High Guard is Here!

AnotherDilbert said:
Some ship errata:

CA Ghalalk:

This ship was the first large ship done and got updated a few times as things changed. Looks like some of the updates didn't get put in the PDF.

AnotherDilbert said:
A TL15 1DD particle spinal is 2800 dT. It could be a lower tech item,but should be noted.

If TL isn't specified it should be at the base level for that system.

AnotherDilbert said:
389 hardpoints left empty.

Weapons where matched to what was on the original. With an exception for one ship that had too many weapons for the available hardpoints and had to be cut back.
 
I've noticed that almost all of the small craft present in the Core Rules have different TLs in High Guard despite being otherwise identical. Should I assume that the High Guard TLs are always correct? (And if so, will the Core Rules PDF be updated with the corrected stat blocks eventually?)

Also, a few of other things I've noticed while skimming:

p.3: System Defence Boats should be "200 to 500" tons, not "300 to 500". (One of the two in HG is 200t.)
p.7-8: The Tigress background is super-pixelated.
p.123: The Safari Ship should be "Type-K".
p.123: Surely the Safari Ship isn't actually TL15, is it? It's TL12 in the core rules.
p.173: "Carrrier" has three Rs, should be "Carrier".
Generally: Some ship maintenance costs have thousands separators and some do not.
Generally: "Armour" and hull configurations (e.g., "Streamlined") are inconsistently capitalized in stat blocks.

Thanks!
 
I'm afraid that with how enthusiastic you guys are, there is going to be a need for Errata sheets per update so that we get an idea of what actually got fixed. If we have to completely reread the book from front to back every time, then we may miss some of the material you guys slaved so hard to get out.

Cheers, and Thanks for the hard work!
 
Morning PDT,

HG 2e Computer, programs, and ship record sheets.

I have a quibble with the HG 2e Ship Record Sheet's for the Spacecraft of the 3rd Imperium pp. 93-224.

All of the ships include Maneuver/0 and Library as standard software packages that come with a computer.

Unfortunately, I do not see that there is any listing for security or interface software as part of the standard package. I believe that I had the same quibble with the Ship's Computer section detailed in Traveller Core Book Rule Book 2e.

Traveller Core Book Rule Book 2e p. 106 indicates that Portable Computers include Security/0 and Interface Programs and Ship's Computers p. 151 agrees that Maneuver/0 and Library are included with the software package.

I would like to suggest that Security/0 and Interface be added to the software list on the ship record sheets in HG 2e.

I also believe that, at least, the starships should include an Anti-Hijack software package.
 
Hello AnotherDilbert,

Thank-you for your reply which also jogged another thought concerning Anti-Hijacking.

AnotherDilbert said:
Agree about Security.

Anti-Hijack is a bit expensive to be included as standard on small ships.

My apologies for not providing a clear suggestion in my original post.

Next, per CT LBB 2 2e 1981 p. 41 Anti-Hijack is available at TL-9+.

The HG 2e program is TL 11, which does not make sense since it leaves the ships from TL-9 and TL-10 vulnerable to hi-jacking.

The standard Anti-Hijacking program would be available at TL-9+ and cost the same as Security/0, Maneuver/0, Library, and Interface. Any skill check made to gain unauthorized entry to the ship's computer or any restricted area suffers a negative -1 DM.
 
snrdg121408 said:
Evening PDT,

HG 2e Chapter Two Weapons & Screens p. 23 Small Craft firmpoint.

Is there a cost for firmpoints?

No cost for the firmpoints, just like there are no costs for hardpoints on larger ships. The weapons themselves and, if you upgrade, the single turret costs credits. Firmpoints are just the mounts for the weapons.
 
Hello EldritchFire,

Thank you for the reply.

EldritchFire said:
snrdg121408 said:
Evening PDT,

HG 2e Chapter Two Weapons & Screens p. 23 Small Craft firmpoint.

Is there a cost for firmpoints?

No cost for the firmpoints, just like there are no costs for hardpoints on larger ships. The weapons themselves and, if you upgrade, the single turret costs credits. Firmpoints are just the mounts for the weapons.

Looks like I need to stop building the spreadsheet for today since I should have figured that out. Thank you again for the help.
 
