AndrewW
Emperor Mongoose
paltrysum said:Unfortunately, High Guard is not the place for new skills. Perhaps submit a piece for the next Companion. :wink:
Well, there have been new skills in some versions of High Guard.
paltrysum said:Unfortunately, High Guard is not the place for new skills. Perhaps submit a piece for the next Companion. :wink:
MongooseMatt said:* Combine spacecraft and space station construction rules.
Cleon_Entun said:I don't really feel that vector movement would work ; I mean, it's an entire wargame altogether, and even if Traveller is already a important resource managements game, I feel that throwing vectorial movements around would lose the "Rules-light" side of this edition. I haven't really sudied the matter, but I think it would be too much math or bogging down for the average role-players.
paltrysum said:High Guard does not contain the space combat rules;
Geir said:The capital ship battles system in current High Guard (which I've never actually tried) could be a good basis for the 'abstract' maneuver system - though I would like break it into smaller "thrust unit" hexes, but I haven't thought that through to see if it is practical, though.
paltrysum said:Geir said:The capital ship battles system in current High Guard (which I've never actually tried) could be a good basis for the 'abstract' maneuver system - though I would like break it into smaller "thrust unit" hexes, but I haven't thought that through to see if it is practical, though.
Tell me more, Geir. What was your idea for "thrust unit" hexes?
Ships move in range bands, each about equal to 10,000
kilometres. They may move forward or back, but no side to side
movement is allowed. Ranges are determined by counting the
number of range bands between any two ships: for example, ships
in adjacent range bands are at a distance of 1.
Every ship his a velocity, either forward or backward, which
equals the number of range bands it moved in the previous turn.
(Initial velocity is determined by the referee.) Each turn a ship
may change its velocity by up to its maneuver drive rating and then
moves a number of range bands equal to its new velocity. For example
suppose a ship with a maneuver drive-6 is moving forward
with a velocity of 4 range bands per turn. During its movement
phase it could speed up to 10 range bands per turn forward, change
to 2 range bands per turn backward, or anything in between.
Ursus Maior said:A comprehensive (all in one place) rule-system for missile and torpedo combat that includes rules for stealth (and stealth missiles), missile defences, missile (swarm) tactics (cf. Naval book), remote-operating missiles (i. e. terminal guidance phase is not handled by launching vessel), as well as all the missile and torpedo variants so far covered in other supplements, so I don't have to look across ca. 10 publications for all the rules.