INTRODUCTION
With more options and more powerful weapons, High Guard returns to space combat and provides a rules framework to use in epic space battles, from spiralling dogfights involving a handful of lightweight fighters to the clash of heavily armed battleships across a front stretching through an entire star system.
[PG, 3]
... All bay weapons suffer DM-2 when attacking targets of 2,000 tons or less and DM-4 when attacking targets of 100 tons or less. Missile and torpedo salvoes do not use these modifiers.
[pg, 32]
SPINAL WEAPONS
Consequently, they are extremely inaccurate when attacking small targets. It goes without saying that spinal-mount weapons are strictly used by the military.
[pg 34]
FRAGMENTATION MISSILE
This missile is designed to target small craft. It explodes shortly before interception, throwing out a wall of high-velocity shrapnel. When fired in mass barrages, ...
[pg, 36]
GUNNERS
Over the immense distances involved in space combat, it is extremely challenging to hit a target – especially one that is actively evading and moving at a rate of hundreds of kilometres per second – and it requires more than just technology to do so. The successful targeting and hitting of enemy ships, thousands of kilometres distant, is made possible by advanced sensors and computers, which aid in the detection and selection of targets and prediction of where they might be but it also requires an understanding of psychology and a talent for reviewing analytics quickly and efficiently.
[pg, 90]
THE GUNNERS CONTROL PANEL
Once the ship is in dogfight range, the display goes wild, showing more data than the typical gunner can handle. Gunners with neural links might be more accustomed to the rapid flow of targeting data and dangers that the ship faces during this phase. However, many veteran gunners eschew such technology, preferring instead to rely upon instincts and fast reflexes.
[pg, 92]
FIRING INTO DOGFIGHTS
Picking out individual targets without accidentally hitting a fast-moving friendly craft can be extremely difficult. ...
[pg, 102]
MANOEUVRE STEP
For most fleet combat encounters, calculating the relative positions of two opposing fleets is all that is needed. However, for more complex encounters, vector-based movement rules may be included, as described on page 116.
[PG, 115]