From the just-posted (to GEnie) errata files for the TNE rulebook: The "personal combat" penetration ratings for all Plasma guns is 1-2-10. That for Fusion guns is 1/2-1-4. The Industrial atmosphere range 2-4 is indeed a typo, as noted. It should be 2-,4,7,9. The Laser Rifle-9 has a penetration of nil/3-nil (for the two modes of fire), and the Laser Rifle-13 has a penetration of 3 (it does _not_ fall with distance). The currently available errata is described as "interim", so I hesitate to post it all just yet, especially considering the huge errata/opinion files posted earlier this week. Starship Errata will be published in Brilliant Lances. The printing location of the rest of it has not (so far as I know) been decided. Loren will probably let the TML know when he gets back from summer Convention season. ============================================================================= Bundle: 479 Archive-Message-Number: 5735 From: l.wiseman1@genie.geis.com Date: Thu, 8 Jul 93 04:44:00 BST Subject: Errata Combat starts on page 263, not 363. Page 38 Stellar Regions DMs Table Under "Wilds," wear value reference should be 10, not 8. Page 186 4 World Size Should be 2D6@2 5 Atmosphere Should be 2D6@7 + World Size 6 Hydrographics Should be 2D@7 + World Size 8 Government Should be 2D@7 + Population 9 Law Level Should be 2D@7 + Government Page 187 12 Trade Classification Atmosphere for Industrial class should be "2@, 4, 7, 9" Page 191 A number of players have expressed concern that there are now two parallel sets of government type codes, one for the Wilds, and one for use elsewhere, as this will cause confusion when reading UWPs. Players should think of the government digit not as a firm definition in the same man- ner as a size or hydrographics code. Rather, it is a descriptive tool to help create an effective roleplaying atmosphere. Unlike all other digits of the UWP which are quantifiable, government type is highly descriptive in na- ture and is often a judgement call. For example, is a board of directors a Participating Democracy, a Company/Corporation, or a Self-Perpetuating Oligarchy? Future Traveller: The New Era products will expand and further detail world governmental descriptions. The basic book was not able to contain such a system for reasons of space, and because the game had to allow players to gener- ate pre-Collapse Imperial worlds, the classic Traveller method of government generation was retained as an interim system. In providing the Wilds government types, we aimed to increase the diversity of world types that can be visited, and further fuel players' imaginations. Like real governments, UWP government digits can change unpredict- ably, and exist to help referees create interesting cam- paigns, rather than existing as ends in themselves. Page 196 Travel Movement Table Some of the Travel Moves are off. The correct values should be: Heavy cargo truck 85/10 Ground car 260/50 Hovercraft 240/195 Tracked ATV 150/65 Range truck 240/85 Wheeled ATV 175/65 Air raft (open) 1440/260 G-Carrier 2880/260 Enclosed air raft 2880/260 Grav tank 2400/345 Speeder 3360/390 Grav Bike 720/85 Page 199 Effects of Fatigue For the fatigue effects on fire, it is simpler to think of the fatigue effects as +DMs used on a normal task die roll than as subtractions from the target number. Page 236 5 Sourceworld Trade Classifications Atmosphere for Industrial class should be "2@, 4, 7, 9" Page 288 Upon further testing, we have decided that the following wound effects provide more entertaining and dynamic play, and suggest that all players use these instead. Serious Wounds: the roll to avoid losing conciousness every turn in which the character attempts an activity becomes a Difficult roll against Constitution. Characters who have lost conciousness make a Formidable roll against their Con- stitution each turn to attempt to regain conciousness. Critical Wounds: The roll to regain conciousness is made each combat turn, and is a D100 (percentile) roll against the Constitution attribute. Page 289 Add the following new rule for the use of the personal medical kit, immediately before the "Stabilizing Critical Wounds" section. Use of a personal medical kit (page 334) allows a character with neither Medical skill nor a doctor's medical kit to avoid the unskilled penalty when attempting a first aid task (thus it is a Formidable task using the character's EDU attribute). One such use uses up the medical kit. Page 292 Under Powerboats, the reference to "size one" should read "Micro or SubMicro." Page 301 Fire: The task to extinguish a fire should be Difficult versus CON, not Formidable. Page 302 In the example of the collision between the car and truck, the following corrections should be made: "the car is hit with a value of (95x2)M-v10, or 19," "which means that (19@1=) 18 is referenced," and "As a result, (9@1=) 8 points are takento the Vehicle Damage Results Table." In the tandem bicycle example, the check versus Agility should be Average, not Difficult. Page 315 In the second-to-last paragraph, delete the reference to the limit on maximum simultaneous sensor locks. Page 325 Delete Hit Location table in lower left-hand corner of page, as it is redundant. Use Ship Facing tables at upper right for hit location. On Ship Facing/Beam Weapon Fire table, "Fore Quarter" line should read: "reroll results of 16 through 20." Page 340 Communication Equipment The in-text range of 500 km for both the Communicator, Laser, and Communicator, Video, should be changed to 300 km, and all references to the term "regional range" should be deleted. Page 348 Laser Turret Table the TL 14 150 Mj laser turret should have an Extreme range listing of "16:1/10-30." Page 351 Slug Rifles and Carbines The double-barrel rifle mentioned in the note is 12mm, not 13, and its magazine listing in the table should be 2i. Page 354 Small Arms Several people have if the recoil figures for the 4mm Gauss Pistol-13 are in error. They are not. Because Traveller: The New Era uses a more realistic system (developed for Twilight: 2000) for rating firearms based on weapon weight, round weight, and muzzle velocity, than Traveller did, weapons that were created for Traveller do not always work well when using their original Traveller specifications. The gauss pistol listed here is such an example of a weapon rated into Traveller: The New Era using its original Traveller specifications. The recoil is high because it is specified as being such a light weapon for its high muzzle velocity. We have theorized that this is a light, easily concealable, hold-out weapon that is hard to control. Another gauss pistol design, intended to be more control- lable in combat, is as follows. ----- Weight -------- ----- Price ----- Caliber TL Ammo Empty Lded Ammo Mag Wpn Ammo 4mm Gauss Auto 13 4mm Gs 0.8 1.02 .014515 600 1.3/20 --- Recoil --- Weapon RoF Dam Pen Blk Mag SS Brst Rng 4mm Gauss Cbt Auto 3 1 1-Nil 1 15 3 5 30 Page 355 Lasers The Laser Rifle-9 (8cm) should have a Pen of Nil/3-Nil. The Laser Rifle-13 (4cm) should have a Pen of 3. This Penetration does not attenuate with distance. High Energy Weapons The numbers listed under "Pen" are the weapons' Penetration Values for use against vehicles, see page 297. The penetra- tion ratings for use against personnel according to the rules on page 285 were inadvertently omitted. These ratings are 1-2-10 for all plasma guns and 1/2-1-4 for all fusion guns. Correct range for Fusion Rifle-14 is 50, and Fusion Rifle- 15 is 70. Pages 360-365 Vehicle Data Many of the vehicles have no listed configuration or an incomplete configuration. In addition, Travel Moves and grav vehicle Combat Moves need to be corrected. Their cor- rect configurations and Moves are as follows. The notation Unarmored refers to the Unarmored Vehicles rule on page 301, and the references to turrets refer to the Hit Location rule on page 297. Any Travel or Combat moves that are not listed do not need correction. Note that travel moves for ground vehicles assume that the vehicle is moving at a rate of 1.5 times its safe speed for a period of four hours. This means that a ground vehicle could go farther than this during a four-hour period. The absolute upper limit is twice the listed travel move, which translates to the vehicle's driver making constant For- midable driving rolls for a period of four hours. Travel moves for aircraft and grav vehicles are in the format high flight speed/NOE speed. For NOE speed, the Travel Move is 1.5 times the safe speed for four hours, just as for ground vehicles. Because high flight speed is an ab- solute speed at high altitude, the high flight Travel Move is four hours at this speed, with no need for driving/piloting checks (except in the case of bad weather, etc., at the referee's discretion). Heavy Cargo Truck: Travel Move: 85/10; Configuration: Vehicle (Unarmored) Ground