Errata High Guard
- This is a specific Errata page.
The following Errata has been copied from the various Errata's that have been compiled over the years.
- HIGH GUARD (308, Book 5, 1979 First edition)
The Starship Construction and Space Combat chapters were completely replaced in the 1980 edition.
- HIGH GUARD (308, Book 5, 1980 Second Edition)
In 1981, Adventure 5 – Trillion Credit Squadron was released. The “Rules and Rulings” section (pages 12–16) of Trillion Credit Squadron should be considered official changes to the High Guard rules. In addition, JTAS #15 presented some optional rules for High Guard; the Crew Casualties, Powering Down and Evacuation rules from that article should be considered official and are presented below with modifications to cover other clarifications.
|Page 8||Service Skills, Shore Duty Life DMs||The numbers are reversed; the correct modifier is “+4 if O1”.||Correction|
|Page 23||Fuel Requirements, Power Plant||The mention of energy points can be confusing. It can be easier to use the formula PPFuel=0.01MPn, where M is the tonnage of the ship and Pn is the power plant number.||Clarification|
|Page 25||Turret Weapons Table, TL||The correct TL for the beam laser is TL 9.||Correction|
|Page 25||Turret Weapons Table, Weight||Eliminate the word “weight”, simply use “Tons”. Change the explanation to read: “Tons is the volume requirement of the turret containing the type of ordnance described, regardless of…”||Clarification, Correction and Addition|
|Page 26||Computer Models||The “Ship” Column is poorly explained as “the ship requiring this computer as a minimum”, which leads to the question: “Is a Model/1 computer required for all hulls from 0 to 699 tons, or for hulls from 600 to 999 tons?” In addition to the requirements from this table, the Computer rule on page 28 requires that all vessels 100 tons and over have a central computer, and that the computer model indicates what size jump the computer can control. Interpreting the table to allow for larger hull sizes at lower TLs gives us the following result:
Minimum Computer Required Tonnage Range Code Range None 0 to 99 - Model/1 100 to 999 1-9 Model/2 1,000 to 3,999 A-C Model/3 4,000 to 9,999 D-J Model/4 10,000 to 49,999 K-N Model/5 50,000 to 99,999 P-Q Model/6 100,000 to 999,999 R-X Model/7 1,000,000+ Y
|Page 28||Powering Weapons,
Shields, and Computers
|Where the text uses the word “shields”, it should read “screens”.||Correction|
|Page 28||Agility||Any vessel using emergency agility cannot use any weapons (except sandcasters) or screens (except black globes). The published text led to missile-armed vessels designed to use emergency agility at all times, which was not intended.||Clarification|
|Page 28||Computers, CPU and Storage||CPU and storage capacity are included for compatibility with the Book 2 rules for computer programming only. The Computer programming rules from Book 2 are not used in High Guard combat, and not recommended for use in situations involving more than a handful of vessels.||Clarification|
|Page 29||Armor||The text reads, “The armor table indicates formulae for the computation of armor tonnage and cost, based on the factor selected.” If no armor is selected, no tonnage is required. The Hull Armor table was not intended to apply when the Armor USP is zero.||Clarification|
|Page 29||Batteries||The text is somewhat confusing. In order to use the HG Combat rules, all ships must organize their weapons into batteries. All turrets in a battery must be of the same type (single, dual or triple), and carry the same individual weapons. All weapons in a mixed turret must be organized as single weapon batteries, even if a mixed turret has more than one of the same weapon in it, and weapons in a mixed turret cannot be organized into batteries with weapons from other turrets (including other identical mixed turrets).||Clarification|
|Page 30||Bay Weapons||When installing hardpoints and bays, the tonnage requirement per item is the minimum needed to allow its installation. That means, a ship from 100 to 199 tons is allowed one hardpoint and the minimum size ship in which a bay may be found is 1000. The rules for small craft mountings are the only exception to this and allow the fixed weapons of a small craft to be quantified for High Guard weapons battery classification.||Clarification|
|Page 30||Turrets, second paragraph||No ship can be armed with both beam and pulse lasers, even in separate turrets, and no ship can be armed with both plasma and fusion guns, even in separate turrets. The “or” statements are intended to be exclusive.||Clarification|
|Page 32||Crew||In the published rules, each USP factor of crew strength represents a power of ten crewmembers. A ship with a code of 3 has 1000 to 9999 men aboard; a code of 1 represents 10 to 99 men. Damage to the crew reduces the code, a rather unrealistic method. To improve the feel of the system, divide the crew into equal sections. A ship would have one section of crew for each 1000 tons of hull, rounded up to a whole number. Each section has an equal amount of crewmembers in it. The Kinunir, for example, is a 1250-ton vessel, with 36 crewmembers. The ship would have two sections (1250/1000=1.25 or 2), each with 18 members (36/2=18).
