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Hull/cargo hits in High Guard

Carlobrand

SOC-14 1K
Marquis
High Guard is among my favorites for its ability to allow one to run a space combat without hauling out a map and hoping the player has enough piloting skill not to overshoot the planet while fighting off the pirate. It also lends itself to modding, which can be fun.

A disadvantage when putting players through it is that it's potentially faster paced than CT Book 2. Turns are roughly similar length, to-hit for a single laser's the same, missiles are different, both are less deadly than in Book 2. However, 4/9 of hits on ships in Book 2 are taken up by hull and cargo. For the player trying to run for the jump limit and needing time and luck to do it, a 7/36 chance per hit of losing drive power and a 17 in 36 chance per hit of losing one or more weapons is a big change from a 1 to 3 in 36 chance of losing drive power and a 5 in 36 chance of losing one or more weapons.

High Guard was intended for warships, and warships are densely packed compared to freighters. Taking that into consideration can buy time for the little guys. What I've done is add up all the cargo space, boat space, crew space (staterooms, low berths, ELBs) less 2 dT per crew, and other nonstandard extranea like extra fuel above the usual required, figured what percentage of the ship that is, then translated that percentage into a D6 roll.

So, for example, the free trader with 82 dT cargo, 10 staterooms and crew of 3, 20 low berths, has 126 dTons of noncritical space over what a similar-size warship would carry - 63%. Converting it into D6 - dividing by 16.67 and rounding off - 4 in 6 hits will strike this noncritical space rather than going to the damage table.

For the stock game ships, I got:

Scout: 1/6
Free Trader: 4/6
Far Trader: 3/6
Subs Merch: 4/6
Subs Liner: 2/6
Yacht: 2/6
Merc. Cruiser: 3/6
Patrol Cruiser: 1/6
Launch: 4/6
Ship's Boat: 3/6
Pinnace: 3/6
Cutter: 4/6

If there's a need to figure out what was hit - cargo damage, for example, that can be roughly figured the same way (unless you're in the mood to buy percentile dice). Roughly 2/3 of the free trader's noncritical space is cargo, so 4 in 6 hits taken by noncritical spaces are hits to cargo - at 10 dT cargo damaged per hit. Broadsword's trickier, with 160 dT in boats and cutter modules, 80 dT cargo, 48 dT spare fuel, and 86 dT living space beyond crew accommodations; I might dig out percentage dice for that one, if I absolutely had to know what got hit, but it's usually easier to assume repairs are made after the battle.

Most High Guard warships won't have enough cargo or passenger space to bother doing a calculation. A 200,000 dT dreadnought would need more than 16,667 dTons of such space before it was worth bothering about. However, ships like tankers and carriers might benefit from such treatment.
 
It's worth taking note of the damage conversion rule in the K'kree alien module for mixing PC scale LBB2 ship combat up with HG hits:
When K'kree ships constructed using this system are involved in space combat from basic Traveller, each hit on a drive reduces the drive number by 0.2 (one-fifth of a point). Drives function at their current number, rounding fractions down; this system is similar to the reduction of alphabetic drive letters by one letter for each hit.

Rather than % dice you can just use the good old d6-d6 matrix which gives you 36 outcomes with a slightly less than 3% chance per entry.
So work out the % of stuff in the ship and then construct your hit location chart as a d6-d6 matrix.
 
Also consider that a lot of hits are (can be) mitigated by Armor in High Guard. Armor is a kind of passive defense that has to be penetrated like the other systems, but the mechanics manifest differently.
 
Also consider that a lot of hits are (can be) mitigated by Armor in High Guard. Armor is a kind of passive defense that has to be penetrated like the other systems, but the mechanics manifest differently.

Since I'm looking mostly at legacy player ships, armor isn't a factor.
 
I imagine that this is a little to good for freighters.

A warship generally has a lot more fuel that is also dead space, or even empty after a jump.

