David Smart's Collected IG Errata

TRAVELLER MAILING LIST: ERRATA LIST SUBMISSION


The following pages contain errata compiled from postings to the Traveller Mailing List on the World Wide Web. Some items include suggested "fixes". Errata contributors were Joe Walsh, Glenn Crawford, Bruce Johnson, Bill Rutherford, David Blustein, Jerome Darmont, Kenneth Bearden, Michael Barry, Mark Urbin, Joseph Heck, Thomas Biskup, Guy Garnett, and David Smart. This listing was compiled by David Smart. Some errata items were condensed for brevity and to remove duplicated postings. Note: All fixes labeled "Wildstar"and "Joe Walsh" were originated submitted by Guy Garnett and Joe Walsh, respectively, and may have already been received by Imperium Games. They have been labeled as such solely to assist Imperium Games in identifying these items.

This list was compiled solely for the purpose of assisting Imperium Games in product proofreading and is not meant to infringe in any way upon the copyrights and trademarks of Imperium Games or its affiliates.

ERRATA



Current Published Errata: Cutlass
Rather than remove the instances of the cutlass in the examples, simply add the cutlass to the Weapons table.

General Syntax
Shouldn't foreign words (eg Vilani or Vargr) should be in italics throughout the book. For example, on p8 'Ziru Sirka' is in italics, but on p9 it is not. Usage should be consistent!

p9, Confused Dates
I.e. 3rd Imperium (4521 to 5637AD) and Rebellion (5367AD). These dates are inconsistent. Looks like digits 6 and 3
transposed.

p11, Syntax
The Players "make a character"

p15, Initial Character Generation
Could there be more specific explanations for attribute values (e.g. to what social status does Soc value of 4 relate, ...)?

p20, Commando School
The Academic Skills description states, "... roll for two skills on the Academic Skills table." The Commando School Academic Skills table on Page 27 states, "roll one per year." Which page is correct?

p20, Flight School
The Academic Skills description states, "A Character gets two skills ..." The Flight School Academic Skills table on Page 28 states, "roll one per year." Which page is correct?

p21, The Draft
The description states, "Each military career has a draft number on the Draft Table." Should this read, "Several careers have a draft number ...", since the Merchants can be construed to be predominantly non-military?

p21, Commissions
The description states, "Each military service has a commission number..." Should this state, "Each service has a commission number...", since several non-military services have commision numbers (e.g., Merchants and Nobles)?

The description also states, "If the commission is received, the character receives Rank O1 in the service." The Table of Ranks for Nobles on Page 33 lists Soc B, Soc C, and so on. Are these equivalent to Rank O1, O2, etc.?

p24, Benefit Descriptions
The Retirement Pay description states, "The table indicates the rate of pay, ..." Should this state, "The Retirement Pay Table indicates ...", since the table appears on a different page?

p25 (right column, fourth term for Jamison)
The example for the saving rolls for aging obviously is wrong. In his fourth term Jamison is 34, thus he'd have to roll against a 3 with 2d6. Given the numbers in the example his Strength would drop by 1 point. p26 Primary Characteristics
"I" in Intelligence is italicized

Fix
change to normal lettering

p27, Military Academy
The Perseverance description states, "DM+2 if Int 9+5". Should this state, "DM+2 if Int 9+"?

p28, Naval Academy
The Flunked Out description states, "Enlistment in Nay as enlistee." Should this state, "Enlistment in Navy as enlistee"? Also, should the rank received upon Graduation be "Rank O1"?

p28 Medical School
no mention of EDU bonus in summary

Fix
in addition to Medic 3, add +4 to edu

p29, Army
The Mental skills table gives entry 6. "Science" in bold text. Should this entry be printed in plain text? Alternatively, should all references to skill clusters be in bold text whenever presented in a table? Should all table references to cascade skills be in italic text?