The frozen watch on a ship could replace sections of lost crew providing there are enough crew in cold sleep to replace an entire section. For example, if the Kinunir had a frozen watch with 30 crew, one section could be replaced, but the 12 remaining could not fill another section.
|Clarification and Addition|
|Pages 32-33||Crew, Crew Requirements||As numerous questions have come up regarding this section, the table below will hopefully clarify crew requirements for ships larger than 1000 tons.
Section Minimum Requirements Command 11 5 per 10,000 tons of ship Medical 1 1 per 240 crew and ship’s troops (see errata below) Engineering 1 1 per 100 tons of installed drives (primary and backups) Gunnery 0 1 chief gunnery officer (if weapons installed), 1 petty officer per type of weapon on ship (meson, PA, energy, laser, repulsor, sand, and missile) spinal weapon requires 1 per 100 tons of weapon bay weapon requires 2 per bay turret weapons require 1 per battery screens (damper, screen, globe) require 4 each Flight 0 1 flight control officer (if any launched craft) 1 maintenance person per launched craft crew for launched craft 10 per launch tube 1 vehicle driver per three vehicles 1 maintenance person per three vehicles Service Crew 2 2 per 1,000 tons of ship 1 additional per 1,000 tons of ship if no ship’s troops Ship’s Troops 0 as desired
|Page 33||Crew, Medical Section||The paragraph about the Medical Section was dropped: Medical Section:
The ship should have one medical person for every 240 crew persons (including ship’s troops) aboard. The medical section should have 30% officers, and 30% petty officers. Personnel are drawn from the medical branch.
|Page 34||Small Craft, Fuel||The formula given for fuel (one percent of ship tonnage multiplied by power plant factor) gives four weeks of fuel (28 days). Small craft may reduce the amount of fuel carried to one day (24 hours) or several days, but it may still not be less than one ton.||Clarification and Addition|
|Page 35||Small Craft Examples||The sample small craft are rebuilt here based on the Book 2 designs, rather than the original odd sized designs.
20-ton Launch GL-0202201-000000-00000-0 MCr6.24 20 tons batteries no weaponry installed TL=7. Crew=1. Passengers=1. Cargo=12.4. Fuel=1. EP=0.4. Agility=2. Description Tons MCr EPs Crew TL Factor Hull +20.0 2.00 Configuration 0.20 2 (streamlined) Maneuver Drive -1.0 0.70 7 2 Power Plant -1.6 4.80 +0.4 7 2 Power Plant Fuel -1.0 incl. scoops Bridge -4.0 0.10 1 2 couches Totals 12.4 7.80 +0.4 1 7 Agility=2
30-ton Ship’s Boat QB-0206601-000000-00000-0 MCr17.76 30 tons batteries no weaponry installed TL=9. Crew=1. Passengers=1. Cargo=11.7. Fuel=1.8. EP=1.8. Agility=6. Description Tons MCr EPs Crew TL Factor Hull +30.0 3.00 Configuration 0.30 2 (streamlined) Maneuver Drive -5.1 2.55 9 6 Power Plant -5.4 16.20 +1.8 9 6 Power Plant Fuel -1.8 incl. scoops Bridge -6.0 0.15 1 2 couches Totals 11.7 22.20 +1.8 1 9 Agility=6
40-ton Pinnace KK-0105501-000000-00000-0 MCr15.84 40 tons batteries no weaponry installed TL=9. Crew=1. Passengers=1. Cargo=18.4. Fuel=2. EP=2. Agility=5. Description Tons MCr EPs Crew TL Factor Hull +40.0 4.0 Configuration 0.8 1 (streamlined) Maneuver Drive -5.6 2.8 8 5 Power Plant -4.0 12.0 +2.0 9 5 Power Plant Fuel -2.0 incl. scoops Bridge -8.0 0.2 1 2 couches Totals 20.4 19.8 +2.0 1 9 Agility=5
|Page 36||Accommodations||The entry for Small Craft Staterooms is incorrect; from page 35, small craft staterooms require two tons and cost Cr100,000.||Correction|
