High Guard - Errors?

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AndrewW
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Re: High Guard - Errors?

Postby AndrewW » Sun Jan 22, 2017 9:53 pm

snrdg121408 wrote:As far as I know there are a couple of forum topics covering HG 2e possible errata. One of Donald McKinney's many hats, who past away in 2015, was the compiler and composer of consolidated errata for CT, MT, TNE, and T4. I know he was working on T5 and I believe he was working on T20 and MgT but had not gotten around to putting material into a PDF. GURPS Traveller had errata but with them not renewing the license I do not know where to find any unless one printed out the files.
Yes, he was collecting errata for Mongoose Traveller as well.
snrdg121408 wrote:I'm hoping that at some point there will be a free downloadable consolidated errata document linked to each books product page.
That's the usual anyways, was done for a number of the earlier edition books.
DivineWrath
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Re: High Guard - Errors?

Postby DivineWrath » Mon Jan 23, 2017 4:34 am

Here are a few ideas:

I would like the PDF page numbers to match the books page numbers. If I go to page 10 of the book, the PDF will say it is page 11. FYI, page 10 is step 1: create a hull.

I would like more bookmarks. Much like how the core rulebook was done. I've spent a lot of time traveling around the book. If there were bookmarks for a specific ship system or weapon, it would have saved me a lot of time.

I didn't like how some systems are described as being 4 or 6 tons, but then it says that it costs x per ton. That last bit adds another step of calculations that didn't need to be there. For example, workshops are 6 tons and cost 0.15 MCr per ton, but I it would be more efficient to mention that they are 6 tons and cost 0.9 MCr.

Organization. I can see why you sorted things by internal systems, external systems, fuel, and stuff. However in practice, I find that a lot of things goes under "systems" section of a ship. Likewise, I like to keep things like docking space and launch tubes under crafts. Different kinds of staterooms can be found on 21 and 38. Maybe this problem will mitigated if we get some good bookmarks.

Many accommodations, such as Luxury Staterooms, give price life support cost per ton it uses. So Cabin Space is 375 Cr and Luxury Staterooms are 5000 Cr. Life support costs are normally 1000 Cr. I think it would help if it was explained why their support costs are different.

I don't know how the hull configuration close structure differs from standard design. Some explanation of how it is unique might help.
snrdg121408
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Re: High Guard - Errors?

Postby snrdg121408 » Sun Feb 12, 2017 11:24 pm

Afternoon PST,
On MgT HG 2e p. 39 the Sensor Station option has the following in formation:

"Each sensor station allows an additional sensor operator to perform actions (find typical numbers of sensor operators on page 41), costs MCr0.5 and consumes 1 ton."

There is no reference to "typical numbers of sensor operators" on page 41. The information, as researched by Jeraa, appears to be found on page 28 as follows:

"Multiple Warheads Incoming!
Once ships start mounting bay weapons, the number of missiles they can throw at their enemies increases significantly. When multiple salvoes of missiles (or torpedoes) are incoming, even the finest sensor operator can become quickly overwhelmed. To counter this, large warships tend to have multiple sensor stations operated by several dedicated crew members.

Because of this, assume that a ship will have one sensor operator for every full 1,000 tons. A 7,500 ton ship, for example, would normally have seven sensor operators who could between them perform the Electronic Warfare action on seven different incoming salvoes.

At his discretion, a referee may specify a particular ship has more or less sensor operators, perhaps to reflect a ship in a universe where missile combat is not common or one that is expected to face nothing but missiles, but one sensor operator per 1,000 tons is a good place to start."

Recommend changing the refer on page 39 from: "Each sensor station allows an additional sensor operator to perform actions (find typical numbers of sensor operators on page 41), costs MCr0.5 and consumes 1 ton." to "Each sensor station allows an additional sensor operator to perform actions (find typical numbers of sensor operators on page 28), costs MCr0.5 and consumes 1 ton."
snrdg121408 (aka Tom R)
snrdg121408
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Re: High Guard - Errors?

Postby snrdg121408 » Thu Feb 23, 2017 6:16 am

Evening PST,

Based on DivineWrath's Light Fighter Total Cost: MCr9.09 the Maintenance Cost is Cr758/month versus Cr750.
snrdg121408 (aka Tom R)
TARosey
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Re: High Guard - Errors?

Postby TARosey » Fri May 26, 2017 5:40 am

A question about fleet weapon damage.

The text says to total all the damage from the Fleet Weapon Damage Table for a given weapon system, then divide by 10, rounding down.

The example Gazelle shows 6 fleet damage for beam lasers and 30 for the particle beams.
A gazelle has 6 beam lasers @ 1 damage = 6. 6/10 = 0.6, rounded down to 0.
2 particle barbettes @ 15 damage = 30. 30/10 = 3.0

So, my questions is: do we divide by 10 or not?
AnotherDilbert
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Re: High Guard - Errors?

Postby AnotherDilbert » Fri May 26, 2017 11:09 am

Yes.

