HIGH GUARD RULES

Classic Traveller Book 5 — Ship Design & Combat

What is High Guard Rules?

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IDENTITY — Private Design
Hull ?
Tonnage Code sets the USP digit for your hull's size band — e.g. code '1' covers 100–199 tons, code 'A' covers 1,000–1,999 tons.
Actual Tonnage is the precise value used for every calculation (cost, EP, crew, etc.); changing the code snaps it to that band's floor, but you can then dial it anywhere within the band without changing the code.
    Configuration sets the hull cost multiplier:
  • 1 Needle/Wedge ×1.20
  • 2 Cone ×1.10
  • 3 Cylinder ×1.00
  • 4 Close Structure ×0.60
  • 5 Sphere ×0.70
  • 6 Flattened Sphere ×0.80
  • 7 Dispersed ×0.50.
  • 8 Planetoid and 9 Buffered Planetoid skip the multiplier entirely and instead cost MCr 0.0011/ton for the interior
Config 8 & 9 have automatic armour of 3 and 6 respectively at no extra tonnage or cost. Config 7 (Dispersed) can carry no armour at all. Configs 7, 8, and 9 are all non-streamlined, so none of them can mount fuel scoops. Config 7 also removes the normal launch/recovery rate limit in combat entirely — a Dispersed hull can launch and recover every carried craft in a single turn, regardless of launch tubes or the tonnage-based default rate. Configs 8 and 9 (Planetoid, Buffered Planetoid) cannot be used for small craft.
Drives
* PP number must equal or exceed the higher of Jump or Maneuver rating.
Fuel
Bridge & Electronics ?
Auxiliary Bridges soak up Bridge Destroyed critical hits before they land: each aux bridge absorbs one hit outright — command transfers to it, no penalty at all — consumed one at a time. Only once every aux bridge is gone does a Bridge Destroyed hit actually land: it halves your current computer factor (rounded down) and zeroes both the maneuver and jump drives for the rest of the battle.
Computer model number sets the largest jump your drive can be controlled for — Model/1 controls Jump-1, Model/5 controls Jump-5; models above 6 add no further jump capability.
'fib' adds a fibre-optic backup that resists radiation damage;
'bis' is an improved design that also controls one jump number higher than its plain counterpart — Model/1bis controls Jump-2 despite the /1. Both cost more than the plain model.
Hull tonnage sets a minimum model too — a 10,000-ton hull (code K) needs at least Model/4 — and the dropdown hides any model too small for your current hull.
Small craft can only mount plain models, never fib or bis.
No bridge — operates as Model/X-1 in combat
Armour & Screens ?
Armour Added can't exceed your ship's tech level, and its tonnage/cost per point both scale with TL.
Config 7 (Dispersed) can't be armoured at all — Armour Added stays locked at 0.
Configs 8/9 (Planetoid, Buffered Planetoid) get automatic inherent armour of 3/6 for free, shown in Inherent Armour; Armour Added stacks on top of that.
The three screens defend against different things — Nuclear Damper may neutralize incoming nuclear missile warheads;
Meson Screen (a damper variant) may block meson gun fire specifically;
Force Field (Black Globe) absorbs ALL incoming energy of any kind and redirects it into your ship's capacitors instead of taking damage.
All three need power (EP) and are TL-gated — the dropdown hides codes your ship's TL can't build yet.
A Force Field needs somewhere to put the energy it absorbs: your jump drive already carries built-in capacitors (0.5% of hull mass per jump number), and Additional Capacitors (below) buy more at 36 EP storage and MCr 4.0 per ton. In combat, a black globe can run at partial power (Flicker) for partial protection while still allowing you to fire, or Fully On for total protection at the cost of not firing or maneuvering that turn.
Weapon Allocation ?
Hard Points measures your available turret mounts: 1 per 100 tons of hull, computed off tonnage remaining after spinal mount and bay weapon tonnage are subtracted — not raw hull tonnage.
Bays are separate: 1 bay allowed per 1,000 tons of hull (floored), and ships under 1,000 tons can't mount bay weapons at all.
Hard Points and Bays draw from separate pools and don't trade off against each other directly — only indirectly, since spinal/bay tonnage eats into the pool Hard Points are computed from.
Spinal Mount
Bay Weapons (one entry per weapon type)
Weapon & Bay Size (Code at current TL)
Bays
Turret Weapons (batteries per weapon)
Weapon (USP factor at current TL)
Batteries
Carried Craft ?
Small craft/fighters use a 1.3× hangar-tonnage multiplier if the carrying ship is over 1,000 tons (1.0× otherwise); large craft always use 1.1×, regardless of hull size. Leaving a Small Craft row's USP field blank makes it a vehicle instead of a craft: zero cost, no pilot/gunner/maintenance crew requirement, and its raw tonnage with no hangar multiplier. Fill in a USP and it's treated as a real craft. The "Is Ftr" checkbox marks a row as fighters. Fighter counts must always be a multiple of 10 — one squadron is 10 fighters — whether they're an ordinary Small Craft row or stored in an empty bay below. Bay Weapons has its own way to carry craft: pick "Empty Bay" as that row's type and a Carried Craft sub-form appears under it. Capacity there is only half the bay's tonnage (bay count × bay size ÷ 2), not the full bay tonnage — budget accordingly.
SMALL CRAFT / FIGHTERS (≤ 99 tons)
Craft / Vehicle
Qty
MCr each
USP
Is Ftr
LARGE CRAFT (100+ tons)
Ship (name, tons and jump shown per entry)
Qty
MCr each
USP
Launch Tubes
Personnel ?
stateroom 2t / MCr 0.1
Universal Ship Profile
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Calculated Performance
Combat Arena

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