Travellers Needed! High Guard Updates

Any thought to splitting High Guard into at least two books.

One with the generic rules for any sc-fi setting and one just for the Third Imperium.
 
If it is split into two book I would prefer to see the second one expand on the differences of the tech from other races. I know that there is some different races in various books but i would like to see more. Like Darrian Tech from a TL 16 world.
 
If it is split into two book I would prefer to see the second one expand on the differences of the tech from other races. I know that there is some different races in various books but i would like to see more. Like Darrian Tech from a TL 16 world.
I would like to see things like the upcoming vehicle catalog but for alien races. Keep High Guard as a single book and then have something like the Adventure Class Ships for other cultures. Everything from small craft, civilian ships, and military vessels up to major warships.

A single race might not be enough for a book, but like the Aliens books, each could cover multiple races. In fact, the Ship Catalog books could mirror the Aliens books and cover those cultures.
 
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My suggestion would be to go back to the original style and have MGT High Guard not have any ship designs in it (maybe a few examples to illustrate design techniques linked to parts of the text).

Have High Guard be a ship designers book, with space combat rules. Have both of these elements be robust, play-tested and compatible. Include, where appropriate, clearly identified non-3rd Imperium technologies.

Other supplements and adventures can then include actual ships designed using the High Guard system, rigorously checked to be sure they are not illegal. No design is allowed in a supplement unless it has been independently validated against High Guard (ideally using a shared and validated spreadsheet built from the High Guard design sequences).
 
My suggestion would be to go back to the original style and have MGT High Guard not have any ship designs in it (maybe a few examples to illustrate design techniques linked to parts of the text).

Have High Guard be a ship designers book, with space combat rules. Have both of these elements be robust, play-tested and compatible. Include, where appropriate, clearly identified non-3rd Imperium technologies.

Other supplements and adventures can then include actual ships designed using the High Guard system, rigorously checked to be sure they are not illegal. No design is allowed in a supplement unless it has been independently validated against High Guard (ideally using a shared and validated spreadsheet built from the High Guard design sequences).
I think it needs some ships in it, like the ones it already has. Then expansion books (catalogs) can expand on that.
 
My suggestion would be to go back to the original style and have MGT High Guard not have any ship designs in it (maybe a few examples to illustrate design techniques linked to parts of the text).

Have High Guard be a ship designers book, with space combat rules. Have both of these elements be robust, play-tested and compatible. Include, where appropriate, clearly identified non-3rd Imperium technologies.

Other supplements and adventures can then include actual ships designed using the High Guard system, rigorously checked to be sure they are not illegal. No design is allowed in a supplement unless it has been independently validated against High Guard (ideally using a shared and validated spreadsheet built from the High Guard design sequences).
I would have to disagree with this. I like the sample ships. If you look closely they try to add different system and components to the ships to try and point out how a ship with that system would be built.
 
I would like to see a better Starbase construction rules

Example:
A defined way to determine the TL of a Shipyard: It makes no sense that just putting a TL 15 component on a Starbase would allow you to build TL 15 ships. I am currently working on Starbase construction and would love to contribute to this section.

I agree. Also, I recommend a brief starbase construction statement clarifying how starbases are built without a shipyard.
 
The Fleet Combat rules are .... not great. Nor do they give particularly consistent results to the normal High Guard combat rules.

I'd suggest removing them entirely, and leaving it alone until Mongoose is ready to prepare proper fleet/squadron-level combat rules for space battles.
I agree that removing the fleet combat rules in HG. Those rules could reappear in a new edition of TCS.
 
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Something about the hull configuration arrangements still don't feel quite right. Not seeking radical change, but perhaps some tweaks.
 
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I would have to disagree with this. I like the sample ships. If you look closely they try to add different system and components to the ships to try and point out how a ship with that system would be built.
Sorry if I was unclear - I like the idea of example ships interspersed in the design system to illustrate points.

But currently fully half of High Guard is ships, it runs to dozens and dozens of pages of ships all clumped together at the back of the book.
 
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