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Comments and Questions about High Guard

Golan2072

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I think I'm going to cross the lines to HG (in a modified form). Simply enough, I was using LBB2 with many HG grafts; also, I just realized that for any ship for more than, say, 400 dtons, LB2 combat is going to DRAG ON, with each weapon having to roll to-hit on its own!

However, I'm probably going to use Sigg Oddra's PC-Level Rules for the smaller ships.

So here aremy comments and questions:

1) IMHO the power plant cost and tonnage should be considered as incorporating the minor ion or grav thrusters used for stationkeeping on driveless ships (i.e. spacestations).

2) P.27/unrefined fuel and misjumps: What rules govern a misjump? LBB2 as-is? Or do LB2 scout/military ships would be HG ships with fuel refineries?

3) P.29 says that additional armor may be added to planetoids (which have their own "natural" armor of 3 or 6). How is the tonnage and cost of this addition calculted?

4) How important is acceleration (Gs) in straight HG combat? I get the feeling that Agility is far more relevant.

5) Why is the "fastest fleet" (p.39/Initiative) determined according to Agility rather than Acceleration?

6) Can weapons fire both defensibly AND offensibly in the same turn (different players' phases)?

7) Boarding should be possible, ofcorse, if all enemy ships have been disabled, even if they are all in the short range.

8) The Gunnery skill should effect (straight HG) ship combat as well. If PC (or a "distinct" NPC, i.e. one with definite skills) mans a gun, substract one from her Gunnery skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to hit.

9) The appropriate skill of the (chief?) engineer should effect damage control. If PC (or a "distinct" NPC, i.e. one with definite skills) is that engineer, substract one from her relevant skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to the damage control roll.

10) May more than one attempt (in a later combat turn or after combat) be done to repair the same damage to the same system? In other words, what is the effect of failure in damage control?
 
Originally posted by Employee 2-4601:
1) IMHO the power plant cost and tonnage should be considered as incorporating the minor ion or grav thrusters used for stationkeeping on driveless ships (i.e. spacestations).
Sounds reasonable enough.
2) P.27/unrefined fuel and misjumps: What rules govern a misjump? LBB2 as-is? Or do LB2 scout/military ships would be HG ships with fuel refineries?
I've always required a HG ship to have a refinary to be considered as having military drives in LBB2.


3) P.29 says that additional armor may be added to planetoids (which have their own "natural" armor of 3 or 6). How is the tonnage and cost of this addition calculted?
The additional armour cost and tonnage are treated as if you are armouring an unarmoured hull IIRC, and then you just add the natural armour value.


4) How important is acceleration (Gs) in straight HG combat? I get the feeling that Agility is far more relevant.
Agility is by far more important than maneuver rating in HG combat. The most agile fleet gets an initiative bonus, agility is used as a defensive DM to avoid being hit, and it is used to break off from combat.
Just remember that your agility can't be higher than your maneuver drive rating.

5) Why is the "fastest fleet" (p.39/Initiative) determined according to Agility rather than Acceleration?
Agility is the way in which energy being fed to the maneuver drive is rated, so it is effectively your maneuver rating as well.


6) Can weapons fire both defensibly AND offensibly in the same turn (different players' phases)?
No, they can either be used for offence or defence, page 40 High Guard 2nd edition.


7) Boarding should be possible, ofcorse, if all enemy ships have been disabled, even if they are all in the short range.
I agree.


8) The Gunnery skill should effect (straight HG) ship combat as well. If PC (or a "distinct" NPC, i.e. one with definite skills) mans a gun, substract one from her Gunnery skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to hit.
This sounds reasonable - it balances with the pilot being able to grant a bonus to effective agility.


9) The appropriate skill of the (chief?) engineer should effect damage control. If PC (or a "distinct" NPC, i.e. one with definite skills) is that engineer, substract one from her relevant skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to the damage control roll.
This once again sounds reasonable.


10) May more than one attempt (in a later combat turn or after combat) be done to repair the same damage to the same system? In other words, what is the effect of failure in damage control?
I allow a failed roll to try again the next turn, and then the next etc.
The rules only state that you can't try and repair the same system twice in the same turn.

