Travellers Needed! High Guard Updates

Some clarification and perhaps examples would be useful regarding the following areas of ship combat/operations/systems:

- Critical Hits: more detail of how this table from the Core book is applied. The table is written in a sparse way and could benefit from more explanation and examples outside of the table. This sparseness is fine for the table, but could benefit from additional content to demonstrate how the table is really applied.

- Backup systems: how do back up systems work (like a back-up fusion plant or extra M-drive)? What are the time frames (rounds) and skill checks needed to switch to and from the backup? How do back-up systems interact with the critical table? Do criticals impact all systems (including the backup) or only the active system? There are references on this forum that suggest that some backup systems are useless do to how the crit table is written. My guess is that isn't the design intent. Going back to the CT TCS product, spare systems rules were introduced and used in TCS games.

- Armored bulkheads and addon features to systems: do armored bulkheads need to be purchased and applied to secondary addons to a system? For example: emergency power systems purchased with a fusion plant or a shallow penetration scanners added to a sensor system. This question is targeted at how the critical table works with these extra components and the interaction with the armored bulkhead feature. Do Armored Bulkheads need to be installed on the main sensors, back up sensors, and an single signal processing system? Do these extra features feature need to be installed to specific sensors systems such as one for the main sensors and a second installation for a backup sensor system?
 
Last edited:
Back
Top