Car: Travel Move: 260/50; Configuration: Vehicle (Unarmored) Hovercraft: Travel Move: 240/195; Configuration: Vehicle (no turret) Tracked ATV: Travel Move: 150/65; Configuration: Vehicle (no turret) Range Truck: Travel Move: 240/85; Configuration: Vehicle (Unarmored) Wheeled ATV: Travel Move: 175/65; Configuration: Vehicle (no turret) Air Raft: Travel Move: 1440/260; Combat Move: 50/6; Configuration: Vehicle (Unarmored) G-Carrier: Travel Move: 2880/260; Combat Move: 100/6; Configuration: Vehicle (Small Turret) Enclosed Air Raft: Travel Move: 2880/260; Combat Move: 100/6; Configuration: Vehicle (no turret) Grav Tank: Travel Move: 2400/345; Combat Move: 83/8; Configuration: Vehicle (Turret) Speeder: Travel Move: 3360/390; Combat Move: 117/9; Configuration: Vehicle (no turret) Grav Bike: Travel Move: 720/85; Combat Move: 25/2; Con- figuration: Use "Firing at Riders" (page 277) and "Motorcycles" (page 301) Page 363 G-Carrier 20 Mj plasma crade gun Damage should be 16, and Penetration Values should be 16-8-1. Page 364 Grav Tank 120 Mj fusion cradle gun Range should be 600*. Pages 366-379 Starships Starship errata will be corrected in Brilliant Lances: Traveller Starship Combat, and will become available at that time. ============================================================================= Traveller: The New Era --- ERRATA SHEET, version 1.00, 6/26/93 Compiled by Guy Garnett (GG). Contributions from Joe Heck (JH), Chris Olsen (CO), Steve Higginbotham (SH), Bertil Jonell (BJ), Grant Sinclair (GS), John Driver (JD), Mark Gelinas (MG), Kelly Harrison (KH), and Mark Urbin (MU). Helpful suggestions from the Traveller Mailing List. Each entry identifies severity of the error and provides enough information to find it on the page. The severity scale is set out on the table below. Severity and Number Occurring TYPO (19) Typographical or spelling error with no impact on game play. NIT (46) Factual or logical error with minimal impact on game play. MINOR (37) Factual or logical error that may cause confusion, but has minor impact on game play and should have no impact on future products. MAJOR (3) An error which may seriously affect game play, or may have serious impact on future products. SEVERE (6) An error which makes a section of the rules unplayable as published. Each entry then describes what is in error, and provides a suggested fix for the problem. In some cases, several different fixes are possible; the preferable one is listed first, with alternates following it. Some entries have commentary, which explain why the item is believed to be in error, provide the rationale used to construct the fix, or discuss the merits of the alternate fixes. Each entry closes with an attribution, the person who first reported the error to me (in many cases, multiple people have spotted each error; many thanks to all of you!). SEVERE: pp.186, Step 4: World Size The instruction "Roll 2D6 for World Size." is incorrect. Fix: Change it to "Roll 2D6-2 for World Size." --- CO SEVERE: pp.186, Step 5: Atmosphere The instruction "Roll 2D6+Size for Atmosphere." is incorrect. Fix: Change it to "Roll 2D6-7+Size for Atmosphere." --- CO SEVERE: pp.186, Step 6: Hydrographics The instruction "Roll 2D6+Size for Hydrographics." is incorrect. Fix: Change it to "Roll 2D6-7+Size for Hydrographics." --- CO Commentary: As they currently read, the world generation rules are severely broken and CANNOT generate some worlds (for instance, it's impossible to generate a vacuum world and atmosphere codes 0-4 are NEVER possible). As a matter of fact, you can't generate Earth (a major check I always apply to world generation systems). --- CO SEVERE: pp.186, Step 8: Government The instruction "Throw 2d6+Population." is incorrect. Fix: Change it to "Throw 2d6-7+Population.". --- JH SEVERE: pp.186, Step 9: Law Level The instruction "Throw 2D6+Government for Law Level." is incorrect. Fix: Change it to "Throw 2D6-7+Government for Law Level.". --- JH SEVERE: Step 10: Technology Level The "Technology Die Modifiers" table is incorrect. It currently reads: Star Atmos- Hydro- Popu- Govern- Level port Size sphere gra... lation ment 0 +2 +1 - - +1 1 +2 +1 - +1 - 2 +1 +1 - +1 - 3 +1 +1 - +1 - 4 +1 - - +1 - 5 - - - +1 +1 6 - - - - - 7 - - - - - 8 - - - - - 9 - - +1 +2 - A +6 - +1 +2 +4 - B +4 +1 - C +2 +1 - D - +1 - E - +1 -2 F +1 - X -4 Fix: It should read: Star Atmos- Hydro- Popu- Govern- Level port Size sphere gra... lation ment 0 +2 +1 - - +1 1 +2 +1 - +1 - 2 +1 +1 - +1 - 3 +1 +1 - +1 - 4 +1 - - +1 - 5 - - - +1 +1 6 - - - - - 7 - - - - - 8 - - - - - 9 - - +1 +2 - A +6 - +1 +2 +4 - B +4 +1 - C +2 +1 - D - +1 -2 E - +1 - F +1 - X -4 Commentary: The table in T:TNE seems to have suffered from missing tabs; Chris' reconstruction inserted the tabs where they should go. However, T:TNE has a -2 modifier for Government type E (Religious Oligarchy), where MegaTraveller and Classic Traveller had a -2 for Government type D (Religious Autocracy) and no modifier for Religious Oligarchy. I have changed the table to agree with Classic Traveller. --- CO, GG MAJOR: pp.187, Step 12: Trade Classifications table The "Fl" code should apply only to worlds with atmospheres A-C; types D, E, and F have regions that are human-habitable, and therefore probably have liquid water oceans. In addition, a world should only be barren ("Ba") if its population multiplier is also zero; conversely, a world must have a non-zero population multiplier in order to be non-industrial ("Ni"). Fix: Alter the "Fl" line of the table; replace atmosphere code "A+" with "A-C". Add a note to the bottom of the table which states "A Barren world must have a zero population multiplier; a Non-Industrial world must have a non-zero population multiplier." --- GS MAJOR: pp.190, Step 1: Maximum Sustainable Population Atmosphere types D, E, and F have regions that are human-habitable, and therefore the ruling that "human life is not possible and the world is uninhabited" should not apply to these worlds. Fix: Replace the sentence with: "If the atmosphere is 0, 1, 2, 3, A, B, or C, human life is not possible and the world is uninhabited: reduce the UWP population code and population multiplier each to 0." Also insert the following line to the Maximum Sustainable Population table, in the Atmosphere section: "Factor: Atmos D, E, F Modification: -3". --- GS MAJOR: pp.191, Step 7: Government (impacts other parts of UWP generation) The "Government Types in the Wilds" table describes an alternate coding for government types, to be used in the Wilds. For example, Government 7 is normally a Balkanized world, however in the wilds it is to be interpreted as a Mystic Dictatorship. There is unfortunately no way to determine which interpretation is to be used from any information in the UWP. Fix: Modifications are made in several places to the world generation procedures so that the government types for the wilds are more completely integrated into the Traveller UWP system. On pp.183, "Government" paragraph, add the following to the end of the paragraph: "Many balkanized worlds have a most common government type, or a most important territory. Re-roll the government type throw to generate this government type (ignore and re-roll any further balkanized results), and note it with a B:# (where # is the government code) in the world's trade classifications." On pp.188, "World Government" table, change the following entries: Code General Description 0 --- No Government Structure. In many cases family, clan, or tribal bonds predominate, D --- Religious Dictatorship. Government by a religious, mystic, or psionic minority which has little regard for the needs of the citizenry. E --- Religious Autocracy. Government by a single religious, mystic, or psionic leader having absolute power over the citizenry. On pp.191, paragraph 7, "Government", change the entry to read: "First determine if the world is balkanized. Add the world size and population code and subtract the tech level to determine the balkanization number. Roll 2d6; if the number rolled is equal to less than the balkanization number, the world is balkanized. In this case, the government type is 7. Determine the most common government type using the procedure below, and note it in the world's trade classifications, using the B:# convention (where # is the government code). This most common government type may be a TED, if conditions are suitable. "Second, if the world's population code is 5+, determine the presence of Technologically Elevated Dictators (TED). Find the total number of tech levels lost in Step 2 and roll 1d10. If the roll is less than the number of tech levels lost, the world's government automatically becomes a TED. Place the code Td to indicate this in the world's allegiance code, and roll 2d6 on the TED Government Type table to determine the form of the TED government. Find the result