Travellers Needed! High Guard Updates

Watches depend on your Union.

It tends to depend on how far you want to push human endurance, and how much you want, or can, automate.

I have established five, six if you include the popsicles; but that's because of doctrine.
 
I'm trying to strike a balance between things I'd like tweaked, and things that're definitely out-of-scope for a minor update, so I'm leaning conservative for once in my life, if only for individual tweaks because good lord did this thing grow.

Ship Design
  • Already mentioned, but some integration of the Starship Operator's Manual, especially with gravitics, would be appreciated.
  • A line break between the Manoeuvre Drive Rating and the Reaction Drive Rating would be appreciated, it's a bit hard to parse right now.
  • Nix the section under Jump Drive on page 17: 'Only fusion and antimatter power plants can generate the intense burst of energy necessary to operate a jump drive.', since the express boat can rely on batteries just fine.
  • Mention that bridges are just the interface for the crew to interact with the ship, and that drone or robot ships can operate without them.
  • Some mention of an ejector seat under Cockpit would be appreciated, though far from critical.
  • A computer can be hardened against Ion systems, but what does that actually do? They don't consume power, and it can't be 'the computer turns off if you halve Basic Ship Systems', since that'd prevent jump dimming. Can I suggest adding a section under the Ion trait that a ship effected by Ion weaponry has its available Bandwidth halved, or something similar?
Weapons
  • Change the firmpoint text on page 26; 'a firmpoint is typically a forward-facing fixed mount', just to avoid confusion with the turret rules.
  • The missile flight times table is inconsistent with the range bands in the CRB.
  • Minor typo, under Bays on page 31: '... and are rarely, if ever, found on civilian spacecraft.'
  • Could I convince you to cut down the Large Particle Bay's range to Very Long? With the lower time-to-kill in 2022 not giving you much of a chance to close in with an opponent, that sort of range advantage is way too dominant.
  • Up the Large Repulsor Bay's capacity to 1,000 tons, the drop is a bit weird.
  • The mention of the summary in the Spinal Mount section is odd: 'Spinal - meson (TL15) - 5x' isn't how any of the ships are shown, and it's inconsistent with how most other weapons are recorded. Can I suggest that be changed 'Meson Spinal Mount (TL15) x5', with the multiple included in the summaries?
  • The Smaller Weapons rules are a bit hard to parse - can I suggest simplifying them a touch by saying they're 0.25t per 250kg or part of, a fixed mount costs Cr5,000, and a turreted mount costs Cr50,000? If not, some clarification on if the >250kg weapons are mounted in spacecraft turrets/fixed mounts or just normal turrets/fixed mounts would be appreciated.
Spacecraft Options
  • Consistent rules on when and when not to round up with a given component (e.g Fuel/Cargo).
  • Some clarification on Modular Hulls - can they not include any power plants at all, or are they restricted to just powering what's onboard the module?
  • Remove the High Burn Thruster section, add mention under Reaction Drives that they can be operated cumulatively with the Manoeuvre Drive, but without compensation. Move g-LOC rules alongside.
  • There is a lot of detail under Concealed Manoeuvre Drive that doesn't need to be there; I think it'd best be moved under the Manoeuvre Drive section.
  • Make explicit mention under Fuel/Cargo that they can feed directly into the jump drive, and give an example of why that might be useful (reducing a trader's jump range to carry more cargo, for example). A lot of the description is no less applicable to the collapsible fuel tanks.
  • When discussing cargo options (or the Grappling Arm) make it clear whether 'tons' refers to metric or displacement.
  • Might be excessive - can the Cargo Net be cut in favour of adding its capability onto the Jump Net, with the latter being renamed Cargo Net? Cleans the section up a bit, and prevents confusion when discussing an 'interplanetary jump net'.
  • Remove mention of the Neural Activity Sensor under Deep Penetration Scanners; it's too high TL and unnecessary for what it does.
  • Might be worth requiring Aerofins to be installed on streamlined spacecraft - otherwise aerofin-equipped partially streamlined ships can significantly outperform streamlined ones, which seems odd.
  • A worked example for the recalculation of the Docking Clamp, e.g 'If a 200 ton ship with Thrust 3 docks with a 100 ton ship, the combined ships would be reduced to Thrust 2' (and if there's room, a full discussion on thrust-tons or jump-tons as a means to recalculate?).
  • It's a bit munchkin, but the Construction Deck is identical to the Shipyard except it doesn't require crew: a restriction something like 'only spacecraft or vehicles below 100 tons' in exchange for being a bit cheaper might be worth considering?
  • The text of the launch tube implies that it can launch 10 small craft at a time, but after those're expended it can only release 1 per round. Can I suggest keeping it at a flat 10? Canon carriers don't have many launch tubes to begin with; the Skimkish would take eight hours to fully deploy its retinue with 1 per round.
  • Larger change, but considering almost every ship has the same number of launch tubes and recovery decks, could that same '10 per round' rule be applied to recovery decks? Retreat would be virtually impossible, otherwise.
Space Stations
  • Replace steps 2 through 4 with text pointing to the relevant section from the ship design sequence: they're redundant. And wrong, in the case of the Manoeuvre Drive's cost and power requirement.
  • Make explicit mention of the Mail Distribution Array in the description of the Deep-Space Communications Relay - they should be two parts of one system.
Customising Ships
  • To memorialise the argument I had with one gentlemen who never quite understood what I was on about: could the costs for Early Prototype and Prototype be adjusted to +900% and +400% respectively? A 10x and 5x increase is a touch more intuitive.
  • Why restrict major refits to decreasing capability? Upgrading a given airframe is well doable IRL, it feels like restricting player choice for no real gain.
Sensors
  • Can the formatting on the Sensor Hand-Offs page please be adjusted? I know it's tricky, but it's virtually unreadable at the moment!
  • The diagram for the same could use some adjustment. Suggestion: the central ship has a green pulse towards the target ship, indicating a successful sensors check, with the three friendly ships located behind it - one further back than the others. This ship, and one other, have a red dotted line indicated a failed hand-off: the first from being out-of-range, the second from not having bandwidth available. The third ship has a green dotted line, indicating a successful hand-off.
Crew Roles
  • Discuss crew watches - I've seen a few questions on why military ships need more crew.
Also, sorry if this is egotistical - can I have another bash at tweaking the ship summaries? Only I caught a few errors I made last time and I'd like a chance to fix them. In my defense, it was 3am when I finished. that's really sad when i think about it
Good stuff!
 