Comment: Most of the charts preceeding the career charts use bold text when referencing a skill cluster. I found it very easy to use
those charts.

pgs 29-34, Skill Eligibility
Careers with Commissions and Promotions state, "1 skill per term per Commission" and "1 skill per term per Promotion". Should this read, "1 skill for Commission" and "1 skill for Promotion" or something similiar?

pgs 29-34, Mustering Out Tables
The DMs for the Cash Tables and the Benefits Tables are buried in earlier text. Is there enough room to add "DM+1 if Gambling-1+" and "DM+1 if O5+" at the bottom of the appropriate tables for all careers?

p33, Nobles
If a player is allowed to roll or select "+1 Soc" from the Social skills table, why bother with a Promotion roll of "2-; DM+1 if Int
A+"? Should Social skills table entry 6. be replaced with something like "+1 Dex"?

p34, Scholars
The Mustering Out Tables Benefits Table entry 7 is "Weapon". How is a Scholar supposed to get a +1 DM to this roll considering
that there are no ranks for this career? Should entry 7 be changed to "-"?

p37, Cascade Skills
In many places esp. character generation, these skills are not in bold type. This is very annoying because I have to keep flipping pages to find out which are cascade skills. Also, Level 0 is *NOT* unskilled! It actually takes some effort to get to Level 0 in any skill. Level 0 designates a person with some level of instruction or experience, sufficient to *avoid* the penalties that an *unskilled person* would face. Otherwise, why bother with Level 0 skills at all?

pgs 42-43, Forensics
The Forensics skill description states, "Crude forensic instruments are available at a tech code of Industrial; equipment from higher
tech codes is..." Should this read, "Crude forensic instruments are available at a tech level 4; equipment from higher tech levels is..."?

p43, Ground Craft
The description states, "A malfunction is only dangerous when..." What about wheeled vehicles of less than four wheels, like
motorcycles and three-wheelers? Is a blowout while driving a motorcycle more dangerous than a blowout while driving an automobile? p 44, Instruction
The third paragraph of the description reads, "A character can convey to other characters any skill he knows.with Instruction The
referee ..." Should this read, "... knows with Instruction. The ..."?

p46, Psionicology
The description states, "End is sometimes applicable with the skill, particularly when resisting psionic attacks." Which psionic abilities can be resisted using psionicology? Chapter 11 doesn't give any examples.

p46, Stealth
Should this skill be usable against machines, but only if the character is aware of the machines' presence (eg electric eye beams, character has to use perception or Recon to find the beams, then stealth to get past)?

p50, 2nd column
Seems to be a font change partway down the page for about 4 lines.

p56, assault rifle
A reference to an Assault Rifle's "effective range" is made with the range being defined but this weapon is not listed on the Weapon table on p80.

p56, Autofire
There is a mention that one of the benefits of fully automatic fire is that a character has a chance of hitting a target more than once in a single action. Does this to mean that two attacks are allowed with autofire--like it is in Classic Traveller and MegaTraveller?

Later in the description, no mention is made of just how many attacks are made. In fact, the only other attack throw mentioned is
against other targets via group hits--not the same target.

p56 & pgs 73-75, Autofire
On Page 56 the Autofire description states, "Five rounds of ammo are used up per figure attacked ..." On Pages 73-75 some of the Combat Gear descriptions state that three-round or four-round bursts are fired by certain weapons (for example, ACRs & SMGs).
Which rule is correct?

Also, throughout the equipment descriptions the tech level is sometimes given as "TL7" or "TL11" and other times as "TL 7" or "TL 11". Which format is preferred?

p57 paragraph 5, sentence 1
"recover conciousness after 10 minutes (120 combat rounds)." on
page 51 it states that a combat round is six seconds

Fix
either change p51 to 5 seconds or p57 to 100 combat rounds

p57 column 2, paragraph 5
"once an characteristic"

Fix
should say "once a characteristic"

p57, Rethink the maximum wounds rule
It seems to be OK if applied to single, penetrating attacks. However, I think you could do without this rule, or at least make it optional - sure Traveller combat is lethal, that's what makes it a good idea to negotiate/ambush/ etc instead!

