High Guard is Here!

alex_greene said:
Guys! Quick! Sorry to interrupt, but the updated version just hit DriveThruRPG!

Belt Mining has been added. Check out page 73.

Go and get it downloaded now!
Downloaded the update. Thank You. I read the belt chapter during my lunch. :mrgreen:
 
Rikki Tikki Traveller said:
And to follow up with my comment about the emails being hit or miss - I have NOT received an email about this update to a PDF that I bought 2 days ago.
In the past I have had updates where I didn't receive emails, but I received this update email about an hour after I down loaded the update. :lol:
 
Got the email and the newest update.. Thanks!

Was playing with Breakaway Hulls and had a thought that is scaring me with the recursion potential... are ALL the breakaway sections considered to be the same Hull Configuration? Or can a ship (say 1,000 tons for example) potentially have a 600 ton Sphere Config, with 2 additional 200 ton breakaway Streamlined Config sections?

Minus of course the extra fittings tonnage, was trying to keep it simple.

Or is that just a can of worms I don't want to open? I don't mind the extra math, since I am plotting it with a spreadsheet, but wanted to know if that is just something you all decided was too "in the weeds" and just build different ships, darnit!

Thanks!
 
moriturimax said:
Got the email and the newest update.. Thanks!

Was playing with Breakaway Hulls and had a thought that is scaring me with the recursion potential... are ALL the breakaway sections considered to be the same Hull Configuration? Or can a ship (say 1,000 tons for example) potentially have a 600 ton Sphere Config, with 2 additional 200 ton breakaway Streamlined Config sections?

Minus of course the extra fittings tonnage, was trying to keep it simple.

Or is that just a can of worms I don't want to open? I don't mind the extra math, since I am plotting it with a spreadsheet, but wanted to know if that is just something you all decided was too "in the weeds" and just build different ships, darnit!

Thanks!

Officially, they have the same hull config. If you want to do the maths however... be our guest!
 
Two related quick questions...

It says on p22 that a ship may have one airlock per 100 tons (or part thereof), and additional airlocks may be added using the system in the spacecraft options. By my reading this means that a 200 ton ship would naturally have 1-2 airlocks for free, and incorporated into the design, and if they wanted a third would have to pay and allocate tonnage, right? I'm a little unsure because various ships later on have an airlock and tonnage and cost added - e.g. the Gig (p94)... although it's only 20 tons, by my reading of the rules it would automatically have 1 airlock (per 100 tons or PART thereof, 20 tons would thus be part of that first 100). So is that airlock a second, additional one, or has the only airlock been manually added (perhaps I missed something about small craft not counting, or there has to be a 100 ton minimum for the free airlock)? So if I was building a 200 ton Fast Trader could I assume it has 2 airlocks as standard, or would I need to buy them?

Which leads to the 2nd question - the book says in the airlock section of both spaceship and station design to look at the cargo airlock rules on p39 for info... but p39 has no cargo airlock rules! The Far Trader has 2 Cargo Airlocks at 6 tons and MCr0.6, but the merchant cruiser has one 4.5 ton MCr0.45 airlock. Do I assume that this makes it MCr0.1 per ton? But how much tonnage needs to be allocated? Is it arbitrary, or fixed? The Far Trader stat seems to indicate each Cargo Airlock is 3 tons, MCr0.3, but the Merchant Cruiser would go against this.

Please advise. Thanks.
 
FentonGib said:
It says on p22 that a ship may have one airlock per 100 tons (or part thereof), and additional airlocks may be added using the system in the spacecraft options. By my reading this means that a 200 ton ship would naturally have 1-2 airlocks for free, and incorporated into the design, and if they wanted a third would have to pay and allocate tonnage, right? I'm a little unsure because various ships later on have an airlock and tonnage and cost added - e.g. the Gig (p94)... although it's only 20 tons, by my reading of the rules it would automatically have 1 airlock (per 100 tons or PART thereof, 20 tons would thus be part of that first 100). So is that airlock a second, additional one, or has the only airlock been manually added (perhaps I missed something about small craft not counting, or there has to be a 100 ton minimum for the free airlock)? So if I was building a 200 ton Fast Trader could I assume it has 2 airlocks as standard, or would I need to buy them?