While this is a minor update, that doesn’t mean that brining all these things up is wasted. They’ll decide what goes in and what doesn’t. Knowing what we think is important and worthy up updating is useful to them even if it isn’t fixed or changed now. And who knows? They might tweak a lot of these things. We don’t know so reach for the stars.
 
Maybe a little too much, but the feedback is appreciated. :)

It's a minor update, so we won't be making wholesale changes to the book. Just fixing things that are confusing and minor additions where warranted.
pls min fuel-tank size!! that needs clarifying since there are conflcting published rulings
 
The Starship Operator's Manual is a Third Imperium book, so by including more from it you are shifting HG yet more towards being Third Imperium only.

(it's really a T5 book IMHO)

Lifters should be included, but then so should gravitic heat sinks.

There should be clear instructions on what is Third Imperium tech and what isn't. If the m-drive really is now capped at 9g then every TL15 warship needs a redesign. TL advancements should be used to optimise these warships.

And the displacement ton remains the volume occupied by 1000kg of liquid hydrogen, 14m3[/su[] not redefined to suit an arbitrary deck plan scale.
 
I would think, if not used for cooling, it's not the volume of the fuel tank that's relevant, rather the minimum size of the reactor, since you would expect anything radioactive has considerable shielding.
 
Life support, of course.