Also, it is possible to take only 5 points of damage from a 5d attack. Couldn't this be the bullet that passes through doing only a little bit of damage? The 5d attack that causes 30 points of damage will be the JFK *magic bullet* - entering the wrist, going through the heart, ricocheting up through the skull, turning in midair to go back and lodge in the kneecap.

p58, Serious Wounds
Should the description match the other wound descriptions by beginning with something like, "If two characteristics are reduced
to zero, the character is seriously wounded."? p59, Combat Loads
What happens if a character with a non-military background is carrying more than Str * 2 in kg while in combat (or a character with military background carries more than Str * 3 in combat)?

p61, Combat Range Table
Should Range Number 5's Range Name be "V. Long" instead of "V. .Long"?

p65, under the description of the Comm
A "comm Booster" is mentioned. It's described as a "wallet-sezed amplifier and power supply..." There is no cost of mass listing for the Comm Booster. The books says to refer to the exploratory gear section. Looking there finds only data for the 'Comm Relay'. This is described as a 5kg device the size of an attache case. Obviously not the Comm Booster.

p67, Backpack
The description states, "... items in it are not readily accessible (requiring one full combat round to get at them)." Should this read, "... (requiring at least one full round ...", since there are any number of factors that affect item accessibility?

pgs 68-69, Vacuum Suit
The description states, "Vac Suits normally have a video comm and a regional range radio, ..." What is the distance covered by regional range in T4?

p70, Slow Drug
The last paragraph of the description states, "An antidote is available for drug drug." Should this read, "slow drug"?

p73, Medkit
The description states, "The kit also includes stimulants, sedatives, anitbiotics, metabolic enhancers, and (as a last resort)
metabolic reducers ..." Does this refer to slow, medical slow, fast, combat, medical, anagathic, and truth drugs and antidotes described in the preceeding paragraphs or to something else?

p73, Combat Gear
Should be "latter is really needed to carry the former"

p74, Laser Pistol
Which is the correct weight of a loaded TL12 Laser Pistol, 2kg, 5kg, or something else?

p75, para 1, first line
"Rifel"? Should be "TL9 Rifle"

p75, Advanced Combat Rifle
Should the title read "cR776/cR898" instead of "cR898/cR898"?

p76, Armors
Where's the armor table?

p76, Armor
Should have prices for Reflec, Helmet, and Diplo.

p78, Equipment Table
Are the Mass and Price for the Rebreather Replacement Cartridge listed in the correct columns of the equipment table?
How much space do Sursats and Survey Shields take up when stowed in a starship's cargo bay?
Does the price of a Medkit include all needed drugs, or should there be prices listed in the table where there are blank spaces?
Also, where is Medical Slow Drug on the table?

p78, Equipment Table
Replacement Cartridge has weight listed as Cr20

Fix
adjust columns p78, Equipment table
no price listed for Fast, Medical, Slow and Truth drugs

p79, Weapon Table
Is there room for descriptions of each table column on this page? Is Mass for an unloaded weapon or a loaded weapon?
The entry for Laser Pistol shows a reload mass greater than the mass of a loaded weapon, but the entry for Laser Rifle looks okay.
Is it possible some of the other weapon data is also mixed up?

p80, Laser Rifle weight
The weight for the laser rifle probably is a bit off (the text says that it weighs but 5 kg, which seems more appropriate).

p80, Equipment Tables
Should have Armor Table

p84, Rolen Politesse Grav Car
The description states, "The on-board computer can maintain medium orbital range communications with the ground, continental range radar." What distance is medium orbital range? What distance is continental range for the ground radar?

p84, Iliant Lion S Grav Car
The description states, "The vehicle has... ...medium-range communications and radar, ..." Should that read, "medium orbital range", or is the commo portion limited to 150m?

p84, Mylin Ranger Grav Car
What distance is regional range?

pgs 89-113, Chapter 8, Spacecraft (Fixes provided by Wildstar)
Is it possible to correctly build the standard ship designs using the QSDS?