Which leads to the 2nd question - the book says in the airlock section of both spaceship and station design to look at the cargo airlock rules on p39 for info... but p39 has no cargo airlock rules! The Far Trader has 2 Cargo Airlocks at 6 tons and MCr0.6, but the merchant cruiser has one 4.5 ton MCr0.45 airlock. Do I assume that this makes it MCr0.1 per ton? But how much tonnage needs to be allocated? Is it arbitrary, or fixed? The Far Trader stat seems to indicate each Cargo Airlock is 3 tons, MCr0.3, but the Merchant Cruiser would go against this.

Please advise. Thanks.

You are correct in your assessment of how many free airlocks a ship can have - however, note that High Guard is a set of guidelines rather than hard rules. I _think_ I am right in saying that the airlock was added to the Gig in this fashion because it was a very small ship and the designer wanted the airlock taken into account. He did not have to do this by any means but it made sense for that particular ship.

For Cargo Airlocks, simply use the regular Airlock, but increase its size (effectively adding them together) to get larger airlocks.

Simples!
 
msprange said:
I _think_ I am right in saying that the airlock was added to the Gig in this fashion because it was a very small ship and the designer wanted the airlock taken into account. He did not have to do this by any means but it made sense for that particular ship.
It makes sense that small ships wouldn't have an automatic airlock, being under 100 tons. It was the "part thereof" of the description that implied they should have one. Simply stating "one airlock per 100 tons" (no part thereof) would clarify that. Doesn't apply to me since I won't be creating anything under 100 tons, but was enough to make me wonder if I had to manually add them or not. Thanks for clarifying that.

msprange said:
For Cargo Airlocks, simply use the regular Airlock, but increase its size (effectively adding them together) to get larger airlocks.
Ya, but a baseline of how much to expect would be good! lol. Since I plan to adapt the 200 ton Fast Trader design, and the Far Trader is also 200 tons, I'll use that 3 tons, MCr0.3 (and put two Cargo Airlocks in) as a baseline.

Thanks!
 
HG said:
Additional Airlock
Additional airlocks of any size may be added to a ship. It typically takes a minute for an airlock to fully cycle.
Airlocks consume a minimum of 2 tons and cost MCr0.1 per ton.
Cargo airlock? A shipping container is about 3 dT, if you use that as a standard 3 dT would be the minimum for a cargo airlock. (I would allow cargo to be carried in the airlock.)

The Gig is ported from MgT1, where small craft did not get free airlocks. If we go overly literal-minded the text box says "A ship may have one airlock for every 100 tons or part of.", small craft are not ships, hence get no free airlock.

It makes sense that a 100 dT ship gets a free airlock, but a 10 dT small craft does not.
 
AnotherDilbert said:
Don't forget to include a garden (Biosphere, p44)! It might be the most profitable use of space in a commercial ship.
They are nice... but as I'm trying to basically make a 2e version of the one in the 1e Supplement, I'm going to try to avoid anything that's not there. The only modification that the ship has is that it has a J3 drive and a turret.

I'm likely to make two builds though - a literal adaptation of the Fast Trader as presented originally, and a modified Empress Marava-Class Far Trader (since the Fast Trader was stated as being a modified Far Trader design). Ultimately I need for my players something that's meant to be a fairly old (40 years) standard design that has Thrust-4 and Jump-3, with a weapon (I rolled the weapon as one of the quirks) but isn't so expensive that the players will heavily struggle to meet the payments (a little work to make profit my players will enjoy - too much book-keeping and struggle to make ends meet will put them off... they like the adventure aspect of RPG mostly).
 
First, the update was pretty neat - it covered A LOT of the feedback here.