Missiles on pg. 30, are the costs per 12 missiles or per missile? (Sandcaster cannisters on pg. 31 include a "number" column, so I am guessing that for cannisters the costs are per 20, but with missiles it is not so obvious),

Also, it seems like the long-range missile should have, well, a longer range? I appreciate that they are more reliable at long ranges (not losing missiles from salvos over time), but it still seems odd - especially as the distant range band is now capped at 300,000km (see pg. 24),
 
GarethL said:
Missiles on pg. 30, are the costs per 12 missiles or per missile? (Sandcaster cannisters on pg. 31 include a "number" column, so I am guessing that for cannisters the costs are per 20, but with missiles it is not so obvious),
Not clear.

I have assumed per missile, but comparing the standard missile with the core book, it should probably be per dTon. That probably means that torpedoes are priced per dTon too.

Oops, missiles are rather cheap, not very expensive. That makes missiles even better.
 
Hello GarethL and AnotherDilbert,

GarethL said:
Missiles on pg. 30, are the costs per 12 missiles or per missile? (Sandcaster cannisters on pg. 31 include a "number" column, so I am guessing that for cannisters the costs are per 20, but with missiles it is not so obvious),

Comparing HG 2e p. 30 with Traveller Core eRulebook erratjun2016 p. 157/PDF158

"Missile Rack: Though missile racks require ammunition and the warheads take time to reach distant targets, they can be very powerful weapons and, when a range of warheads is available, extremely versatile too. Missiles use slightly different rules to other spacecraft weapons, which are covered on page 161. Each turret with one or more missile racks holds 12 missiles and costs Cr250,000 to refill. It takes one round to reload a missile rack (see page 161)."

My opinion is that the cost for a reload of 12 standard missiles is Cr250,000.

Also, it seems like the long-range missile should have, well, a longer range? I appreciate that they are more reliable at long ranges (not losing missiles from salvos over time), but it still seems odd - especially as the distant range band is now capped at 300,000km (see pg. 24),

Sorry, I'm not up to speed on this one, hopefully some
 
Almost noon PDT all,

Silly question or two about firmpoints coming up:

A 75 d-ton small craft can opt to have a maximum of three firmpoints allocated to the hull during construction.

To allocate weapons I have to install either a fixed mount or a single turret.

Installing three fixed mounts means I can install one weapon per fixed mount right?

Could I install a mix of fixed mount and single turret or two or three single turrets?
 
snrdg121408 said:
Installing three fixed mounts means I can install one weapon per fixed mount right?
Yes.

snrdg121408 said:
Could I install a mix of fixed mount and single turret or two or three single turrets?
Any combination of fixed, single turret, or barbette. E.g. a barbette and a fixed mount, or a turret and two fixed mounts.
 
GarethL said:
Also, it seems like the long-range missile should have, well, a longer range? I appreciate that they are more reliable at long ranges (not losing missiles from salvos over time), but it still seems odd - especially as the distant range band is now capped at 300,000km (see pg. 24),

300,000km is simply the longest practical range for a weapon. Missile have their own targeting system (the Smart trait). They don't use the ships. It doesn't matter how far away the ship is, as the ship isn't helping at all, it just fired the missile. Everything the missile is using to target the enemy ship is on board the missile itself. Fire control software adds to the gunners check, but the gunner isn't the one making the check. The distance from the firing ship shouldn't have anything to do with it (other than detecting the target ship in the first place)

Effectively, they do have a longer range. Standard missiles are Thrust 10 with 60 minutes (10 rounds) of fuel*. That means a total of 100 Thrust over the course of the missile flight. Long Range missiles instead have Thrust 15, giving a total of 150 Thrust over that same period of time. Greater acceleration = faster top speed = more distance covered in that time.

Assuming constant acceleration at maximum burn (also assuming my math is correct), a standard missile could travel 326,000 km in that time. The long range missile would travel 486,000km in the same amount of time.**

*At least according to the Core Rulebook. High Guard makes no mention of missile fuel as far as I know, and the missile flight time table would seem to indicate otherwise.
**That would actually be wrong, as the formula I used assumes you turn around an slow down half way there. Actual distances would be longer, but the end result would be the same - long range missiles cover a larger distance so do in fact have a longer range.
 
Afternoon PDT AnotherDilbert,

AnotherDilbert said:
snrdg121408 said:
Installing three fixed mounts means I can install one weapon per fixed mount right?
Yes.

snrdg121408 said:
Could I install a mix of fixed mount and single turret or two or three single turrets?
Any combination of fixed, single turret, or barbette. E.g. a barbette and a fixed mount, or a turret and two fixed mounts.

Whew, I got both my questions answered with a yes and a bit more information. Thank you very much for the help, now if I can only keep on track I'll be happy.
 
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