• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

High Guard 3

Everything I've read about them in the real world says they don't work, which is why I thought the extra TL would help sort out the problems ;)

Turret versions at higher TLs is not a bad idea, although I'd pick TL13+ since this is where missiles get their +1 mod due to TL in HG/MT/T20.
 
Armor. I was thinking about armor the other day, and wondering if it would be better if armor was rated like drives -- in other words, in values from Zero to Six. Has anyone tried this?
 
Armor. I was thinking about armor the other day, and wondering if it would be better if armor was rated like drives -- in other words, in values from Zero to Six. Has anyone tried this?
 
How would it work for High Guard comabt? Or would you change the combat system slightly?

In first edition High Guard it was rated 0-9, which the weapon factor had to penetrate like screens in the second edition...
 
How would it work for High Guard comabt? Or would you change the combat system slightly?

In first edition High Guard it was rated 0-9, which the weapon factor had to penetrate like screens in the second edition...
 
Unfortunately, I'm very inexperienced with combat systems, so scaling back armor would probably change everything. I have no idea how :(
 
Unfortunately, I'm very inexperienced with combat systems, so scaling back armor would probably change everything. I have no idea how :(
 
Scaling back armor would make smaller weapons more viable in HG combat, as long as the ships have similar computers.

As it stands now, a ship with factor-14+ armor is invulnerable to anything except meson guns. Get rid of such high armor levels and you make other weapons useful against heavily armored ships, which reduces the need for meson guns.
 
Scaling back armor would make smaller weapons more viable in HG combat, as long as the ships have similar computers.

As it stands now, a ship with factor-14+ armor is invulnerable to anything except meson guns. Get rid of such high armor levels and you make other weapons useful against heavily armored ships, which reduces the need for meson guns.
 
Ummm quick question guys.

How do I know if my OLD copy of High Guard is the 1st edition, or 2nd edition, etc ?

Mine is an original little black book, High Guard Book 5. GDW item number 308
 
Ummm quick question guys.

How do I know if my OLD copy of High Guard is the 1st edition, or 2nd edition, etc ?

Mine is an original little black book, High Guard Book 5. GDW item number 308
 
Have a look at the page opposite the Table of Contents.

If it's copyright 1979 it's first edition, if it's copyright 1980 and has a little blurb above that about "This book is a substantially imporved and re-typeset..." then it's second edition.

For curiosity the number string below the Copyright notes is the printing history. If the numbers are 2 3 4 5 6 7... for example, you have the first print run of that edition. Mine if anyone is wondering are 2nd run of 1st edition and 6th run of 2nd edition
 
Have a look at the page opposite the Table of Contents.

If it's copyright 1979 it's first edition, if it's copyright 1980 and has a little blurb above that about "This book is a substantially imporved and re-typeset..." then it's second edition.

For curiosity the number string below the Copyright notes is the printing history. If the numbers are 2 3 4 5 6 7... for example, you have the first print run of that edition. Mine if anyone is wondering are 2nd run of 1st edition and 6th run of 2nd edition
 
Just as an aside, I found some cute heretical concepts for fitting chemical rockets and fission drives into classic traveller.

These rules aren't technical; rather, they are obviously meant for gaming. Though they're rough around the edges, they show exactly where they fit into the Classic Traveller world.

Nuclear Fission Reactors (Power plants) (TL 8 & 9 ships)
These power systems are twice the size in tons as a normal equivalent power plant. Cost is 1/2 of that of a normal equivalent power plant. Tonnage consumed by fuel is equal to a normal power plant, but endurance is for 24 months of operation. Fuel bundles require replacement at a "C" or better class starport every 24 months at a cost of 15% of the original engine price.

A hit on the reactor has a 1 in 6 chance of causing a coolant failure. An 8+ engineering roll must be made to prevent the reactor from "going critical" and exploding in 1d - 2 turns.

Chemical Burner Engines (Maneuver Drives) (TL 8 & 9 ships)
These drives are 1/4 as massive as an equivalent ion drive. Cost is 1/4 for an equivalent drive. However, the drives consume 1/2 ton of fuel per hour of operation
 
Just as an aside, I found some cute heretical concepts for fitting chemical rockets and fission drives into classic traveller.

These rules aren't technical; rather, they are obviously meant for gaming. Though they're rough around the edges, they show exactly where they fit into the Classic Traveller world.

Nuclear Fission Reactors (Power plants) (TL 8 & 9 ships)
These power systems are twice the size in tons as a normal equivalent power plant. Cost is 1/2 of that of a normal equivalent power plant. Tonnage consumed by fuel is equal to a normal power plant, but endurance is for 24 months of operation. Fuel bundles require replacement at a "C" or better class starport every 24 months at a cost of 15% of the original engine price.

A hit on the reactor has a 1 in 6 chance of causing a coolant failure. An 8+ engineering roll must be made to prevent the reactor from "going critical" and exploding in 1d - 2 turns.

Chemical Burner Engines (Maneuver Drives) (TL 8 & 9 ships)
These drives are 1/4 as massive as an equivalent ion drive. Cost is 1/4 for an equivalent drive. However, the drives consume 1/2 ton of fuel per hour of operation
 
One way to scale armor back is to say that max armor value is either 3/4 of Tl or 1/2 of TL.
Or make armor take up much more Tonnage on the Ship than it does now .
Just a couple of ideas that might be useful .
YMMV
 
One way to scale armor back is to say that max armor value is either 3/4 of Tl or 1/2 of TL.
Or make armor take up much more Tonnage on the Ship than it does now .
Just a couple of ideas that might be useful .
YMMV
 
I've recently remembered this - prior to TCS, and later printings of High Guard, turret weapons (lasers, missiles and energy weapons) and bay missiles didn't subtract target agility from the to hit roll.
They were penalised with their +6 on the damage tables.

This made turret weapons and missiles a bit more effective.

I wonder if dropping this bit of errata may actually balance the game a bit more?
 
Back
Top