It was supposed to be; there appear to be a few designs (the liner, and the patrol cruiser) that don't match any of the available hulls.

Related Question: Also, are there any limits on how many turrets, barbettes, or bay weapons that may be installed in a ship?

Surface area, power, and crewing. And, of course, cost.

Related Question: For example, could twelve (12) turrets be installed in a 100-ton ship? At one time there was a limit of one (1) hardpoint per 100 tons of ship. Is this no longer true?

Right. Consider the "1 hardpoint per 100 tons" a rule of thumb, and not a rule of the design system. Note that a dozen turrets would use 40% of the volume of a 100-ton hull, and the power plant to support them would be another 15%. While you could possibly make a special-purpose design (say, a laser-armed System Defense Boat) this heavily armed, a general-purpose ship
like a Scout/Courier couldn't support this much weaponry.

p89, Spacecraft
The description states, "Such a maneuver is possible for streamlined and partially streamlined hulls (configurations 1 to 6)." And "Dispersed structures and planetoids, however, cannot land ..."

Fix (Wildstar)
This part is a hold-over from Classic Traveller Book 5, High Guard. It's completely misleading, and should have been changed.

The rules that should be there are about the types of streamlining (or lack thereof) for Traveller hulls. There are four now, in T4: Airframe, Streamlined, Unstreamlined, and Planetoid.

- Airframe hulls have aerodynamic control and lifting surfaces (or a lifting body or flying wing design of some type) that enable it to perform atmospheric flight. Airframe hulls may scoop gas giants for fuel, and may land and take off from any world with an atmosphere of thin or better. They may land on airless (or trace) worlds if the ship is equipped with contra-grav, or has more acceleration than the surface gravity of the world.
(Continued next page)


- Streamlined hulls are faired over for high-speed passage through an atmosphere, but don't have control and lifting surfaces. Streamlined hulls may scoop gas giants for fuel, and may land and take off from any world (regardless of atmosphere) if the ship is equipped with contra-grav, or has more acelleration than the surface gravity of the world.

- Unstreamlined hulls are not faired, and no provision has been made for atmospheric flight. Unstreamlined hulls may NOT scoop for fuel, and may only land on airless (or trace) worlds, if the ship is equipped with contra-grav or has more acelleration than the surface gravity of the world. Attempting to operate an unstreamlined hull within an atmosphere is inherently risky; the referee should generate piloting tasks based on the maneuvers attempted and the individual situation.

- Planetoid hulls are made from hollowed-out planetoids (asteriods). Such ships may NOT land on ANY world, and may NOT scoop for fuel. Attempting to land on a world will probably destroy the ship.

The QSDS system in T4 has hulls of the first three configurations. Planetoid hulls will be available from the Naval Architect's Handbook.

p89, Left column, last paragraph (Hull Configurations reference)
Where is a table describing hull configurations 1 to 6, dispersed structures, and planetoids?

Fix (Wildstar)
The reference is obsolete; there isn't a table of hull configurations anymore; instead they're described by shape and streamlining (the
descriptive "Streamlined Sphere" - or even "Sphere S" is easier to understand than a letter/number code). The closest thing to a "dispersed structure" would be "Unstreamlined Open Frame". Planetoids aren't included in T4 basic book, but rules for building planetoid hulled ships are being created now.

p89, HEPlaR
HEPlaR is the only drive that requires reaction mass. Thrusters only need power.

p90, Sandcasters
If a sand cloud is interposed between a defending ship and incoming attacks, and sand blocks beam weapons (including lasers), how do the defender's laser-based sensors penetrate the cloud to detect incoming attacks?

