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High Guard 2nd edition errata

mike wightman

SOC-14 10K
Has anyone come across any official errata for HG2combat?
There are a couple of damage results that are in need of greater clarification, namely:
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what effect does taking power plant hits have (other than reducing power plant number) :confused:
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does a crew-1 result really have the effect as written or is it supposed to be when the crew rating has been reduced to zero, like in first edition :confused:
 
Has anyone come across any official errata for HG2combat?
There are a couple of damage results that are in need of greater clarification, namely:
paragraph.gif
what effect does taking power plant hits have (other than reducing power plant number) :confused:
paragraph.gif
does a crew-1 result really have the effect as written or is it supposed to be when the crew rating has been reduced to zero, like in first edition :confused:
 
Oops, I've just noticed in the agility section of ship construction it mentions a ship loses 1 point of agility per power plant hit.

But what about knocking out weapons by power plant damage???
 
Oops, I've just noticed in the agility section of ship construction it mentions a ship loses 1 point of agility per power plant hit.

But what about knocking out weapons by power plant damage???
 
Given that a ship taking powerplant damage will usually also be losing weapons off the hull as well, I imagine the designers of HG figured that they didn't need to add in a mechanic for losing weapons from lack of power.

Now if a ship takes a powerplant critical hit, I would rule that only missiles and sandcasters could be used, but that's a house rule, 'cause I don't see it in HG.
 
Given that a ship taking powerplant damage will usually also be losing weapons off the hull as well, I imagine the designers of HG figured that they didn't need to add in a mechanic for losing weapons from lack of power.

Now if a ship takes a powerplant critical hit, I would rule that only missiles and sandcasters could be used, but that's a house rule, 'cause I don't see it in HG.
 
Thanks Oz, any thoughts on this:
Crew-n. The crew of the target ship is reduced by n. Upon reduction of the crew factor of a ship to zero, the ship may no longer make attacks, although its defences, maneuver, and jump drive may continue to operate (some crew personnel are always assumed to survive) for as long as its computer remains operational.
This is from High Guard 1st edition.
 
Thanks Oz, any thoughts on this:
Crew-n. The crew of the target ship is reduced by n. Upon reduction of the crew factor of a ship to zero, the ship may no longer make attacks, although its defences, maneuver, and jump drive may continue to operate (some crew personnel are always assumed to survive) for as long as its computer remains operational.
This is from High Guard 1st edition.
 
If you have a crew rating of 4 and you take a crew-1 hit:
HG1 - you now have a crew rating of 3 but no other effects, you can still take another 3 crew-1 hits

HG2 - you may no longer fire weapons or attempt repair

A crew-1 hit in HG is better than several of the critical hit results (for the attacker ;) )
 
If you have a crew rating of 4 and you take a crew-1 hit:
HG1 - you now have a crew rating of 3 but no other effects, you can still take another 3 crew-1 hits

HG2 - you may no longer fire weapons or attempt repair

A crew-1 hit in HG is better than several of the critical hit results (for the attacker ;) )
 
I've never liked and never used the Crew-n result as it existed in HG2. It's silly.

I got the USP code for the crew by dividing the crew (not including ship's troops/marines or crews of carried vessels) by 200, rounding down with a minimum of 1.

Every Crew-n hit reduced the USP crew value. When the crew USP got to 1/4 the original crew USP value the ship could no longer fire weapons or attempt repair. Crew-0 equals all dead, no nothing (maneuver, agility, etc) until the computer wakes up the frozen watch next turn (assuming you have an operational computer and a frozen watch, of course).

Awakening the frozen watch added crew USP factors back on, according to how many frozen watch personnel you woke up (you did not have to wake them all up, and you could have as many or as few frozen watch as you wanted, although you needed at least 101 people or 1/2 of your normal full crew [whichever was less] to get a crew-1 factor in your frozen watch).

Side note: I also swapped the Crew-1 result (#10) on the Critical Hit table for the Fuel Tanks Shattered hit (#5) on the Internal Explosion table, since with my system a Crew-1 hit wasn't that bad and Fuel Tanks Shattered is a mission kill. This was part of my mods to make big ships more combat viable.
 
I've never liked and never used the Crew-n result as it existed in HG2. It's silly.

I got the USP code for the crew by dividing the crew (not including ship's troops/marines or crews of carried vessels) by 200, rounding down with a minimum of 1.