To achieve the same result I would replace the "13 Fuel-1" hit on the Surface Damage Table with "13 Cargo-1" for freighters. Note that this is the most common result for normal weapons normally found on small ships because of the DM+6.

It would also avoid introducing more die rolls, which I find to slow down play.
 
I imagine that this is a little to good for freighters. ...

No, not for what I'm trying to do. As I pointed out in the initial post:

"...4/9 of hits on ships in Book 2 are taken up by hull and cargo. For the player trying to run for the jump limit and needing time and luck to do it, a 7/36 chance per hit of losing drive power and a 17 in 36 chance per hit of losing one or more weapons is a big change from a 1 to 3 in 36 chance of losing drive power and a 5 in 36 chance of losing one or more weapons."

What I'm doing merely brings the level of violence down to Book 2 levels. Replacing the "13 - Fuel-1" hit with a cargo hit on the High Guard damage table wouldn't do that. It'd leave typical player ships still going down in defeat in about a third the number of rounds it would have taken in Book 2. Odds of a maneuver or weapon hit would be unchanged; they're just losing a bit of cargo instead of a bit of fuel.

The only ships of the set I examined that don't earn a significant defensive boost are the Scout/Courier - who shouldn't be running around attacking freighters in either game - and the Patrol Cruiser. The Patrol Cruiser gets a bit of a defensive bonus and, with four triple turrets and a Model 3, should still have no trouble with the freighters of Subsidized Liner size and smaller. The big freighters of CT TA, it wasn't a match for them to begin with: they had better computers, and most carried more firepower. It was outmatched in either game. So, the balance of power for the Patrol Cruiser isn't any worse than it originally was.

As for freighters in general facing attack by proper warships - destroyer escorts and up - there really is no such thing as "too good" because they're gonna go down quick no matter what. Computer difference is usually major, warships usually carry multiple batteries (and player-designed warships often have at least one at or near Factor 9). The smaller legacy ships are going to be taking criticals and, for the larger freighters of the Traveller Adventure, having half to 2/3 of the hits go to cargo is little help when you're taking several hits every turn. I wouldn't expect a modern cargo ship to last more than a few minutes under fire from an old O.H.P.'s 76 mm, and I wouldn't expect a Hercules to last long under the guns of even a Chrysanthemum.
 
With "too good" I was thinking about something like a Free Trader vs. a 200 Dt warship like say a SDB, they have similar armament, but the freighter will basically ignore 2/3 of all hits.


I don't think your comparison is quite fair. In Book2 combat you fire a lot more often, e.g. a triple laser turret can fire once in HG and 6 times in Book2? A missile turret can do 1 hit in HG, but 3D hits in Book2.

Combined with Select you can quickly disable an enemy ship, at least with a moderate computer.


I haven't used the Book2 system since the early 80's, so I may easily have misremembered how it works...
 
With "too good" I was thinking about something like a Free Trader vs. a 200 Dt warship like say a SDB, they have similar armament, but the freighter will basically ignore 2/3 of all hits.


I don't think your comparison is quite fair. In Book2 combat you fire a lot more often, e.g. a triple laser turret can fire once in HG and 6 times in Book2? A missile turret can do 1 hit in HG, but 3D hits in Book2.

Combined with Select you can quickly disable an enemy ship, at least with a moderate computer.


I haven't used the Book2 system since the early 80's, so I may easily have misremembered how it works...

Interesting thought, but I don't think an SDB is going to be limited to a Model 1 computer. There's also agility to consider, assuming you're not using the home rule that says turret weapons aren't affected by agility. The freighter will ignore 2/3 of all hits - but it isn't hitting jack, not against good agility and a good computer in a proper warboat. The SDB doesn't have the freighter's advantage of empty space soaking up hits because it is putting that space to good use with more power plant, better maneuver drive, better computer and probably some armor.
 
Why would the SDB bother with high agility and expensive computers, if it could get almost as good results from just leaving half the boat empty and be much cheaper?
 
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