of the die roll on the table; the corresponding code is the world's government type. "If the roll is equal to or greater than the tech level decline, or if the world's population code is 4 or less, determine the government type by rolling 2d6 - 7 + Population code. Record this number for future reference when determining the world's law level in Step 8. Find this result on the Government Types in the Wilds table; the corresponding code is the world's government type. On pp.191, "Government Types in the Wilds" table, replace the current table with the following: Die Code General Description Roll 1- - 0 --- No Government 2 - 2 --- Participating Democracy 3 - 4 --- Representative Democracy 4 - A --- Charismatic Dictatorship 5 - C --- Charismatic Oligarchy 6 - Roll 2d6 on the "TED Government Type" table, and note Allegiance = Td 7 - D --- Religious Dictatorship 8 - F --- Totalitarian Oligarchy 9 - E --- Religious Autocracy 10 - 8 --- Civil Service Bureaucracy 11 - 3 --- Self-Perpetuating Oligarchy 12+ - 9 --- Impersonal Bureaucracy On pp.191, "TED Government Type" table, add the following new table: Die Code General Description Roll 2 --- 5 --- Feudal Technocracy 3 --- 3 --- Self-Perpetuating Oligarchy 4 --- 6 --- Captive Government 5 --- B --- Non-Charismatic Leader 6 --- B --- Non-Charismatic Leader 7 --- F --- Totalitarian Oligarchy 8 --- F --- Totalitarian Oligarchy 9 --- E --- Religious Autocracy 10 --- D --- Religious Dictatorship 11 --- A --- Charismatic Dictatorship 12 --- C --- Charismatic Oligarchy On pp.191, paragraph 8, "Law Level", change the entry to read: "If the world is balkanized, the law level represents the most commonly encountered law level on the world. Roll 2d6 to determine the most commonly encountered law level of a balkanized world. The referee can determine the law levels of individual nations on a case by case basis, using the procedure described below for non-TED, non-balkanized worlds. "If the world government is a TED, then roll 2d6+3 to determine the world's law level. "Otherwise, roll 2d6-7 and add the world government die roll (recorded in Step 7 above) to determine the law level." Commentary: There is no digit, field, or position in the UWP which designates a world as being in the wilds. Therefore it is impossible to determine (without some knowledge outside of the UWP) the government type of a world. In addition to being extremely confusing to the referee and players, this also plays havoc with the trade and commerce rules. Ordinarily, a world with a Charismatic Dictators, Totalitarian Oligarchy, or Religious Dictator is disqualified from the Rich classification, but in the Wilds, Charismatic Dictators, Oligarchies, TEDs, and Mystic Dictators are required to have a Rich world? Rich worlds make good trading partners, but I though TEDs were supposed to violently discourage off-world contact. After discussing the problem on TML, the most reasonable conclusion is that governments in the wilds are just a different distribution of the same government types we have seen before. The primary goal was to create a single table of government types which could be used no matter where the world was located. An examination of the original "Government Types in the Wilds" table revealed that all but four of the government types were identical to ones already in use in the "Normal" government types table (although with different code values or slightly expanded definitions). Of the four new codes, "Mystic Dictatorship" and "Mystic Autocracy" were defined nearly the same way as "Religious Dictatorship" and "Religious Autocracy", except for two words ("or psionic") in the general description. Since I, for one, have had psionic religions in my Traveller games for more than ten years, I didn't see much difference between the two, and folded them together. Two down and two to go. The "Tribal Government" is an interesting idea; kind of a half-step between no government whatsoever and a more formal government. With some hesitation, I folded it into "No Government"; if a new set of government codes were to be devised, this one in particular should get its own code. The last code is "Technologically Elevated Dictator (TED)". The more I think about this one, the more I feel that this classification isn't really a government type, but rather a classification decision made by some other interstellar government or agency. The case of Plaven (setting for the Classic Traveller "Divine Intervention" double adventure) is a case in point. If Plaven were a few parsecs outside the Reformation Coalition, it would be considered a TED; inside the Domain of Deneb, it's just another Religious Dictatorship. Any of the more oppressive government types could be (or could become) a TED, provided that they meet the criteria: use of relic or other advanced technology to maintain their rule, and a certain amount of unfriendliness to interstellar visitors (Reformation Coalition in particular). Thus, the decision that a TED was better represented by a government code that indicated what form the government actually took, plus a note that it is considered a TED (or, for those worlds outside the Star Viking sphere of influence, would be considered a TED, if the RCES knew about the world). The TED code is placed in the Allegiance field, because it is unused in the wilds, and also because a TED by definition will not be a part of an interstellar state. The retroactive changes required to implement this change should be minor; only materials produced with the uncorrected T:TNE rules, and which use the Wilds government type table will need to be changed. The following table summarizes the corrections needed: Old New Code Code 0 --- 0 1 --- 0 2 --- 2 3 --- 4 4 --- A 5 --- C 6 --- Roll 2d6 on the "TED Government Type" table) Allegiance = Td 7 --- D 8 --- F 9 --- E A --- 8 B --- 3 C --- 9 A couple of caveats are in order, however. First of all, UWPs generated using the uncorrected procedure provides no way of determining if the world is balkanized. The table above ignores this; the preferable solution would be to test for a balkanized world as described in the modified paragraph 7 above. --- GG MINOR: pp.18, Homeworld Die Roll Modifiers table With a starport DM of +9 for characters in the wilds, it is not possible with a 2d6 roll to get a starport class D. Fix: Add a statement that the referee can alter the starport DMs, or mandate a specific starport value. Commentary: While the rules as published are probably representative of the types of starports in the wilds, it is probably not representative of the types of worlds that the PCs will come from in the Wilds. --- MG MINOR: pp.18, Homeworld Die Roll Modifiers table The starport DM for characters in the Old Expanses is higher than that for a pocket empire. Fix: Reverse the DMs, so that the Old Expanses is +3, and a pocket empire is +6. --- MG MINOR: pp.18, Homeworld Characteristic Description table While specific descriptions for UWP code values can be found in the world building section, no such correlation can be found anywhere for government type. Fix: Add the following table: Government Description Table Description Code Values Low Gov 0 - 3 Moderate Gov 4 - 5 High Gov 6 - 8 Extreme Gov 9+ --- MG MINOR: pp.23, Homeworld Modifiers table Environment Suit is only available as a background skill on worlds with a vacuum atmosphere, or if the tech level is Pre-Stellar. Fix: Change the tech level requirement to "Pre-Stellar+". --- GG MINOR: pp.56, Career Entry Requirements table The Hiver Technical Academy requires INT 7+ or EDU 7+. The table shows EDU 7+ or CHR 7+. Fix: Correct the table to indicate INT 7+ or EDU 7+. --- MG MINOR: pp.107, Character Attributes and Skills In the second line of the first column, reference is made to attributes in the range of 1 to 13. This is incorrect; the attribute maximum is 15. Fix: The sentence should read: "These numbers range between 1 and 15, with 15 being the best." --- GG MINOR: pp.113, pp.115, pp.116: Astrogation skill Astrogation is listed as (EDU) in pp.115 and pp.116; however it is listed as (INT) on pp.113. Fix: Correct the entry on pp.113 to "(EDU)". Commentary: Other skills may have this problem, every entry has not been cross-checked. --- BJ MINOR: pp.124-125, Pilot Skill The last sentence on pp.124, part of the description of the Fixed Wing cascade, indicates that x-wing aircraft use the pilot skill appropriate to their current mode of travel. However, the Rotary Wing cascade on pp.125 indicates that x-wing aircraft should use the Fixed Wing skill at all times. Fix: Convertible fixed/rotary wing aircraft (including tilt-rotor, x-wing, and other rotary wing vehicles which can lock their blades in flight) use whichever cascade is appropriate to their current mode of flight. Delete the portion of the Rotary Wing description which indicates otherwise; the