You might want to coordinate that across Vehicles and Supply.

Cockpits have twenty four hours, apparently.

Bridges?

Not mentioned.
 
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Hello, Travellers! We're looking at a minor update to High Guard some time next year and we'd like to catch things that need fixing. High on the list is the confusion over when to apply Screen defences (the answer is after the Damage Multiple has been applied). I've got a few more items for the list as well.

What else have you got for us?
Back to the OP on this one.

We don't need a 'minor update'. It's the considered opinion on the board that what's needed is a rewrite of HG, one that addresses all the issues we've been grousing about. To wit:
- A design process that is logical, clear, and rational from all the way from 10-ton fighters to 500kton Tigresses
- A starship combat system that is a direct plug-in from the design system and is robust enough to go from fighter furballs through free traders v. pirates all the way up to squadron level naval engagements
- And last, my personal grinding gear: the design, the text, and the artwork should all reflect the same attributes... for example, if the text says a ship has a common room then the design math and the deckplan should reflect that, every ship, every piece of artwork, every block of text, every time.
 
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37 books to trawl through for HG supplemental rules...
inconsistent and contradictory systems within those 37...

it doesn't need another update, it needs a complete re-write

start now and it will be ready for 2027...

and once done make the authors learn it and use it, stop inventing "new" systems that are already in the design sequence

The update to the CSC has a similar issue, it should be written first and then a selection used in the core rule book

As I posted in either this or the other thread, there are a lot of moving parts to Traveller at the moment, it is a widely scattered "mess". Trying to duct tape it all together is a temporary fix.

A technology bible is going to be needed.
 
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37 books to trawl through for HG supplemental rules...
inconsistent and contradictory systems within those 37...

it doesn't need another update, it needs a complete re-write

start now and it will be ready for 2027...

and once done make the authors learn it and use it, stop inventing "new" systems that are already in the design sequence

The update to the CSC has a similar issue, it should be written first and then a selection used in the core rule book

As I posted in either this ot ht eother thread, there are a lot of moving parts to Traveller at the moment, it is a widely scattered mess. Trying to duct tape it all together is a temporary fix.

A technology bible is going to be needed.
The more we all discuss this with the Vehicle Handbook, the Robot Handbook, High Guard, etc., the more I'm becoming convinced that a new Fire Fusion and Steel: the Technology of Traveller is indeed what is required. Couldn't agree more.
And yeah, I will, in fact, buy all of it.
 
I like buying a new book and getting new tech, new concepts and a new feel. I do not like buying a new book and finding the some stuff reworded and mechanically tweaked to be different than what was established earlier. Yes rules need updating, that should start at the Core and work down, not the other way. If it is decided that a new take is needed of a piece of equipment put that in the errata for the core book and then put it in the new supplements if needed.

The Adventure Class ships and the Small Ship Catalogue are examples of what I personally like to see. There were almost specialized to a fine point. The part I didn't like was the changing of the established rules without mentioning it is an errata of the core ship design book.

I have purchased every book you have printed for 1e and 2e (some multiple times, 1 hard cover, 1 PDF, 1 VTT) and will continue buying books, completionist personality flaw, but how I feel about the game as a whole changes as inconsistencies grow.
 
Assuming the business model is based on salting the supplements with checkmarks so that you have a buffet that attracts the maximum number of prospective buyers, a tighter control on technological consistency and rules.
 
I like buying a new book and getting new tech, new concepts and a new feel. I do not like buying a new book and finding the some stuff reworded and mechanically tweaked to be different than what was established earlier. Yes rules need updating, that should start at the Core and work down, not the other way. If it is decided that a new take is needed of a piece of equipment put that in the errata for the core book and then put it in the new supplements if needed.

The Adventure Class ships and the Small Ship Catalogue are examples of what I personally like to see. There were almost specialized to a fine point. The part I didn't like was the changing of the established rules without mentioning it is an errata of the core ship design book.

