CT High Guard 2 could be useful for roleplay but it is pretty much exclusively designed for warship combat. Under CT Book 2 combat, merchantmen can absorb a lot more damage because almost half of the hits are hitting living spaces (hull) and cargo, while most combat craft have no more than about 3-4 percent of their volume in living spaces and cargo. Merchantmen in High Guard take damage exclusively to maneuver, weapons, or fuel but, with no hits absorbed by living spaces or cargo, they take it almost twice as quickly as in Book 2, which can make it far more difficult to get away from an attacker. The rules on fuel hits also disadvantages craft carrying large volumes of fuel.
Civilian craft are not as densely packed with machinery as military craft; as reflected in Book 2, some hits may strike quarters or cargo instead of equipment. Figure the approximate percentage of craft being used for living space (staterooms and low berths) and cargo. Convert that into a 1d6 roll by dividing by 16 and rounding to the nearest; a value less than 8 means there is too little of that item to support a roll. For example, the classic free trader has 50 dTons in living space and 82 dTons in cargo of a volume of 200 dTons: 4 in 6 hits will strike living space or cargo. However, a Kokirrak class BB has living spaces and cargo space in only about 3.5% of the ship, while a Chrysanthemum class DE has living spaces and cargo space in only about 3.2% of the ship, too little to warrant a D6 roll.
Do the same with fuel. For example, the classic free trader has 30 dTons in fuel tanks: 1 in 6 hits will strike the fuel tanks. A Kokirrak class BB has 100,000 dTons in fuel tanks: 3 in 6 hits will strike the fuel tanks.
Roll 1d6 on each hit to determine whether living space or cargo or fuel are struck. If they are not struck, roll damage normally. If living space or cargo was struck, it's up to the gamemaster to decide which for roleplay purposes. If fuel was struck 10 dTons of fuel is lost. Hits to living space or cargo do not affect a craft's combat performance. Craft entering combat are presumed to have had passengers go into vacc bags or (roughly man-sized bags which can retain pressure in a vacuum to protect the occupant, connected by tubes to the craft's environmental systems to maintain a breathable atmosphere and habitable temperature) and reduced air pressure to the minimum needed, while crew are in vacc suits or body pressure suits.
From here there are two choices: run the existing table for hits that don't strike living spaces, cargo, or fuel, the easiest solution. Or, revise the existing table a bit. There are several issues with the existing table. First rolls of 22+ do no damage, but any weapon except a meson beam has to fire through a port of some sort, and they can be damaged when exposed to fire, so I would eliminate the 22+ line and end the table at 21+. Second, however good the armor is, the heat exchangers and likely the maneuver drive per at least MT canon are exposed to operate: Starship Operator's Manual describes these great glowy panels. Similarly, the jump drive is supposed to work using some sort of a hull net that protects the ship from jump space, and damage to that net might affect the drive's ability to jump. I would have some opportunity to hit these on a damage table, but I'm not sure how to arrange that yet.
Civilian craft are not as densely packed with machinery as military craft; as reflected in Book 2, some hits may strike quarters or cargo instead of equipment. Figure the approximate percentage of craft being used for living space (staterooms and low berths) and cargo. Convert that into a 1d6 roll by dividing by 16 and rounding to the nearest; a value less than 8 means there is too little of that item to support a roll. For example, the classic free trader has 50 dTons in living space and 82 dTons in cargo of a volume of 200 dTons: 4 in 6 hits will strike living space or cargo. However, a Kokirrak class BB has living spaces and cargo space in only about 3.5% of the ship, while a Chrysanthemum class DE has living spaces and cargo space in only about 3.2% of the ship, too little to warrant a D6 roll.
Do the same with fuel. For example, the classic free trader has 30 dTons in fuel tanks: 1 in 6 hits will strike the fuel tanks. A Kokirrak class BB has 100,000 dTons in fuel tanks: 3 in 6 hits will strike the fuel tanks.
Roll 1d6 on each hit to determine whether living space or cargo or fuel are struck. If they are not struck, roll damage normally. If living space or cargo was struck, it's up to the gamemaster to decide which for roleplay purposes. If fuel was struck 10 dTons of fuel is lost. Hits to living space or cargo do not affect a craft's combat performance. Craft entering combat are presumed to have had passengers go into vacc bags or (roughly man-sized bags which can retain pressure in a vacuum to protect the occupant, connected by tubes to the craft's environmental systems to maintain a breathable atmosphere and habitable temperature) and reduced air pressure to the minimum needed, while crew are in vacc suits or body pressure suits.
From here there are two choices: run the existing table for hits that don't strike living spaces, cargo, or fuel, the easiest solution. Or, revise the existing table a bit. There are several issues with the existing table. First rolls of 22+ do no damage, but any weapon except a meson beam has to fire through a port of some sort, and they can be damaged when exposed to fire, so I would eliminate the 22+ line and end the table at 21+. Second, however good the armor is, the heat exchangers and likely the maneuver drive per at least MT canon are exposed to operate: Starship Operator's Manual describes these great glowy panels. Similarly, the jump drive is supposed to work using some sort of a hull net that protects the ship from jump space, and damage to that net might affect the drive's ability to jump. I would have some opportunity to hit these on a damage table, but I'm not sure how to arrange that yet.