last sentence should read "Compound helicopters which still derive lift from moving rotors use this cascade." --- GG MINOR: pp.185, top of the page. The text begins mid-sentence; some text is missing. Fix: Locate and restore the missing text. --- GS MINOR: pp.187, Step 12: Trade Classifications table Low population worlds were defined in MegaTraveller as those with populations 3-. My edition of Classic Traveller does not define this code. T:TNE specifies a population of 4-, but apparently uses the old criteria in some starmaps (see Kruyter and Fuetz on pp.88). Fix: Alter the "Lo" line of the table to specify population "3-". --- GG, GS MINOR: pp.187, Step 14: Population Multiplier The procedure described is correct for any world with a population digit of 1+. It is probably wrong for population zero worlds. Fix: Append to the rules: "If the world population level is 0, roll 1D6; on a 2+, the world is uninhabited: the population multiplier is 0." --- GS, GG MINOR: pp.188, World Population table There is no population level to correspond to "Incidental", which is used on the Homeworld Generation Table. Fix: Population 0 should be "Incidental", not "Low". --- MG MINOR: pp.192, Step 5: Decimal Classification The instructions in the table don't mention the special cases: There are no O0 through O4 stars, and dwarf stars (class D) don't have a decimal classification. Fix: Add the following instruction to the step: "3. There are no O0 through O4 stars; ignore and re-roll these results. Dwarf stars (luminosity class D) do not have a decimal classification." --- GG MINOR: pp.192, Step 15: Orbit Zones for Luminosity Class Ib Stellar classes K5 and M0 have no habitable zone, and classes M5 and M9 have two. Fix: Class K5 and M0 stars should have a habitable zone in orbit 11. Classes M5 and M9 should have an inner zone in orbit 11, and a habitable zone in orbit 12. --- GS MINOR: pp.194, Step 32: Population Population for minor worlds can be non-zero even if the mainworld is uninhabited, or has a pre-spaceflight TL. This is a problem, since the trade classifications are based on the "main world". Fix: Add to the following sentences to the instructions: "If atmosphere is not 0, 5, 6, or 8, DM -2. If the main world has already been generated, reduce the population to one less than that of the main world. Populations of less than 0 are reduced to 0." --- GS, GG MINOR: pp.194, Step 34: Satellite Size The size of a world's satellites are generated by 1D6 - World Size. Since this allows size 1 worlds to have as many as several size 2 through 5 "satellites", this is clearly wrong. Fix: The die roll should be "World Size - 1D6". --- GS MINOR: pp.195, Step 42: Facilities Both Mining facilities and Military facilities use the same code. Fix: To eliminate confusion, Mining facilities should use code "Mn". --- GS MINOR: pp.224, Interplanetary Travel. The second paragraph of this section indicates that the travel formulae are provided. They are nowhere to be found. Fix: Provide the missing formulae. --- GG MINOR: pp.228, Step 2: Ship Type There are no DMs given below the table, but values on the 1d6 table range from 0 to 6+. Fix: The table should also use the DMs from the Encounter Likelihood table. --- BJ MINOR: pp228-229, Starship Encounters The DMs for ship encounters in the wilds produce an alarming number of Vampire ships. Fix: Add a note to the effect that "The referee should not feel obligated to implement a vampire, but treat the encounter as 'No Encounter' if he or she chooses." -- MG Commentary: The space travel procedure specifies checking for starship encounters at least four times during an interstellar trip. In the wilds, about a third of these checks will result in a ship. This works out to about a 19.75% chance that no ship will be encountered. To achieve this rate, that means that there are at least a couple thousand starships operating in the former Third Imperium, and possibly considerably more. Of these, about a sixth will be Vampires, giving us three to four hundred vampire ships remaining in the former Third Imperium. This is exclusive of all ships operating as part of the Regency, Reformation Coalition, or a pocket empire. --- GG MINOR: pp.236, Step 3: Passengers No die roll is provided for the number of steerage passengers, however a die roll modifier is supplied for this (nonexistent) roll. Fix: Roll the dice as indicated in the "Low" column to determine the number of steerage passengers. Credit the ship with Cr2500 per steerage passenger. --- GG MINOR: pp.236, Step 4: Freight and Cargo It is not clear if the die roll modifiers apply to the number of lots, the size of the lots, or both. Fix: Add the following instruction to the die roll modifiers: "Apply the following die roll modifiers to the rolls for the number of lots available." --- GG MINOR: pp.237, Step 7: Nature of Cargo Some worlds don't have any trade classifications at all. Fix: Add the instruction "Worlds with no trade classifications use table 8f". --- MG MINOR: pp.243, Parts The rules require the use of replacement parts to repair breakdowns, and mention that replacement parts can frequently be purchased. There are no guidelines on the cost, volume, or mass of such parts, however. Fix: Append some guidelines to help the referee determine the cost, mass, and volume of repair parts. --- BJ MINOR: pp.260, Battle Damage (vehicular robots) The last paragraph on the page seems to refer to damage to the robot's weaponry. Fix: Insert an italicized "Main Armament:" before this paragraph. --- MG MINOR: pp.306, Blister Agent The last sentence of the paragraph states that "both masks and protective suits" are required to be worn in order to be safe from blister agents. Particularly in light of the following section, this can be confusing. Fix: Change the sentence to read: "Characters wearing both masks and protective suits, or wearing pressure suits (such as a vacc suit, combat environment suit, combat armor, battle dress, etc.) are unaffected by blister agents." --- GG MINOR: pp.306, Nerve Gas The second paragraph of this section states that one must wear "a protective suit or pressure suit ... and a gas mask" in order to be protected. I wasn't aware that pressure suits (such as a vacc suit) leaked when worn without a gas mask. Fix: Change the last sentence of the paragraph to read: "Characters wearing both masks and protective suits, or wearing pressure suits (such as a vacc suit, combat environment suit, combat armor, battle dress, etc.) are unaffected by nerve gas." --- GG MINOR: pp.313, Speed Change and Compute New Range The rules err by a factor of two when computing the velocity change due to each G-turn of acceleration. In addition, the velocity change is treated as if it occurred instantly at the beginning of the turn. Fix: Modify the "Speed Change" and "Compute New Range" paragraphs on pp.313-314 to read as follows: "Speed Change: Each ship may spend a number of G-turns limited by its G rating (maneuver performance) in order to modify the closing velocity. Each G-turn of acceleration spent by a ship changes the closing velocity for the next turn by one. In addition, each 2 G-turns of acceleration spent changes the closing velocity for the current turn by one (drop fractions). The closing velocity may be increased or decreased. As G-turns of acceleration are spent, players must declare whether they are going to increase or decrease the closing velocity." "Compute New Range: At the end of each turn, subtract the current closing velocity (the velocity for this turn as computed above) from the current range to get the new range for the next turn. When the closing velocity is a negative number, remember that subtracting a negative number is the same as adding a positive number, thus actually increasing the range." Alternate: The above, while accurately reflecting Newtonian physics, may seem too complicated for some players. Thus, the suggested simplified fix is to alter the "Speed Change" and "Compute New Range" paragraphs on pp.313-314 to read: "Speed Change: Each ship may spend a number of G-turns limited by its G rating (maneuver performance) in order to modify the closing velocity. Each G-turn of acceleration spent by a ship changes the closing velocity for the next turn by one. The closing velocity may be increased or decreased. As G-turns of acceleration are spent, players must declare whether they are going to increase or decrease the closing velocity. "Compute New Range: At the end of each turn, subtract the current closing velocity (before the speed changes above) from the current range to get the new range for the next turn. When the closing velocity is a negative number, remember that subtracting negative number is the same as adding a positive number, thus actually increasing the range." Commentary: From basic Newtonian physics, if acceleration