I have purchased every book you have printed for 1e and 2e (some multiple times, 1 hard cover, 1 PDF, 1 VTT) and will continue buying books, completionist personality flaw, but how I feel about the game as a whole changes as inconsistencies grow.
It is these inconsistencies that a lot of folks want to address.
I understand different technologies and accommodations for different races. That totally makes sense. Aslan crews need a shrine, Daryen crews have extra backup electronics, and so on. That's the flavor text that makes the game fun. Those don't need to be included in a 'technology 101' book. May of us feel like Traveller's technology needs a 'style and usage manual' canon rather like Star Trek and Star Wars have introduced for their IPs.
Perceptions of technologies has changed a great deal in 50 years. If you look back at some of the 'Approved for Use' material from the 80's, just look at how robots have changed. We've gone from 'Asimov-ish'/Cylon style walking bots to seriously discussing AI driven starships. Then add the concepts that different Traveller editions have introduced and later build systems having to kit-bash this technology or that one because it was in a previous edition. And then there are the outright errors and exclusions... for just one example, for over 40 years Zhodani WarBots were gravitic and fired either a laser rifle or an FGMP. But the Fifth Frontier War now describes them as tracked.
This is why we need a clean slate rewrite of Fire Fusion and Steel... a technology book that standardizes the TL's, and has logical progressions from Fusion+ on up to Black Globes.
 
The more we all discuss this with the Vehicle Handbook, the Robot Handbook, High Guard, etc., the more I'm becoming convinced that a new Fire Fusion and Steel: the Technology of Traveller is indeed what is required. Couldn't agree more.
And yeah, I will, in fact, buy all of it.
But for Grandfather's sake, use TeX (the only acceptable mathematics typesetting software) for the math. Seriously, those things posted earlier were monstrosities and it was a crime to ever let ink represent them on paper.
 
Yet another setting technology...

at which point is the pretense going to be dropped.

Can we please have alternative universe technologies in their own section and make the core High Guard book Third Imperium (and eras) specific.
 
Yet another setting technology...

at which point is the pretense going to be dropped.

Can we please have alternative universe technologies in their own section and make the core High Guard book Third Imperium (and eras) specific.
A Traveller book with Traveller setting-specific technology? Shocking! Scandalous! Outrageous!

Actually, it’s just what we need.

I don’t mind having tech that isn’t for the Traveller setting, but it needs the Traveller tech most of all. In any case, I like it all and will use what I chose to use. I suspect I’m not alone in this.

You’re probably right that the pretense needs to be dropped. This is Traveller and while the rules might be used for other settings, Charted Space should be the primary canvas for all Traveller books. If someone wants to use it for other settings, they can do the work to pick and chose what to include for themselves.
 
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A Traveller book with Traveller setting-specific technology? Shocking! Scandalous! Outrageous!
Which setting - Third Imperium, T2300, Pioneer, Dark Conspiracy, the thousands of bespoke settings...
Actually, it’s just what we need.
It is indeed :)
I don’t mind having tech that isn’t for the Traveller setting, but it needs the Traveller tech most of all. In any case, I like it all and will use what I chose to use. I suspect I’m not alone in this.
Which setting - Third Imperium, T2300, Pioneer, Dark Conspiracy, the thousands of bespoke settings...
You’re probably right that the pretense needs to be dropped. This is Traveller and while the rules might be used for other settings, Charted Space should be the primary canvas for all Traveller books. If someone wants to use it for other settings, they can do the work to pick and chose what to include for themselves.
Traveller is so much more than just the Third Imperium setting...

but the trend has been throughout 2e to default to writing for the Imperium, even in the so called setting neutral books. This is what happened to CT - generic 1-3, Imperium mentioned 4-5, Imperium as default 6-8. Then MT dropped all pretense at being anything but a charted space setting rpg. TNE at least had the alternative technology chapters in FF&S, T4 and T5 back to the charted space role playing game.
 
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