|Page 36||Format||The corrected USP for the Kinunir appears with the page 51 errata below.||Correction|
|Page 38||Starship Combat, Powering Down||Ships in non-combat situations can be “powered down” to reduce the fuel consumption of the ship’s power plant. The minimum level of power plant is one, which is enough to power the life support systems and maintain maneuver drive-1, jump drive-1, etc. No energy-using weapons may be used in a powered down condition. Under normal circumstances, a ship’s power plant uses a week’s fuel while in jumpspace. However, the power plant could be powered down to a factor equal to the jump being performed during that week. Ships which spend an entire 4-week period in a powered down state reduce the fuel consumption of the power plant to the powered down level.
If a ship is caught by an enemy in a powered down state, the crew may attempt to bring the power plant up to full operation. One turn is required for each level of power plant to be restored. No energy-using weapons or screens may be operated during this “stoking-up” period, and the maximum agility is reduced to one (including emergency agility).
|Clarification and Addition|
|Page 38||Battle Formation Step, Launch and Recovery||Referees and players should agree on whether carried craft start a combat already launched or if they must be launched once combat has started.||Clarification|
|Page 39||Initiative Determination Step||The rules say to use 2D unless otherwise specified; however, 1D is better for the initiative roll step in combat. Only count vessels 100 tons or greater for determining fleet size for initiative. Fighters and ship’s boats are small craft and are not counted when determining initiative DMs.||Clarification and Addition|
|Page 39||Pre-Combat Decision Step, Breaking Off, Jumping||The ship’s jump drive, power plant, bridge and computer must be capable of supporting the jump being attempted at the time the jump should take place, and the ship must have sufficient fuel for the jump, or the jump does not happen.||Clarification|
|Page 39||Pre-Combat Decision Step, Emergency Agility||Any vessel using emergency agility cannot use any weapons (except sandcasters) or screens (except black globes). The published text led to missilearmed vessels designed to use emergency agility at all times, which was not intended.||Clarification|
|Page 42||The Black Globe, Jump Capacitors||All jump-capable vessels have capacitors, not just ships with black globes; details for purchasing additional capacitors are already in the rules. Note that only ships with black globes can purchase additional capacitors.
Energy passes to the jump capacitors (during a combat round) either by the rules for Breaking Off by Jumping or by the rules for black globes absorbing energy. Once energy is in the jump capacitors, it can be used in only two ways: by the rules for Breaking off by Jumping or disposed of through the power plant (as explained in the Black Globes rule). Energy disposed of through a ship’s power plant is not actually used to power the ship; it is eliminated. Capacitors cannot be used to power the ship if the power plant has been disabled; in fact, if the power plant has been disabled, energy in the capacitors cannot be disposed of through the power plant. Of course, if the jump drive has been disabled, the capacitors (including any additional purchased) are disabled as well, and any energy in the capacitors is lost.