Now, as new features are introduces, bugs often accompany them:

The new chapter has several instances where the reference pages are not listed (i.e. they are listed as XX)

Also, some other possible discrepancies with the same chapter were moved to another thread: http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=119440
 
The Layout of pages 23 and 24 could really use some improvement.

P.23 ends with the boxed text "Critical Hits on Large Ships". p24 begins with the boxed text "System Defence and Sensors", however the two paragraphs about critical hits after "System Defence and Sensors" and before the heading "TURRETS AND FIXED MOUNTS" seem like the belong with the "Critical Hits on Large Ships" box - they definitely don't belong to "Small Craft", which is the section before all that boxed text.
As it is, those two very important critical hit paragraphs tend to get lost. They really should go with the other Critical hit info.
I know I'm not the only one who missed that very important information.
 
What was done with airlocks:

Ships of 100+ tons get the free airlocks. Ships under get to add one if they so desire.

Cargo Airlocks aren't any different, just designed for cargo and usually larger then a regular personnel airlock.
 
HG 2e Introduction Chapter pp. 2-7 PDF pp. 3-8

On HG 2e Definitions p. 3/PDF p. 4 right column.

Which category does a CT modular cutter fit in Small Craft or Military Craft?

Is the Military Craft Cutter jump capable?

Carrier Squadron p.3/PDF p. 4 right column indicates that a carrier used to transport craft between 10 and 30 tons is defined as a fighter carrier. On p. 4/PDF p. 5 right hand column Small Craft lists a fighter as being less than 50 tons.

What is the up tonnage of a fighter 30-tons per Carrier Squadron of between 10 and 49 tons per Small Craft?
 
snrdg121408 said:
HG 2e Introduction Chapter pp. 2-7 PDF pp. 3-8

On HG 2e Definitions p. 3/PDF p. 4 right column.

Which category does a CT modular cutter fit in Small Craft or Military Craft?
A Spacecraft can fit in several categories. The categories are probably fuzzy and not sharply defined. The Modular Cutter is a Small Craft.

snrdg121408 said:
Is the Military Craft Cutter jump capable?
Cutter: An armed Ship that is both small and cheap...
Ship: A Spacecraft of 100 tons or more.
Traditionally in Traveller the Navy and civilians use different definitions if the term Ship, but we do not see that here. So a military Cutter could be jump capable, or not.

snrdg121408 said:
Carrier Squadron p.3/PDF p. 4 right column indicates that a carrier used to transport craft between 10 and 30 tons is defined as a fighter carrier. On p. 4/PDF p. 5 right hand column Small Craft lists a fighter as being less than 50 tons.
"Fighter: A small, short-ranged fast combat vessel, normally displacing less than fifty tons."
It's normally less than 50 dT, but sometimes bigger.

"When the craft being carried are in the ten to thirty ton range, the ship is a fighter carrier."
We have a Light Carrrier (sic) on p173, a Strike Carrier on p200, and a Fleet Carrier on p204. Some of them carry Heavy Fighters from p102.
They may not be officially Fighter Carriers, but they are still Carriers that carry Fighters.
 
Not sure if I missed a refeence, but the Design Chechlist diagrams are neat.. yes, I said, it Design CHECHLIST.... :D

PS with the rate of fixes I can see happening, perhaps you could add a version number at the beginning or end of the book.. just so it doesn't become impossible for people to actually keep track of the bugs they are reporting being relevant if they haven't been 100% vigilant in having the latest version on their computers.
 
AnotherDilbert said:
Copied from the pdf: "DESIGN CHECKLIST",

It's just a strange font.

Well Font or no Font, if a letter in the PDF looks exactly like another letter unless you go around copying and pasting it to see if you need better prescription glasses, it might not BE the best font to use. Heh, sort of a corollary to the "You had ONE job, silly font."

PS https://www.dropbox.com/s/ft7tzru0o8fot22/fontCapture.PNG?dl=0
It's more than a strange font, IMHO, if you can zoom in that much and the K just has a barely perceptible little kink on the right side...

Cheers, and don't get me wrong, I'm just passing along what I see, I still love the new book.
 
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