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Variant High Guard Combat

robject

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I'm always trying to understand concepts and misapply them. I might as well try to do this to High Guard.

So I played around with using High Guard's battery factors as both a pen and a damage value, with a klunky combat mechanic. Here it is:

Armor = different. Based on a ship's armor value, but scaled depending on its size. For instance, a fighter's armor stays the same, a small starship's armor may be 2x or 5x armor or something, and a Tigress' may be 10x armor.

Pen = battery factor.

Dmg = battery factor.

To pen: 10 x [ Pen + 2D - Active_Defenses ] - Passive_Defenses > 0.

Damage: 30 - Pen - 2D, or something.
 
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So I played around with using High Guard's battery factors as both a pen and a damage value, with a klunky combat mechanic.

Have you looked at HG1?

If you import HG2's batteries into the HG1 combat system, you get something very elegant -- there are no "To Hit" rolls at all, only penetration contests (cf. D&D and its "THAC0")...

Added plus from HG1: no Agility bonus... and, combined with computers topping out at Model/7 and powerplants at factor-6... big, slow, heavily-armored ships emerge as the "Queens of Battle"...

If only they'd playtested it a little better; TCS would look entirely different, and the Lightning class would be one of the most feared ships in known space.... ah, well...
 
Have you looked at HG1?

If you import HG2's batteries into the HG1 combat system, you get something very elegant -- there are no "To Hit" rolls at all, only penetration contests (cf. D&D and its "THAC0")...

That's kind of what's going on here; the rolls really are "to pen" rather than "to hit". Anyhow, I've not seen HG1. I should find me a copy.
 
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