is constant, velocity is acceleration multiplied by time (V=A*T), and the distance traveled is half of acceleration multiplied by time squared (D=1/2*A*T^2). If Acceleration (A) is a constant 1g, then A = 10 m/s^2 (1g) Velocity (V) is acceleration times the time V = 10 m/s^2 * 30 min spent at that acceleration. = 10 m/s^2 * 1800 s = 1800 m/s (64800 kph) The Distance (D) traveled during this D = 0.5 * 10 m/s^2 * (1800 s) ^2 acceleration is half the acceleration = 5 m/s^2 * 3240000 s^2 time the time squared. = 16,200,000 m Putting this into T:TNE space combat terms, a velocity of 1 is one range band per combat turn (30,000 km per 30 min; 60,000 kph). A distance of 1 is one range band, 30,000 km, and the unit of time is a turn (30 minutes; 1800 s). So, each G-Turn of acceleration increases the ship's velocity for the next turn by slightly over 1 band/turn. The distance traveled in the current turn during this acceleration is slightly more than a half a range band per G-turn of acceleration expended, plus whatever distance is traveled due to the velocity the ship started the turn with. To help clarify what's going on, the following examples presume that a standard Scout/Courier (maneuver 2G) is closing in at velocity 4 on a patrol ship which is station-keeping 8 range bands away. The scout ship wants to brake to a stop as quickly as possible. In all cases, the ship brakes at 2g (2 G-Turns of acceleration) at a cost of 1 G-Hour of fuel each turn. Newtonian Physics: A = 20 m/s^2. V = 66667 m/s (240000 kph). Solving for T, we get the time to decelerate to a stop is T = 3333 s (55.6 min; or about 2 turns). Distance traveled while stopping is 111111 km (about 3.7 range bands). Rounding fraction, we say that the ship is stopped at the end of the second turn, 4 range bands from the patrol ship. Using T:TNE as published, in the first turn, the scout/courier begins braking. Velocity changes by 1; the new velocity is 3, and the new range is 5. In the second turn, the scout continues braking; new velocity 2, new range 3. Turn 3: velocity 1, range 2. Turn 4: the scout comes to a stop at a range of 2. With the fix, in the first turn, the current velocity decreases by 1, to 3, and the next turn's velocity decreases by 2, to 2; the new range is 5. In the second turn, braking continues. Current velocity drops by 1, to 1, and the new velocity decreases by 2, to 0. The ship will stop at the end of the turn, and the new range is 4. In the alternate scenario, the scout begins braking. In the first turn, the next turn's velocity decreases by 2, to 2. The new range is 6 (remember, the new range is figured with the old velocity). In the second turn, the current velocity is 2, the new velocity is 0, and the range is 4. --- GG MINOR: pp.314, Evasion The reference to "G-Hours" in the penultimate line on the left-hand column is spurious. Fix: Replace "G-Hours" with "G-Turns". --- GG MINOR: pp.325, Hit Location table This table and related notes, located in the bottom left corner of the page, does not seem to be referenced by the text or by any of the procedures on the page. Fix: Delete the table. --- GG MINOR: pp.337, Thermal Meteoroid Garments These garments are listed as "armor 6, cloth-1" on the table. Presumably this is a hold-over from MegaTraveller. In T:TNE terms, this is protection equivalent to TL-12 battle dress, and for only Cr 400. Fix: The armor value of Thermal Meteoroid Garments should be 1. --- BJ, GG MINOR: pp.337, Long-Range Thruster Pack The text, located at the bottom of the left-hand column), states that this device is capable of 2 Gs of thrust for 48 hours; that's 96 G-Hours. Fix: Replace the last sentence of the column with: "The Long-Range Thruster pack (LRTP) is heavy, but it provides up to 1/2 G acceleration for up to 4 hours, using standard starship fuel." Commentary: Who needs a grav belt! A Long-Range Thruster Pack has enough acceleration to lift off of any terrestrial world, and with 48 hours endurance, can hover indefinitely; all for a seventh the cost. To put it in perspective, this little device is capable of more than 13 round-trips from the Earth to the Moon without refueling. --- BJ, GG MINOR: pp.357, Grenades The statistics for ordinary Hand Grenades seems to have been omitted. Fix: Locate and insert this information. --- KH MINOR: pp.368, Free Trader Damage Tables Areas 17, 18, and 19 have no result listed, while areas 5 - 13 duplicate entries listed elsewhere. Fix: Remove the "5 - 13" entry, and move the "17, 18, 19" entry up one line (so that these rolls indicate Engineering damage). --- MG MINOR: pp.375, Donosev Class Survey Ship Damage Tables Areas 12 - 15 do not appear on the damage tables. While dispersed structure ships may have hit locations which result in a miss, such areas should be clearly labeled, if for no other reason that to assure the reader that no mistake was made. In any case, the Donosev Class ship should not be a dispersed structure vessel. Fix: Correct the damage table. --- MG, GG MINOR: pp.376, Subsidized Liner Damage Tables Area 13 is listed twice, once as "13 - 17", and once as "11 - 13". Fix: Alter the first occurrence to read "14 - 17". --- MG MINOR: pp.377, Broadsword Class Mercenary Cruiser Damage Tables Area 12 is listed twice, once as "12 - 15", and once as "6 - 12". Fix: Alter the second occurrence to read "6 - 11". --- MG Traveller: The New Era --- QUESTIONS Compiled by Guy Garnett. Contributions from Bertil Jonell (BJ), John Driver (JD), Mark Gelinas (MG), Guy Garnett (GG), and the Traveller Mailing List. These questions have come up in the course of playing T:TNE, and were reported to me along with the errata. They aren't really errors, but just interesting observations and random rules questions. Q: Is it balanced that starships take several critical hits from various weapons (primarily anti-tank weapons) that *might* (or might not) destroy a much smaller TL-8 tank? Or should the Critical Damage Table (T:TNE, pp.326) only be used for weapons that are specifically anti-spaceship weapons? --- BJ Q: When firing anti-vehicle weapons at starships, the rules (T:TNE pp.295) specifically states spacecraft should use the ground vehicle hit tables and the ground vehicle penetration rules. Shouldn't spacecraft use their own hit tables and rules, instead of the ground vehicle ones? --- GG Q: When generating companion star type and size, the previous roll for primary star size is a +DM. This will easily lead to values that are above 12, while results of less than 4 are impossible. The rules don't indicate what to do with values that go off the top of the chart. Should they be re-rolled, or should values be limited to 12? [Classic Traveller Book 6, Scouts, has this same problem]. --- JD Q: When generating a star system, what do you do when there are more objects to place than available orbits? --- JD Q: What about when all the habitable zones are empty orbits? --- JD Q: Missiles are now riotously expensive. How about some standard HE missiles in the starship combat game and the technical architecture supplement? --- MG Commentary: We have looked into this problem. You don't want to use HE missiles in space combat; explosives just aren't effective at the speeds and ranges involved. However, we have come up with a number of other alternatives, which will be posted to TML and sent to GDW. --- BJ, GG Q: Nearly all of the vehicles listed in T:TNE, in particular the Tracked ATV, Wheeled ATV, Air/Rafts, G-Carrier, Speeder, and Grav Bike) have oxygen-breathing power plants of the gas turbine, MHD turbine, and fuel cell types. No oxygen supply is listed in the vehicle specifications, nor are any intake compressors. Therefore, none of these vehicles can be used in Vacuum, Trace, Very Thin, Exotic, Corrosive, or Insidious atmospheres, or in space. The only listed vehicles which are operable in these atmospheres is the Grav Tank, and the starships and spacecraft. Correct? --- GG Q: Energy Weapons skill is listed twice, once under Strength and once under Agility, on the skill list. Shouldn't it be listed only under Agility? A: No. STR is the controlling attribute for energy weapons skill when using Plasma and Fusion weapons. AGL is the controlling attribute when using lasers. --- MG, GG Q: The starship and spacecraft listings don't seem to have an entry for total fuel capacity. How do you tell how much fuel to purchase if you're not gas-giant skimming. A: Under the "Notes" section in the listing, the total fuel volume is listed in kiloliters. Divide this number by 14 to get displacement tons of fuel. --- MG, GG NIT: pp.17, Homeworld Random Generation Table The chart of DMs is on the next page, making it easy to overlook and hard to use. Fix: Add a mention on the Homeworld Random Generation Table that the table of modifiers on the next page. --- MG, GG Commentary: I recommend that some of the more