High Guard space combat better than core book?

Blustar

Mongoose
Is there a different system for space battles in High Guard? Is it an extension of the core book or a totally different take?


I'm asking mainly because I don't think I'll be constructing very many ships and would just like a tight space combat system. So, does High Guard have a new better system or am I better off with the core book?

I'm starting off with smallish ships, but hopefully we can graduate to the bigger ships.

We're all pretty newbish to Traveller and scifi gaming so we need a little help and guidance...

thanks
 
The system in HG is an extension of the Basic Rules (if you squint your eyes).

In the basic rules, you roll for each weapon.

In HG, weapons are grouped into Barrages and each Barrage is rolled separately. You can re-organize your Barrages whenever you like, provided they are all the same weapon. You get bonuses to hit and damage based on the type of weapons in the Barrage.

For small ships, the HG rules are totally unnecessary. If you have bigger ships (not just capital ships, but ships with a dozen turrets) then the HG system will be a lot easier on the dice.
 
I'm not sure if this would qualify as "better", but I really like the alternate movement system in HG. It's actually a 2D tabletop movement system. This gives you more of a feel to where ships are relative to each other and the other features in the area, like asteroids, derelicts or planets. I personally prefer to use it with small numbers of ships; tracking a lot of vectors on the tabletop can get confusing.

I like the expanded Navy careers, too. They give a little more specificity about what a character did in the service.

Just a couple of things other than the ship design materiel that I find useful.

Sevya
 
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