Ron Gianti
SOC-11
Finally playing with High Guard the last couple weeks, somethings I've either missed or misunderstood:
Book 2 combat says Nuclear misslies get 1d damage rolls, but HG Nuclear missiles get 2 damages rolls, one on Surface Explosion Damage table and one on Radiation Damage table per hit?
Range Determination step says the first round is automatically long, so it doesn't matter who wins the Initiative, that whole first round will be played out at long range?
Missiles attempting to get through beam weapon point defense get +2 (i.e. it is easier to penetrate) if the beam weapon trying to stop the missile is energy based (fusion or plasma)?
Ships must be in the reserve to attempt repairs during battle?
Ships must have an agility rating greater than any pursuers or they cannot break combat by evasion?
Relative computer size is listed as "DM's Allowed To Hit - + relative computer size" So if Ship A has a level 7 computer firing agains Ship B with a level 4 computer, Ship A gets +3 to hit. However, when Ship B fires, he gets no bonus (obviously) but does it necessarily mean he gets a negative DM? Has this been clarified somewhere or am I just misreading it?
Fighters in general seem pretty weak at all TL's. The most powerful weapon you can put on a fighter is a level 4 Fusion Gun turret, bumped up to level 5 at TL14, both of which hit on a 6. If the target is another fighter, it gets -2 for size and the targets agility is 4 another -4, requiring a 12. If the targets agility was a 5 or 6, that would make it impossible for any fast fighter to hit another fast fighter.
If the fighters target was a 1500 ton fast patrol corvette with agility 5, -1 for size, and if the computer rules require a -dm for the larger computer a 1500 ton ship would have, that Fusion Fighter is useless.
It gets worse if you use anything else than a Fusion gun. 3 Beam lasers give you USP of 3 until TL13 (when the fusion gun is a better choice anyway...) and the best Missile USP is 2 until TL13. A USP 2 Missile needs a 6 to hit (same as USP 4 Fusion gun) but then it has to deal with Sand (not hard to penetrate), Beams, Repulsors (impossible to penetrate 1 to 1) and Nuclear Dampers (not likely to penetrate).
And still, a USP 2 missile simply cannot hit a target under 2000 tons with agility of 6, a fighter with agility of 5, or any large ship with a halfway decent computer (if I'm understanding those rules correctly on computers).
Also, is there a detailed description of the different Hull Configurations? Specifically what is Close Structure? Seems like a pretty steep discount with little downside for choosing that hull type.
Book 2 combat says Nuclear misslies get 1d damage rolls, but HG Nuclear missiles get 2 damages rolls, one on Surface Explosion Damage table and one on Radiation Damage table per hit?
Range Determination step says the first round is automatically long, so it doesn't matter who wins the Initiative, that whole first round will be played out at long range?
Missiles attempting to get through beam weapon point defense get +2 (i.e. it is easier to penetrate) if the beam weapon trying to stop the missile is energy based (fusion or plasma)?
Ships must be in the reserve to attempt repairs during battle?
Ships must have an agility rating greater than any pursuers or they cannot break combat by evasion?
Relative computer size is listed as "DM's Allowed To Hit - + relative computer size" So if Ship A has a level 7 computer firing agains Ship B with a level 4 computer, Ship A gets +3 to hit. However, when Ship B fires, he gets no bonus (obviously) but does it necessarily mean he gets a negative DM? Has this been clarified somewhere or am I just misreading it?
Fighters in general seem pretty weak at all TL's. The most powerful weapon you can put on a fighter is a level 4 Fusion Gun turret, bumped up to level 5 at TL14, both of which hit on a 6. If the target is another fighter, it gets -2 for size and the targets agility is 4 another -4, requiring a 12. If the targets agility was a 5 or 6, that would make it impossible for any fast fighter to hit another fast fighter.
If the fighters target was a 1500 ton fast patrol corvette with agility 5, -1 for size, and if the computer rules require a -dm for the larger computer a 1500 ton ship would have, that Fusion Fighter is useless.
It gets worse if you use anything else than a Fusion gun. 3 Beam lasers give you USP of 3 until TL13 (when the fusion gun is a better choice anyway...) and the best Missile USP is 2 until TL13. A USP 2 Missile needs a 6 to hit (same as USP 4 Fusion gun) but then it has to deal with Sand (not hard to penetrate), Beams, Repulsors (impossible to penetrate 1 to 1) and Nuclear Dampers (not likely to penetrate).
And still, a USP 2 missile simply cannot hit a target under 2000 tons with agility of 6, a fighter with agility of 5, or any large ship with a halfway decent computer (if I'm understanding those rules correctly on computers).
Also, is there a detailed description of the different Hull Configurations? Specifically what is Close Structure? Seems like a pretty steep discount with little downside for choosing that hull type.
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