important charts be reprinted in a small (16 page or so) booklet form and included in T:TNE Deluxe or the T:TNE Referees' Screen. If this is done, the Homeworld Random Generation table and its chart of DMs should be on the same page. --- MG NIT: pp.19, Homeworld Effects on Attributes The modifiers are buried in the text, and difficult to find. Fix: Place a table of the modifiers on the character generation worksheet. --- MG NIT: pp.23, Background Skills The background skills are not noted on the character generation worksheet. Fix: Place a table of background skills on the character generation worksheet. --- MG NIT: pp.26, Secondary Activities According to the information on pp.20, some careers offer the chance for characters to increase their attributes. However, the only careers that allow such increases are Athlete and Martial Artist. Fix: Allow attribute increases as a secondary activity; two skill levels for one attribute increase, up to a maximum of +2. --- BJ, GG NIT: pp.40, Undergraduate University According to the contacts available, the only people who ever attend undergraduate universities are the professors and researchers, and journalists. No engineering, pre-med, history, law, or business students. Fix: Contacts at Undergraduate University may be from potentially any career. The referee should decide what that person's field of study was at the time, and any subsequent career changes. Alternate fix: Expand the definition of academic contacts to include students (of potentially any field of study. The refere is responsible for determining what career the contact is currently pursuing. It may be completely unrelated to his or her field of study. In this case, journalist contacts should be removed from Undergraduate University. --- GG NIT: pp.40, Graduate University The comments above about undergraduate university also apply to graduate university. There is, however, a higher probability that the contact will be pursuing a career in a field related to his or her graduate studies. Fix: Contacts at Graduate University may be from potentially any career. The referee should decide what that person's field of study was at the time, and any subsequent career changes. Alternate fix: As above, and Government contacts should be removed from Graduate University. --- GG NIT: pp.56, Career Entry Requirements table Contrary to the table's explanatory remarks, there are no careers listed that have an education requirement in parentheses. Fix: The last sentence should read: "Social Standing requirements in parentheses show what is required to enter the career with a commission." The following table entries also need to be changed: Scientist and Aviation should show a minimum Soc of "(6+)". Army, Marines, and Special Operations should have a minimum Soc of "(5+)". Navy and Wet Navy should have a minimum Soc of "(7+)". --- GG NIT: pp.57, Table of Ranks At only one promotion per term, it will take a significant number of terms to achieve a higher rank. While this may be reasonable for officers, it is not for the enlisted ranks. Fix: Use a shorter enlisted rank structure as per Twilight: 2000 (2nd ed.). --- MG NIT: pp.88, Nicosa Subsector data Bhule, at hex 0334, should not be Industrial; it has atmosphere type 1, which disqualifies it. Fix: Remove "In" from the trade classifications for this world. --- GS NIT: pp.94, Special Wilds Careers Recommend adding a Psionic Priesthood and a Survivor career. An NPC template is provided for the latter, and it is one PCs from the wilds are sure to be interested in. Fix: Add the careers; possibly in a Challenge article or a special supplement to Deluxe T:TNE. --- MG NIT: pp.103, Khulam Subsector data Several of the entries contain errors. Fix: World 049-049 in hex 2839 should be trade class "Po". Gresham in hex 3138 should not be "In". Futok in hex 3140 should be "Ag". The size class VI stars at Agiruur (hex 3036) and Futok (hex 3140) should be "V". --- GS Commentary: Sub-dwarf stars, luminosity class VI, which appeared in Classic Traveller book 6, have apparently been removed from T:TNE. Presumably this was done on purpose, as the luminosity class tables (Steps 4 and 5 on pp.192) have been completely changed. If so, any references to luminosity class VI stars remaining from Classic Traveller data files should be revised. --- GG NIT: pp.104, Khulam Subsector data The world Quarry in hex 2933 now has tech level 3, but orbits a class M9 V star, which has no habitable zone. Fix: Make the world barren. --- GS NIT: pp.106, Task Resolution and Skills The second paragraph of the overview reads in part: "This chapter is presented here, before character generation ...". I hate to break the news, but character generation starts back on pp.14, over 90 pages before. Fix: Delete references to character generation following this section. Alternate Fix: Move the section (pp.106-111) to begin around pp.14 --- GG NIT: pp.168, The Regency The first sentence of the paragraph implies that Norris used to be First Regent of the Domain of Deneb, until he renamed it "The Regency", at which point he became Archduke. This is exactly backwards. Fix: The first sentence should read: "The Regency is the new name of the Domain of Deneb by First Regent, then Archduke of Deneb, Norris." --- GG NIT: pp.172, Regina subsector data Several of the entries contain errors. Fix: Knorbes in hex 1807 should not be "Ag". Pscias in hex 2106 should be "Ag". Enope in hex 2205 should not be "In", but should be "Ic". Heya in hex 2402 should not be "Ag". Rethe in hex 2408 should be "In". Kinorb in hex 2202 should be tech level 8. --- GS NIT: pp.172, Regina subsector data Three worlds have dim stars with no habitable zones, but have world data inconsistent with their primaries. The worlds are Algine in hex 2308, which has a tech level 4 civilization. Moughas at hex 2406 is supposed to be a water world, although liquid water is not possible on its surface. Uakye was established as a habitable, although cold, in "A Plague of Perruques" (Travellers' Digest #10) by Marc Miller and Gary L. Thomas. Fix: Change Algine (hex 2308) to a M9 III. Change Moughas (hex 2406) to a K9 V. Change Uakye (hex 1805) to a M0 V. --- GS NIT: pp.172, Regina subsector map Yorbund, at hex 2303, is shown as having water. In fact, it has no water; its oceans are fluid. Fix: Change the map symbol for the world. --- GS NIT: pp.178, Ershur Subsector data The world of Towering has no trade classifications, and is missing a tab needed to make its data align with the other entries. Fix: Insert the tab. --- GS NIT: pp.178, Ershur Subsector data Barren worlds, like Observatory, do not have any trade classifications other than "Ba". Fix: Observatory in hex 0807 should not be "Lo", "Ni", or "Po". --- GS NIT: pp.178, Ershur Subsector data There are several errors in the stellar data. Villana has a tech level too low for survival in a system that has no habitable zone. There are also no size class VI stars. Fix: Change Villana at hex 0801 to a M9 III star. Change the class VI stars at Fournier (0304), Thallium (0307), Cleves (0403), Lebenstraum (0503), Chamati (0602), and Raldery IV (0701) to class V. --- GS NIT: pp.178, Ershur Subsector map Vilardi, at hex 0205, is shown as having water. In fact, it is a world with Fluid oceans, and has no liquid water. Fix: Change the map symbol for the world. --- GS NIT: pp.186, Step 4: World Size The planetary density table is way over on pp.190; hard to find and hard to remember. Fix: Add a note to the step referencing the density table on pp.190. --- MG NIT: pp.188, World Size table The table is missing the sizes for large and small gas giants. Fix: Small Gas Giants have a minimum diameter of 20,000km and a maximum diameter of 59,999km. Large Gas Giants have a minimum diameter of 60,000km and a maximum diameter of 120,000km. --- GG NIT: pp.189, World Physical Data table The entry for hydrographics code 3 indicates "Dry". Fix: It should read "Wet". --- MG NIT: pp.193, Step 13: Orbit Zones No instructions are given for stars whose spectral classification falls between the table entries. Fix: Add the instruction "If the spectral class of the star in question is not on the table, use the column of the nearest listed spectral class. For example, a G3 star would use the G5 column of the table." --- JD NIT: pp.198, Terrain and Travel Mention should be made in this section that flying vehicles, including helicopters, aircraft, and grav vehicles may choose to fly above the terrain, therefore avoiding any terrain effects. Fix: Mention this fact. --- GG NIT: pp.225, Step 6: 100 Diameters Travel Times table The table is incorrect in almost every entry. Fix: The corrected table is below: 100 Diameters Travel Times World size: 0 1 2 3 4 5 G-hours 0.1 50m* 12.7 25.3 38.0 50.7 63.4 0.2 25m 6.3 12.7 19.0 25.3 31.7 0.3 17m/== 4.2 8.4 12.7 16.9 21.1 0.4 