Damage to either the jump drive or the power plant does not affect the energy in the capacitors – no matter how much energy was in the jump capacitors when the jump drive was damaged, that damage does not go into the capacitors or cause them to overload.
|Clarification and Addition|
|Page 44||Damage Control and Repair, Evacuation||Crew on ships that are doomed for some reason or another may abandon ship. For each ship’s vehicle capable of space flight, roll two dice and multiply by 10. The result is the percentage of the vehicle’s passenger capacity that is occupied upon evacuation. Lifeboats have a DM +2 on this roll, due to easy accessibility. Note that an evacuating craft may be overloaded and the life support systems may suffer. Crew remaining aboard after all the small craft have departed may escape in vacc suits. Roll 2D and multiply by ten for the percentage that escape out of those remaining (results over 100% are considered to be equal to 100%).||Clarification and Addition|
|Page 45||Missile Attack Table||The list of modifiers says that energy weapons are not allowed at long range. This does not prohibit their use for missile battery defense, however. Remember, the +2 DM for their penetration is for attack; for defense against incoming missiles, they are the same as lasers.||Omission|
|Page 48||Critical Hit Table||Because of the change in how crew sections are handled (page 32), the Crew-1 critical hit is practically worthless. Replace the “Crew-1” critical with “Crew -50%”.
This critical hit eliminates 50% of the remaining Crew sections aboard the ship. Upon reduction of the crew factor to below 50% of its initial level, the ship may no longer fire its weapons or attempt repair, although it may use its passive defenses, maneuver, or jump. This result does not affect the frozen watch or ship’s troops.
|Clarification and Addition|
|Page 49||Damage Results, Crew-n||Because of the change in how crew sections are handled (page 32), crew damage results must also change.
Crew-n: The USP crew factor is reduced by n sections. Upon reduction of the crew factor to below 50% of its initial level, the ship may no longer fire its weapons or attempt repair, although it may use its passive defenses, maneuver, or jump. This result does not affect the frozen watch or ship’s troops.
|Clarification and Addition|
|Page 49||Damage Results, Computer-n||The only affect that a fibre-optic backup has is to negate Computer-n results from the Radiation Damage Table. Such results from the Interior Explosions Damage Table, or the Computer Destroyed result from the Critical Hit table, still apply, even if the roll for the Critical Hit was from a result on the Radiation Damage table.||Clarification|
|Page 49||Damage Results, Fuel-n||The percentage of fuel loss is based on the original, undamaged tank size, even if the tanks are only partially full; the 10-ton minimum still applies. The actual physical tank is not damaged or reduced – only the amount of carried fuel is reduced. Should this result in all fuel being lost, until the tanks are refueled, all weapons (including missiles and sandcasters) and screens are inoperative, and the vessel’s computer, maneuver and power plant factors are considered zero.||Clarification|
|Page 49||Damage Results, Fuel Tanks Shattered||The text reads, “No ship systems requiring energy points may operate”. The result is that all weapons (including missiles and sandcasters) and screens are inoperative, and the vessel’s computer, maneuver, power plant, jump and agility factors are considered zero.||Clarification|
|Page 49||Damage Results, Maneuver-n||Remember that from the Agility rule (page 28), a ship’s agility factor may never exceed its maneuver drive rating.||Clarification|
|Page 49||Damage Results, Power-n||Remember that from the Agility rule (page 28), for each power plant hit received in combat, the ship’s agility factor is reduced by one. Remember that from the Drive rule (page 22), a vessel’s effective maneuver and jump factors cannot be higher than its power plant factor. If a vessel’s power plant factor is reduced to zero, all weapons (including missiles and sandcasters) and screens are inoperative, and the vessel’s computer, maneuver, jump and agility factors are considered zero.||Clarification|
|Page 49||Damage Results, Power Plant Disabled||This reduces a vessel’s power plant factor to zero; all weapons (including missiles and sandcasters) and screens are inoperative, and the vessel’s computer, maneuver, jump and agility factors are considered zero.||Clarification|
|Page 49||Damage Results, Weapon-n||Regardless of n, the loss is a single battery, unless there is only one battery of that weapon type remaining, in which case the USP factor of the battery is reduced by n.||Clarification|
|Page 50||CE-13768 Unicorn||The Gazelle class Close Escort, as originally presented in JTAS #4, represents a variant of High Guard material grafted onto Book 2. This results in a design which cannot be legally built using rules in either High Guard edition. The USP presented here represents the design for use in High Guard combat.||Clarification|
|Page 50||GG-13768.1 Gig||The USP below has been corrected. A full build of the gig using High Guard ’80 rules appears in the Supplement 7, Traders and Gunboats errata below.
