High Guard Errata Submissions

No idea what "rapid fire' mounts are for the purposes of HG p. 61 : and their fitting to small craft
Rapid fire mounts may not be fitted.
The only mention of rapid fire mods is for spinal weapons ! (HG p. 66 ).
 
My biggest concern with High Guard (and space combat in general), is the lack of defense against particle beams. Everything else seems to have a screen against it, but particle beams just seem to pass through everything.

Or is this an oversight on my part?
 
is this an oversight on my part?

no you are on the money. The only protection is armour. But if you can get enough at high tech levels then you need to switch to meson weapons.

regards
 
Expanded Rules:

Particle Beams


The only thing it mentions is about barbettes, but page 61 says, "The number of particle beams is limited as per the expanded space craft rules."

All I could find was, "Particle beam barbettes are the equivalent of 2 energy weapons."

Or is that the extent of it?
 
The reference is really to the power plant restrictions in the advanced rules section in HG

from p.48

Fusion and particle bays can only be fitted in ships with
a power plant rating of 3+. There are no limits on the fitting of
non–energy weapons, lasers and railguns. If the power plant
rating is 3 or 4 a maximum of 50% of turret weapons can be
particle beams. If the power plant rating is 1 or 2, a maximum
of 25% of turret weapons can be particle beams.

regards
 
I had a hard time finding that, too. I looked at the paragraph and saw that it was talking about bays, not turrets, and moved on without reading the whole thing.
 
In the character generation chapter, do you muster out after leaving each branch or when you are done with the service. Example, character enters the Imperial navy and does two terms as crew then moves to gunner for two terms. He then leaves and enters a planetary navy for a term. Does he muster out after each branch (three times) or just when he leaves the Imperial Navy then after he leaves the planetary navy?
 
Sevya said:
I had a hard time finding that, too. I looked at the paragraph and saw that it was talking about bays, not turrets, and moved on without reading the whole thing.

Precisely. I saw bays and moved on.

This statement should be its own dot in the previous heading.
 
In the character generation chapter, do you muster out after leaving each branch or when you are done with the service. Example, character enters the Imperial navy and does two terms as crew then moves to gunner for two terms. He then leaves and enters a planetary navy for a term. Does he muster out after each branch (three times) or just when he leaves the Imperial Navy then after he leaves the planetary navy?

I was under the impression that your career required you to choose one branch or assignment for the length of same. Also once you left a career you could not re-enlist.

regards
 
True, but ALL of the "careers" in HG are actually expansions of the Navy Career.

Think of them as different Specialties with their own mustering out tables.

IMTU, I have the character roll the mustering out benefits as they leave each sub-career.

So, 2 terms in the Crew (roll benefits), then 1 term in Engineering (roll benefits) etc. Still limited to 3 total money rolls but gains in Edu or Int could help you in the next sub-career.

It is a confusing though. In some respects HG treats them as different careers, but at the same time explicitly states that they are all one career.
 
So within each "branch" career - do you make them chose a speciality within that branch and make them stay with it?

regards
 
Rikki Tikki Traveller said:
True, but ALL of the "careers" in HG are actually expansions of the Navy Career.

Think of them as different Specialties with their own mustering out tables.

IMTU, I have the character roll the mustering out benefits as they leave each sub-career.

So, 2 terms in the Crew (roll benefits), then 1 term in Engineering (roll benefits) etc. Still limited to 3 total money rolls but gains in Edu or Int could help you in the next sub-career.

It is a confusing though. In some respects HG treats them as different careers, but at the same time explicitly states that they are all one career.

The only problem I see is that the character would get more mustering out benefits overall than one in the core book. In the above example the crew member if he was rank 2 would get +1 benefit and then if he becomes rank 3 in the Engineering he would get +2 benefits. IMTU I limit it to when the player leaves the service completely. The only problem is that the rules do not clearly state this. :?
 
You have to subtract out the benefits that he already rolled.

So, back to my example:

Term 1: Crewman R1
Term 2: Crewman R2
(Transfers to Engineering)
3 Mustering Out Rolls on the Crewman Tables. (1 for each term +1 for Rank)

Term 3: Engineering R3
(Leaves Service)
2 Mustering Out Rolls on the Engineering Tables. (1 for the term and only 1 for the "extra" rank since he already used the 1 for Rank 1-2).

Of those 5 Mustering out rolls, only 3 total could be on the Cash tables.

That is how I interpret it anyway and how it seems to keep the number of benefits consistent with the TMB.

However, having a GOOD multi-discipline example in the book would be a GREAT help (ala Jameson in the TMB).
 
Should the part where it states that the computer level determines the minimum size of a ship be changed to the maximum. This make more sense and it stays consistent with the original High Guard. This is found in the capital ship design part.
 
Rikki Tikki Traveller said:
You have to subtract out the benefits that he already rolled.

So, back to my example:

Term 1: Crewman R1
Term 2: Crewman R2
(Transfers to Engineering)
3 Mustering Out Rolls on the Crewman Tables. (1 for each term +1 for Rank)

Term 3: Engineering R3
(Leaves Service)
2 Mustering Out Rolls on the Engineering Tables. (1 for the term and only 1 for the "extra" rank since he already used the 1 for Rank 1-2).

Of those 5 Mustering out rolls, only 3 total could be on the Cash tables.

Initially that is how I thought it was done, but I think I have got it now!

Page 6 says in the grey box that benefit is per service (Imperial, Subsector or Naval). Page 6 also gives the equivalent Core Rulebook rank for a High Guard rank for benefit purposes in the first column above the rank table. So rank 6 in High guard is only rank 4 for determining mustering out benefits.
 
Missing from the errata is the cost of the stealth jump drive (50% more then normal).

Also doesn't explain why black globe generators are 50 tons, but smaller on capital ships.
 
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