support ships to bring them these supplies); with rules of half rations and its effect on fighting efficiency when a ship finds its supplies running low for any reason.

(10) Command and control rules to give some greater prominence to the Fleet Tactics skill.

(11) "Fuel Tanks Shattered" and "Hangar/Boat deck destroyed" have been switched, so that Fuel Tanks Shattered is a critical hit result not a standard internal explosion result.

Additionally, I've tweaked a few of the tables to correct some anomalies that look like they were unintended.

Like I say, I don't think the total package will be to everyone's liking; but if you'd like to give it a whirl and would like a copy of my revised rules, let me know.
Reply With Quote

Welcome!
To see more of this thread, please login or register.
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
High Guard > TL 15 skyth Classic Traveller 4 April 5th, 2009 07:28 PM
HIGH GUARD ... I need it really? rsitalyct Classic Traveller 11 December 8th, 2008 12:01 PM
High Guard 3 robject Classic Traveller 521 July 3rd, 2007 08:31 AM
High Guard & FF&S de_mentor161 T4 - Marc Miller's Traveller 15 March 6th, 2004 04:07 PM
High Guard 1 mike wightman The Fleet 5 October 5th, 2003 04:07 AM

This website and its contents are copyright ©2010- Far Future Enterprises. All rights reserved. Traveller is a registered trademark of Far Future Enterprises .
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.