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High Guard: Kinunir vs Zhodani Frigate

I found that writting a letter above the USP string number helped - eg c above computer, h above hull etc.

Don't really need it now.

I also quite like to use an extended USP so that MT weapon mixes are allowed rather than the artificial HG imposed ones.
 
As much as I love High Guard, I do agree here.

Has anyone ever come up with an alternative format that didn't boggle the eyes (and don't point me to Power Projection... I didn't like SFB's SSDs either).

The last ship damage system I really liked was good ol' Starfire (and not that Ultra stuff... the pocket editions).

There's always a variant of the format I used when I sent you those ships for PP:F Reinforcements, something like this:
Code:
TL-15 1250 ton Kinunir-class Colonial Cruiser
Hull-2(conical), Armor 0
Jump 4, 4-G, PP-7, Agility-1, Scoops/Purifiers
1xB, 1x7fib, 1xND-5, 1xBG-1
2xM-2, 2xBL-5, 2xPA-2
35 Marines, Crew-2(45 total), 63t Cargo
1x35t pinnace
MCr 1,079.99
Abbreviations:
B=bridge, ND=nuclear damper, MS=meson screen, BG=black globe, S=sand
M=missile, BL=beam laser, PL=pulse laser, E=energy weapons
PA=particle accelerator, MG=meson gun

To show a larger ship, with Batteries Bearing/Batteries:
Code:
TL-14 60kt Azhanti High Lightning-class Fleet Intruder
Hull-4(close), Armor-5
Jump-5, 2-G, PP-5, Agility-0, Scoops/Purifiers
1xB, 1x6fib, 1xND-5, 1xMS-6, 10/13xS-9
1xPA-N, 19/24xM-9, 16/19xBL-9, 3/4xE-9
80x15t fighter, 2x15t launch tubes, 4x400t fuel shuttle
150xMarines, Crew-3 (395 total), 400t Cargo
MCr34,227
 
I think some standards would be good, and I forgot about the fuel.

The basic layout might be:

Identification
Hull
Drives
Electronics and Defenses
Offense (with Point-Defense useable weapons last)
Craft and Crew

About the only thing I don't like is that the Armor rating is with the Hull, rather than with the defenses, as Agility does by being with the drives. I'm thinking that both of those (Armor and Agility) would be with the defenses.

If you use a house rule for larger ships needing more hits before a major system is damaged (like the rules we played around with earlier, Sigg), you could list that as a "Damage Multiple needed" modifier on the Hull section. As a side note, I've been rethinking that concept, and I think we should keep it simpler, something like this:

The major systems of a ship (drives, bridges, fuel, and cargo of merchant ships) require more HG hits before they take one "level" of damage in HG combat, according to the size of the ship on this table:

Ship size - Number of hits needed for one "level" of effect
size 0 - One hit destroys the entire system
1 to A - One hit per level
B to J - Two hits per level
K to Q - Three hits per level
R to X - Four hits per level
Y+ - Five hits per level

So the 5-G drive on a pinnace is completely destroyed with one hit, while the 5-G drive of a 20,000t light cruiser takes 3 hits before it loses 1-G of acceleration.
 
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