13m/== 3.2 6.3 9.5 12.7 15.8 0.5 10m/== 2.5 5.1 7.6 10.1 12.7 0.6 9m/== 2.1 4.2 6.3 8.4 10.6 0.7 == 1.8 3.6 5.4 7.2 9.1 0.8 == 1.6 3.2 4.8 6.3 7.9 0.9 == 1.4 2.8 4.2 5.6 7.0 World Size: 6 7 8 9 A SGG G-hours 0.1 76.0 88.7 101.4 114.0 126.7 472.4 0.2 38.0 44.3 50.7 57.0 63.4 236.2 0.3 25.3 29.6 33.8 38.0 42.2 157.5 0.4 19.0 22.2 25.3 28.5 31.7 118.2 0.5 15.2 17.7 20.3 22.8 25.3 94.5 0.6 12.7 14.8 16.9 19.0 21.1 78.7 0.7 10.9 12.7 14.5 16.3 18.1 67.5 0.8 9.5 11.1 12.7 14.3 15.8 59.0 0.9 8.4 9.9 11.3 12.7 14.1 42.5 World size: LGG G-Hours 0.1 944.8 0.2 472.4 0.3 315.0 0.4 236.2 0.5 189.0 0.6 157.5 0.7 135.0 0.8 118.1 0.9 105.0 Time in hours unless otherwise mentioned. Accurate to 1/10 hour. ==: is time required to expend the specified G-hours. time/==: is (specified time OR time required to expend specified G-hours, whichever is GREATER) OR 25 min, whichever is LESS. Basically a really short time. Commentary: Note that the basic assumption that G-hours can be used as a velocity in these calculations is adhered to, though many of the numbers in the size-0 column are small enough that the assumption is not really valid. The value for 0.1 G-Hour and a size 0 world is ASSUMED to be correct, just because I have no reason to believe that there IS a correct answer to that particular question. Other values for the size-0 case are based upon this. It is assumed that Neptune is the size of the generic Small Gas Giant. Neptune has a diameter of ~49,000Km. It is assumed that Jupiter is the size of the generic Large Gas Giant. Jupiter has a diameter of ~138,000Km. --- SH Commentary: Steve's calculations for large and small gas giants were corrected to Traveller "Standard" large and small gas giants (120,000km and 60,000km, respectively). For small gas giants, Steve's values were multiplied by 60/49 (or about 1.224); for large gas giants, the factor was 120/138 (or about 0.8696). --- GG NIT: pp.226, Step 10: Emerge from Jump Space The second sentence of the second paragraph is confusing at best. Fix: Replace the second sentence with: "Outstanding Success indicates that no course correction is needed; the ship's exit point is correctly positioned so its residual velocity will take it from 100 diameters to 10 diameters." --- GG NIT: pp.226-227, Step 14: Interplanetary Distance Matrix table The table as published is incorrect in almost every entry. Fix: The corrected table is presented below: Interplanetary Distance Matrix Outer orbit number 1 2 3 4 5 Inner orbit number 0 (10) 100* 250* 400* 700* 1300* 1 (20) 150* 300* 600* 1200* 2 (35) 150 450* 1050* 3 (50) 300* 900* 4 (80) 600* 6 7 8 9 10 Inner orbit number 0 (10) 2500 4900* 9700 19300 38500 1 (20) 2400 4800* 9600 19200 38400 2 (35) 2250 4650* 9450 19050 38250 3 (50) 2100 4500* 9300 18900 38100 4 (80) 1800 4200* 9000 18600 37800 5 (140) 1200 3600* 8400 18000 37200 6 (260) 2400 7200 16800 36000* 7 (500) 4800 14400 33600 8 (980) 9600 28800 9 (1940) 19200 11 12 13 14 15 Inner orbit number 0 (10) 76900 153700 307300 614500 1273900 1 (20) 76800 152600 307200 614400 1273800 2 (35) 76650 152450 307050 614250 1273650 3 (50) 76500 152300 306900 614100 1273500 4 (80) 76200 152000 306600 613800 1273200 5 (140) 75600 151400 306000 613200 1272600 6 (260) 74400 150200 304800 612000 1271400 7 (500) 72000 147800 302400 609600 1269000 8 (980) 67200 143000* 297600 604800 1264200 9 (1940) 57600 133400 288000 595200 1254600 10 (3860) 38400 114200 268800 576000 1235400 11 (7700) 76800 231400 538600 1198000 12 (15380) 153600 460800 1120200 13 (30740) 307200 966600 14 (61460) 659400 16 17 18 19 Inner orbit number 0 (10) 2457700 4915300 9830500 19665900 1 (20) 2457600 4915200 9830400 19665800 2 (35) 2457450 4915050 9830250 19665650 3 (50) 2457300 4914900 9830100 19665500 4 (80) 2457000 4914600 9829800 19665200 5 (140) 2456400 4914000 9829200 19664600 6 (260) 2455200 4912800 9828000 19663400 7 (500) 2452800 4910400 9825600 19661000 8 (980) 2448000 4905600 9820800 19656200 9 (1940) 2438400 4896000 9811200 19646600 10 (3860) 2419200 4876800 9792000 19627400 11 (7700) 2380800 4838400 9753600 19589000 12 (15380) 2304000 4761600 9676800 19512200 13 (30740) 2150400 4608000 9523200 19358600 14 (61460) 1843200 4300800 9216000 19051400 15 (127400) 1183800 3641400 8556600 18392000 16 (245780) 2457600 7372800 17208200 17 (491540) 4915200 14750600 18 (983060) 9835400 Commentary: Note that any distance over ~120,000 light seconds will take the fastest ship listed in T:TNE over one year to cross, so the parts of this table dealing with the orbits 13+ are especially meaningless. Note also that any ship can jump to any orbit 7+ faster than it can cross the distance in normal space. Finally, the entries that were correct in the initial tables are marked with an '*' (all 22 of them) --- SH NIT: pp.227, Step 14: Interplanetary Speed table The table as presented is incorrect in every entry. Fix: The corrected table follows: Interplanetary Speed Time (min) G-Hours 1 142 2 71 3 47 4 35 5 28 6 24 7 20 8 18 9 16 Commentary: Note that these values are about 25% lower than those on the original table. Which means transits are 25% FASTER. --- SH NIT: pp.241, Potential Breakdowns The wear and potential breakdown rules are presumably to be applied to starships as well as other types of equipment. However, there is a rather sticky problem: consider a starship in jump space. If the ship's power plant fails, life support will stop, and everybody aboard the ship will die in a number of hours. Fix: Unlike vehicles, starship systems should be designed for 24 hour a day, 7 day a week performance. Roll for potential breakdowns twice per week (once on leaving orbit, and once on exit from jump space) instead of once per 8 hours. Alternate fix: Assume the starships vital systems (power plant and life support as a minimum) have integral multiply-redundant internal backups, so that breakdowns are not life-threatening unless ignored for more than a week. Commentary: There are 21 8-hour periods in a typical 7 day jump; for a power plant with a wear value of 1, this is a 74.5% chance that a potential breakdown will occur within the first 4 days of the jump. Assuming that the engineer has a relevant asset of 10, there is an 87.5% chance that there will be an actual breakdown sometime during the next day. Overall about a 65.2% chance of a power failure sometime during the jump. --- GG NIT: pp.242, Increasing Wear; last paragraph in the section When keeping separate track of the wear value individual components separately, care must be taken to keep the combination under control. Fix: When tracking the wear value of components separately, the referee should assign wear values that are no greater than the overall wear value of the vehicle. Each period, only one die roll is made. It the number rolled is greater than the overall wear value of the vehicle, no potential breakdown occurs. If a potential breakdown does occur, the referee must randomly choose one component from all those components with a wear value less than or equal to the number rolled. As component wear values change, the vehicle's overall wear value is the same as the highest wear value of any of the components. Commentary: For example, a vehicle with wear value of 5 is broken down into 4 components, each of which are given a wear value of 5. If 4 rolls, one for each of the components, are made each period, there is a 93.75% chance that at least one of the components will have a potential breakdown each period; effectively a wear value of 10. With the fixed rules, potential breakdowns still occur only 50% of the time. --- GG NIT: pp.248, Psionics Skill Cluster The Foreboding skill of the arcana sub-cluster is missing from the table, but present in the text. Fix: Add it to the table. --- GG NIT: pp.258, Psionics The descriptions of the effects of the different power levels is buried in the text, and hard to pick out. Fix: Prepare a table listing these effects. --- MG NIT: pp.262, Ling-Standard Products PR-317 This guard robot looks strangely like a Zhodani warbot. --- MG NIT: pp.273, SAR (Single Action Revolver) A single-acting revolver can be "fanned". This consists of holding the trigger back and rapidly cocking and releasing the hammer with the other hand (much easier to demonstrate than to explain). Fix: Single-acting revolvers can be "fanned"; firing up to three rounds per fire action. "Fanning" also increases the difficulty of all of the shots by one level. --- GG NIT: pp.313, third line from the top in the left-hand column There are no damage control rules at right, or anywhere else that I can find for that matter. Fix: Provide a page number reference (after adding the damage control rules if they have been inadvertently left out). Alternate fix: Delete the reference to non-existent rules. --- GG NIT: pp.322 and pp.326: Fuel hits The rules provide a die roll for determining how many tons