Every Crew-n hit reduced the USP crew value. When the crew USP got to 1/4 the original crew USP value the ship could no longer fire weapons or attempt repair. Crew-0 equals all dead, no nothing (maneuver, agility, etc) until the computer wakes up the frozen watch next turn (assuming you have an operational computer and a frozen watch, of course).

Awakening the frozen watch added crew USP factors back on, according to how many frozen watch personnel you woke up (you did not have to wake them all up, and you could have as many or as few frozen watch as you wanted, although you needed at least 101 people or 1/2 of your normal full crew [whichever was less] to get a crew-1 factor in your frozen watch).

Side note: I also swapped the Crew-1 result (#10) on the Critical Hit table for the Fuel Tanks Shattered hit (#5) on the Internal Explosion table, since with my system a Crew-1 hit wasn't that bad and Fuel Tanks Shattered is a mission kill. This was part of my mods to make big ships more combat viable.
 
Here's another one:
if you roll a critical hit on the radiation table and then roll Computer Destroyed on the critical hit table but you have a fib computer, does the critical result stand?
 
Here's another one:
if you roll a critical hit on the radiation table and then roll Computer Destroyed on the critical hit table but you have a fib computer, does the critical result stand?
 
Originally posted by Sigg Oddra:
Here's another one:
if you roll a critical hit on the radiation table and then roll Computer Destroyed on the critical hit table but you have a fib computer, does the critical result stand?
I assume you mean a Hit from a meson gun spinal mount, right? Because any other weapon system against a ship with Armor-1 or better cannot roll a Radiation Explosion table critical hit.

And I'm wondering what your question means by wondering if the result stands or not?

I've got a better question. Since I'm only able to locate (HG2:Page 28), that "fib" computers "resist" radiation damage, then I'll ask what "sort" of resistance this is referring to? Resistance is *not* immunity.

Can the "fib" backup be damaged/destroyed by a non-Radiation damage result?
 
Originally posted by Sigg Oddra:
Here's another one:
if you roll a critical hit on the radiation table and then roll Computer Destroyed on the critical hit table but you have a fib computer, does the critical result stand?
I assume you mean a Hit from a meson gun spinal mount, right? Because any other weapon system against a ship with Armor-1 or better cannot roll a Radiation Explosion table critical hit.

And I'm wondering what your question means by wondering if the result stands or not?

I've got a better question. Since I'm only able to locate (HG2:Page 28), that "fib" computers "resist" radiation damage, then I'll ask what "sort" of resistance this is referring to? Resistance is *not* immunity.

Can the "fib" backup be damaged/destroyed by a non-Radiation damage result?
 
Yep, it would have to be a spinal meson gun hit.

What I mean is fib computers ignore radiation damage (Computer-n hit result explanation page 49 High Guard 2) from the radiation damage table. So does a Computer Destroyed critical affect a ship with fib backup to its computer if it comes from the roll of Critical on the Radiation Damage Table???

e.g. I hit and penetrate with a spinal meson gun factor E.
I roll six hits on the Interior Explosion Damage Table and six hits on the Radiation Damage Table.
On the Radiation Damage Table I roll a 6, 5, 2, 7, 8, and 7.
That gives me the results computer-3 (ignored due to fib), crew-1, Critical, crew-1, computer-2 (ignored due to fib), crew-1.
For my critical hit I roll a 4, computer destroyed. Is this ignored as a radiation hit or does it destroy the computer?
 
Yep, it would have to be a spinal meson gun hit.

What I mean is fib computers ignore radiation damage (Computer-n hit result explanation page 49 High Guard 2) from the radiation damage table. So does a Computer Destroyed critical affect a ship with fib backup to its computer if it comes from the roll of Critical on the Radiation Damage Table???

e.g. I hit and penetrate with a spinal meson gun factor E.
I roll six hits on the Interior Explosion Damage Table and six hits on the Radiation Damage Table.
On the Radiation Damage Table I roll a 6, 5, 2, 7, 8, and 7.
That gives me the results computer-3 (ignored due to fib), crew-1, Critical, crew-1, computer-2 (ignored due to fib), crew-1.
For my critical hit I roll a 4, computer destroyed. Is this ignored as a radiation hit or does it destroy the computer?
 
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