20-ton Gig GG-0106B11-000000-20000-0 MCr22.24 20 tons batteries 1 Crew=1. TL=14. Passengers=7. EmerLow=3. Cargo=0. Fuel=2.2. EP=2.2. Agility=6.
|Page 51||Battle Cruiser Kinunir||The design of the Kinunir is corrected below to match the description from Adventure 1. Note the addition of the jump capsule launchers; the details of the jump capsule launchers and capsules are from Striker (Advanced Rules, page 43). To maintain an Agility of 1, the Nuclear Damper factor is reduced from 5 to 4.
BC-9514 Kinunir BC-A2447G2-000410-50203-0 MCr1201.8619 1250 tons batteries bearing 2 2 2 Crew=45. batteries 2 2 2 TL=15. Jump Capsules=15. Cargo=28.69. Fuel=587.5. EP=87.5. Agility=1. Marines=34. Description Tons MCr EPs Crew Notes TL Factor Hull +1250.00 125.0000 4 service A 1 medical Configuration 12.5000 2 (streamlined) Jump Drive -62.50 250.0000 13 4 Maneuver Drive -137.50 68.7500 8 4 Power Plant -87.50 262.5000 +87.5 15 7 Fuel Purification Plant -8.81 0.0881 3 engineering Jump Fuel -500.00 jump-4 x1 Power Plant Fuel -87.50 four weeks Fuel Scoops 1.2500 Bridge -25.00 6.2500 11 command 1 gunnery 1 flight Computer -18.00 100.0000 -7.0 13 G (Model/7fib) Nuclear Damper -8.00 30.0000 -40.0 4 gunnery 14 4 Black Globe Generator -10.00 400.0000 4 gunnery 15 1 8x Dual BLaser Turrets -8.00 16.0000 -16.0 3 gunnery 13 5 x2 2x Particle Accel Turrets -6.00 6.0000 -10.0 3 gunnery 15 2 x2 2x Triple Missile Turrets -2.00 4.5000 3 gunnery 13 3 x2 3x 4-ton Air/Rafts -12.00 1.8000 2 flight 8 Book 2 10-ton Grav APC -10.00 9.3000 2 flight 9 Book 2 40-ton Pinnace -52.00 18.9040 3 flight 13 design below 7x Single Staterooms -28.00 3.5000 1 marine 73x Double Staterooms -146.00 18.2500 34 marine 5x Jump Capsule Launchers -10.00 0.0600 +10 ready storage 15 High Survivability Capsules -2.50 0.7500 Totals 28.69 1335.4021 +14.5 45 crew 15 Agility=1
|Correction and Clarification|
|Page 52||BC-9514 Kinunir||The correct USP is shown above, in the page 36 format correction.||Correction|
|Page 52||KT-9514.1 Pinnace||The originally detailed pinnace does not match the pinnace carried on the Kinunir in Adventure 1, which is a modified standard pinnace. Below are the corrected details.
40-ton Pinnace KK-0105501-000000-20000-0 MCr18.904 40 tons batteries 1 TL=13. Crew=2. Passengers=8. Cargo=15.4. Fuel=2. EP=2. Agility=2. Description Tons MCr EPs Crew TL Factor Hull +40.0 4.0 Configuration 0.8 1 (streamlined) Maneuver Drive -5.6 2.8 8 5 Power Plant -4.0 12.0 +2.0 13 5 Power Plant Fuel -2.0 incl. scoops Bridge -8.0 0.2 1 2 couches Single BLaser Turret -1.0 1.0 -1.0 1 13 2 x1 Accommodations -4.0 0.2 8 couches Totals 15.4 21.0 +1.0 2 13 Agility=2
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