of fuel are lost as a result of battle damage. Unfortunately, starship fuel is given in cubic meters, not tons, in the starship descriptions. Fix: Insert the comment "(one ton is 14 cubic meters)." to each reference to tons of fuel lost. --- BJ NIT: pp.333, Engineer Demolition Kit The description states that "Items without a weight, etc. are not available separately." Strictly speaking, no item listed is without a "weight, etc.", however many are listed with negligible weight. Fix: Delete the sentence restricting availability. Everything described has a price listed and can be bought. --- GG NIT: pp.341, Data-Display Recorder Headpiece In the description of this device, commdots and commdot multiplexers are mentioned. Unfortunately, the commdots and their multiplexer do not appear in the equipment listing at all. Fix: Replace the last two sentences in the first paragraph of the description with: "Although useless by itself, the headpiece can be interfaced with any number of Tech Level 13+ devices." Alternate Fix: Add the information on commdots and commdot multiplexers to the communications section of the equipment lists. --- MU NIT: pp.345: Locator, Inertial; and pp.346: Navigator, Inertial The same problem as in the MegaTraveller Imperial Encyclopedia. The Inertial Locator is a heavier, more expensive, TL-9 version of the cheap lightweight, TL-8 Inertial Navigator. The Inertial Locator also features slightly less utility and a more cryptic description. Fix: Remove the entry for "Locator, Inertial" on pp.345 --- BJ NIT: pp.357, 4cm RAM Shoot-Through Grenade There is no listing for 4cm RAM grenades for use with weapons that have an integral grenade launcher. Fix: Presumably the convention 4cm RAM grenades have the same characteristics as 4cm RAM shoot-through grenades. A comment to this effect should be included. --- MG, GG NIT: pp.359, Armor Reflec armor has disappeared. With the new lower penetration personal lasers, most armor will stop lasers. However, it would be handy to have an armor specifically designed to stop lasers. Fix: Add reflec to the table, with an armor value of 0 and a lower price. --- MG Commentary: I note on pp.298, "Lasers are more efficient at penetrating armor than they are at delivering damage". This is certainly true for vehicle and starship lasers. However, an examination of the small-arms lasers indicates that they are very poor at penetrating armor, but very good at delivering damage to an unarmored target. Is this really the intended effect? Perhaps small-arms lasers should have a penetration value of 1/4, and about half the damage value listed. --- GG NIT: pp.359, Armor: Combat Environment Suit The suit listed has no associated helmet. Such a suit should have a visored helmet. A visored helmet does not appear on the chart until TL 10. Fix: Add an integral helmet to the suit; add H (head) to the coverage codes. --- MG NIT: pp.347, Remote Deployable Sensor The device has a collapsed volume of 26 kiloliters, and a weight of 260 metric tons. Therefore it has a density of 10 g/cc; slightly less than that of solid lead. Aluminum (density 2.6) or titanium (density 4.5) might be more representative of the materials the device is made out of. Fix: The weight of the Remote Deployable Sensor should be about 100 tons. Commentary: When estimating the weights and volumes of various items, a couple of comparisons like those on the following table frequently comes in handy. From Thomas Glover's "Pocket Ref" (Abbeon Cal, 123-33T Gray Ave, Santa Barbra, CA). The table shows the mass (in kilograms) of one cubic meter of each substance: Ground Cork 160.2 Wood (chestnut) 480.6 Soy Beans 720.8 Pure Water 1,000.0 Crushed Stone 1,601.8 Aluminum 2,643.1 Basalt (rock) 3,011.5 Hematite (iron ore) 3,219.7 Titanium 4,540.0 Bronze 8,153.4 Copper 8.906.3 Iron 7.769.0 Lead 11,389.1 Gold 19,286.3 --- GG NIT: pp.356, Plasma Bazooka The explanatory note mentions both a solid rocket motor and using part of the plasma jet for recoil compensation. Shouldn't it be one or the other, and not both? Fix: The next to the last sentence should read: "The bazooka has considerable back blast, as the rocket exhaust is vented to the rear. The rocket ignition is synchronized to the firing of the plasma jet, to reduce recoil to a manageable level." --- GG TYPO: pp.38, last paragraph of Stellar Regions (middle of right column) The earlier text, and the Stellar Regions DMs table, indicate a maximum wear value (and therefore a maximum total value modifier) of 8. This paragraph states a value of 10. Fix: Alter the first and last sentences of the paragraph; replace "10" with "8" in both instances. --- GG TYPO: pp.65, Lancer: Other Assets. Technician is a cluster skill, and should be boldface. --- GG TYPO: pp.112, Skill Descriptions; first paragraph The specific meaning of "-" is detailed only for Tech Level requirements. The "-" code is also used for Law Level, where it has a slightly different meaning. Fix: Add a sentence explaining that the notation "-" next to a homeworld description indicates the maximum allowable standard for the skill. The specific instructions for Tech Level are an exception to this. --- GG TYPO: pp.174, Government The last sentence of the second paragraph seems to imply that Count Nolanar, or his daughters, have discovered the secret of time travel. Fix: The sentence should read: "The transition of government will not be complete until the end of 1200." --- GG TYPO: pp.183, Hydrosphere; last paragraph The last two sentences are missing a "%" sign after the numbers. Fix: The end of the paragraph should read: "A desert world may have up to 4% free-standing water and still be considered a desert world. Conversely, a water world may have a 95% hydrosphere and still be considered a water world." --- GG TYPO: pp.189, World Law Level The entry for law level 6, reads: "Moderate (all firearms except firearms prohibited)". Fix: Change the second occurrence of firearms to read "Shotguns". --- MG TYPO: pp.192, Step 5: Decimal Classification The instruction "Roll 1D10 and treat a roll of 0 as ) (instead of 10)." contains a typographical error. Fix: Replace the ")" with "0". --- GS TYPO: pp.195, Step 41: Subordinate Government table The entry "Self-Perpetuating Democracy" is not a reasonable Traveller government type. Fix: The entry should read: "Self-Perpetuating Oligarchy". --- GS TYPO: pp.197: Non-Terrestrial Environments The penultimate sentence of the first paragraph in this section states that "The effects of gravity have already been discussed in the context of combat in the Combat chapter." Unfortunately for the first-time reader, the combat chapter has not yet been presented at this point. Fix: Alter the sentence to read: "The effects of gravity in the context of combat are discussed in the Combat chapter, beginning on pp.307." --- GG TYPO: pp.228, Step 3: Non-starship Mission table Several die rolls are have a caret "^" before the number. Fix: Delete the carets. --- BJ TYPO: pp.291, Water Vessels What is a "SWATH" ship? Fix: Remove the reference to "SWATH ships" in the first sentence. Alternate Fix: Define what a "SWATH ship" is. --- GG TYPO: pp.301, Instruments While I suppose an aircraft or grav vehicle might carry a wind speed indicator (which would logically enough, measure the speed of the wind in relation to the ground), a more common device would be an airspeed indicator (which measures the vehicle's speed through the air). Fix: replace "wind speed indicator" with "airspeed indicator". --- GG TYPO: pp.302, Vehicle Collision Examples The example states that (95 x 2) / 10 is 35. It is not; 19 is correct, and is used throughout the rest of the example. Fix: The correct answer is 19. --- MG TYPO: pp.337, Accessories The following makes no sense: "Batteries power the air recycler achieve capacity; ..." Fix: The fragment should read: "Batteries power the air recycler; ...". --- GG TYPO: pp.347. "Sniffer" Bioscanner (illustration) The device illustrated is a NAS sensor handset and backpack. --- ?? TYPO: pp.348, Bays The first sentence is ungrammatical, and probably incorrect as well. Fix: The section should begin "Bays are built ..." --- GG TYPO: pp.348, Short The definition of a range band is given incorrectly. Fix: The parenthetical comment should be: "(tenths of a light-second)". --- GG TYPO: pp.351, Slug Rifles and Carbines There are no 13mm rifles listed in the table. Fix: The explanatory note should read: "Most rifles shown are combat weapons, although the 12mm rifle is a double-barrel big game rifle used exclusively for hunting and sport." --- GG TYPO: pp.360, Vehicle Data Near the bottom of the right-hand column, the explanation reads "H: Hull armor. The face of the turret is indicated ...". This is incorrect. Fix: The sentence in question should read: "H: Hull armor. The face of the hull is indicated ...". --- GG