You may want to house rule the effect of a crew-1 hit as well ;)

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000068;p=1
 
Originally posted by Employee 2-4601:
So here are my comments and questions:

1) IMHO the power plant cost and tonnage should be considered as incorporating the minor ion or grav thrusters used for stationkeeping on driveless ships (i.e. spacestations).

That is how I do it in HG.

2) P.27/unrefined fuel and misjumps: What rules govern a misjump? LBB2 as-is? Or do LB2 scout/military ships would be HG ships with fuel refineries?

LBB2 rules are still used to determine if there is a misjump. Ships with fuel refining plants usually are not using unrefined fuel (unless the plant has been damaged, of course).

3) P.29 says that additional armor may be added to planetoids (which have their own "natural" armor of 3 or 6). How is the tonnage and cost of this addition calculted?

Using the rules for armor as given in HG. Basically, planetoid hulls come with armor for free just from the rock you have to leave intact to give them structural strength, but you can add extra (metal) armor if you want. The maximum armor of a planetoid hull is TL+3, or TL+6 for buffered planetoids.

4) How important is acceleration (Gs) in straight HG combat? I get the feeling that Agility is far more relevant.

Agility is much more important. G's of acceleration is really only important on an operational/strategic level to determine travel times between planets, jumppoints, etc.

5) Why is the "fastest fleet" (p.39/Initiative) determined according to Agility rather than Acceleration?

Because the rules say so....
And because ships are assumed to be zig-zagging around and ships with high G's but low Agility can't keep up with the zig-zags.

6) Can weapons fire both defensibly AND offensibly in the same turn (different players' phases)?

No.

7) Boarding should be possible, ofcorse, if all enemy ships have been disabled, even if they are all in the short range.

I would agree with that.

8) The Gunnery skill should effect (straight HG) ship combat as well. If PC (or a "distinct" NPC, i.e. one with definite skills) mans a gun, substract one from her Gunnery skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to hit.

9) The appropriate skill of the (chief?) engineer should effect damage control. If PC (or a "distinct" NPC, i.e. one with definite skills) is that engineer, substract one from her relevant skill and divide the remainder by two; the result (rounded down) would be applied as a +DM to the damage control roll.

These are a logical extension of the rules for characters in HG. Of course, if you're going to use Sigg's rules for HG combat you won't need these.

10) May more than one attempt (in a later combat turn or after combat) be done to repair the same damage to the same system? In other words, what is the effect of failure in damage control?
Yes, you can keep trying to repair the damaged system. Of course, that system may have taken further damage in the meanwhile and so any repairs might have to start from the system's new, lower level of operation.
 
Originally posted by The Oz:
</font><blockquote>quote:</font><hr />
3) P.29 says that additional armor may be added to planetoids (which have their own "natural" armor of 3 or 6). How is the tonnage and cost of this addition calculted?

Using the rules for armor as given in HG. Basically, planetoid hulls come with armor for free just from the rock you have to leave intact to give them structural strength, but you can add extra (metal) armor if you want. The maximum armor of a planetoid hull is TL+3, or TL+6 for buffered planetoids.</font>[/QUOTE]

I know that; but my question is: if, for example, I want to get my Buffered Planetoid to Factor-9 armor, do I add Factor-3 armor to it?

Of course, if you're going to use Sigg's rules for HG combat you won't need these.
I'll use Sig Oddra's rules for player-scale combat, and basic HG (with my house-rules) for fleet action when I'll (and my friends will) feel like having a naval battle scenario.
 
Originally posted by Employee 2-4601:
</font><blockquote>quote:</font><hr />Originally posted by The Oz:
</font><blockquote>quote:</font><hr />
3) P.29 says that additional armor may be added to planetoids (which have their own "natural" armor of 3 or 6). How is the tonnage and cost of this addition calculted?

Using the rules for armor as given in HG. Basically, planetoid hulls come with armor for free just from the rock you have to leave intact to give them structural strength, but you can add extra (metal) armor if you want. The maximum armor of a planetoid hull is TL+3, or TL+6 for buffered planetoids.</font>[/QUOTE]

I know that; but my question is: if, for example, I want to get my Buffered Planetoid to Factor-9 armor, do I add Factor-3 armor to it?

</font>[/QUOTE]Yes, you only need to add 3 factors of additional (metal) armor to a Buffered planetoid hull to armor it at Factor-9.
 
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