Note that we also divide Hull points by 10.

The Gazelle is a very light unit in the fleet system, it is probably best used in squadrons.
Ursus Maior
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Re: High Guard - Errors?

Postby Ursus Maior » Fri Feb 14, 2020 10:25 am

DivineWrath wrote:
Mon Nov 07, 2016 4:41 am
PASSENGER SHUTTLE
No problems detected.
I just went through Reach Adventure 1 "Marooned on Marduk" as well as High Guard to check out the Passenger Shuttle, wondering if 60 seats really should consume 60 dtons and cost MCr30, and of course they shouldn't. And while in "Marooned on Marduk" the price of MCr30 is listed in the table, it was omitted from the final cost. In both publications prices vary and the deck plans do not show the additional airlock paid for in dtons and Credits.

I recalculated the TL9 version of the vessel from High Guard and kept all items listed in the original publication. Note, that this design leaves 60 dtons of Acceleration Benches in place for a total passenger capacity of 240 persons. This is due to the fact that High Guard notes the passenger capacity per dton to be four persons. If, on the other hand, 60 persons were meant to be transportable by the design, the number of benches would need to be reduced to 15, for a total of 15 dtons and MCr0.15. This would add a total of 45 dtons to the cargo capacity of the Passenger Shuttle, making it more of a dual use craft than the current design, which holds only 13.05 dtons of cargo by my calculation (and not 13.3 dtons as both publications denote, making the design 0.25 oversized).

It would certainly be nice for players to receive a free updated version of all published ships, as by my reckoning not a single design remains without errors. Especially for High Guard that means that 130 of 225 pages have errors, from plainly false calculations, to omissions or misnomers and botched deck plans. The same goes for Pirates of Drinax Vol. 3 and designs published in adventures.
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Reynard
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Re: High Guard - Errors?

Postby Reynard » Fri Feb 14, 2020 3:29 pm

"Recommend changing the refer on page 39 from: "Each sensor station allows an additional sensor operator to perform actions (find typical numbers of sensor operators on page 41), costs MCr0.5 and consumes 1 ton." to "Each sensor station allows an additional sensor operator to perform actions (find typical numbers of sensor operators on page 28), costs MCr0.5 and consumes 1 ton." "

I also notice the missing information. I, however, assumed additional sensor suites allow more simultaneous uses of many sensor operations so operators don't take penalties from multiples tasks. A science vessel could have one or more sensor suites focusing on life scanners or mineral detection while the primary sensor operation can perform standard ship sensor operations. Same can be said for military operations with suites specific for countermeasure or deep penetration tasks while another is performing sensor locks or electronic warfare all at no penalty. This can be important on escort vessels defending other larger ships.
Old School
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Re: High Guard - Errors?

Postby Old School » Fri Feb 14, 2020 4:21 pm

It would certainly be nice for players to receive a free updated version of all published ships,
It would. I've given up on beating that drum, however.
locarno24
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Re: High Guard - Errors?

Postby locarno24 » Tue Feb 18, 2020 2:37 pm

Is the damage on the Large Mass Driver bay wrong? - it's 2DD, the same as a medium one, despite being bigger and more expensive
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.
Jeraa
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Re: High Guard - Errors?

Postby Jeraa » Tue Feb 18, 2020 3:26 pm

locarno24 wrote:
Tue Feb 18, 2020 2:37 pm
Is the damage on the Large Mass Driver bay wrong? - it's 2DD, the same as a medium one, despite being bigger and more expensive
If you look, that should be the same for all the medium and large bays. But large bays have additional rules:
Large bays add +1 per damage dice (this is done before multiplying by 10 for Destructive weapons) to the final damage total, and gain DM+4 when attacking targets of 3,000 tons or more, due to the massive amount of weaponry they hold. (missile and torpedo salvoes do not use these modifiers).
locarno24
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Re: High Guard - Errors?

Postby locarno24 » Wed Feb 19, 2020 8:26 am

Jeraa wrote:
Tue Feb 18, 2020 3:26 pm
locarno24 wrote:
Tue Feb 18, 2020 2:37 pm
Is the damage on the Large Mass Driver bay wrong? - it's 2DD, the same as a medium one, despite being bigger and more expensive
If you look, that should be the same for all the medium and large bays. But large bays have additional rules:
Large bays add +1 per damage dice (this is done before multiplying by 10 for Destructive weapons) to the final damage total, and gain DM+4 when attacking targets of 3,000 tons or more, due to the massive amount of weaponry they hold. (missile and torpedo salvoes do not use these modifiers).

Are those intended to be two separate rules - that is, do they add +1 per die against small targets as well?
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.
AnotherDilbert
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Re: High Guard - Errors?

Postby AnotherDilbert » Wed Feb 19, 2020 10:06 am

locarno24 wrote: Are those intended to be two separate rules - that is, do they add +1 per die against small targets as well?
As far as I know, yes. Compare with the Capital combat system.

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