Fix (Wildstar)
They don't. The term "laser sensors" in this case means sensors that detect lasers (and not lasers that are used as sensors - the term for that is ladar). These sensors detect when an enemy is about to fire (from a previous near miss, or from non-weapon laser pulses sent by the enemy's fire-control system to measure range or adjust the weapon's optics).

After the sand is launched, lasers from the enemy ship will be quite noticeable as they hit the sand, which will scatter the laser beam in all directions (a lot like the way a dense fog will scatter light from a flashlight).

Most advanced starships use wide-band EMS (Electro-Magnetic Spectrum) sensor systems as their primary means of sensing the enemy. While some bands of the electromagnetic spectrum will be blocked (by sand, or natural noise sources like a nearby star), other bands won't be - operated by a good sensor tech, the EMS system will still be able to track the enemy.

p94 Small Craft External Grapples
unclear whether volume of small craft is added to or subtracted from mother ship. ie is a 1000 ton ship with a 50 ton cutter a 1050 ton ship when attached or is it a 950 ton ship when it is launched

Fix
get clarification

p94, Sensors
The description states, "The Improved package increases the range of the basic sensors." What is the range for basic sensors?

Fix (Wildstar)
The ranges are given by the USD ratings for the sensors. There are three letter/number codes in the rating: A# P# J#. These stand for the Active, and Passive range of the sensor, and the Jamming power. The ranges are expressed in tenths of a light-second (0.1 L-S is about 30,000km). The jammer number is the jamming DM used in step 5 of the space combat system.
(Continued next page)


Therefore, a TL-11 Basic sensor suite (USD A0 P2 J0) has an active range of 0 light-seconds (0 means "less than one"), a passive range of 2 light-seconds (about 60,000km), and no jammer (a jammer has to have a power of at least 1 to be useful - see step 5 of the space combat system). The TL-11 Improved sensor suite has an active range of 1 (30,000km), but is otherwise the same.

The actual ranges of the various suites change with TL, as well - a TL-12 Basic sensor suite is better than a TL-10 Improved suite. Particularly at the lower TLs, there's little improvement between "basic" and "improved" sensors (the ranges improve, but they're still less than 0.1 L-S).

All of these ranges are the "short range" of the sensor - the range at which the sensor is most accurate, and detection is most reliable. All of the sensor systems can detect the presence of a ship (even if the sensor data isn't good enough for a firing solution) to at least 16 times the listed range, and possibly more. For most sensors, this is beyond Long range; even for the shortest-ranged sensors, it's at least Medium range.

p94, Communications
The description details three ranges used by the QSDS communications packages: 3000km, 30,000km, and 1000AU. Are there space combat range equivalents for these distances?

Fix (Wildstar)
The ranges listed are the "sort range" of the communicators - the range at which reception is assured (assuming the reciever has the same range rating). You _can_ communicate at longer distances, depending on the skill of the operator (the referee should assign a communicator task; as a rule of thumb, increase the difficulty one step each time the attempted range doubles).

An AU is an Astronomical Unit, the mean distance between the Earth and the Sun (or about 150 million km). A communicator with a 1000AU range can reliably communicate with any appropriate reciever anywhere within the same star system. This exceeds the longest space combat range by a large amount.

The space combat system in T4 is abstract, and the ranges are "indeterminate", which means we can't assign useful numbers to the
ranges. As a rough approximation, though, 3000km is shorter than "Very Short" range, while 30,000km is somewhere around "Short".

Laser and Maser communicators are "tight beam" - in other words, you must know the location of the reciever, and the beam is established directly between transmitter and reciever (and not broadcast to all of space). Radio communicators are broadcast, so that everyone who is in range and listening on the frequency can hear the message.

p97, Cargo
The description states, "All cargos are carried at Cr4,000 per ton." The Ships Revenues Table on Page 113 quotes a rate of Cr1,000 per ton. Which reference is correct?

p97, Subsidies
The text states only ships built on 600-ton or larger hulls are subsidized. Yet, the book contains a description and illustration of a 400-ton Subsidized Merchant.

p98, Private Message Delivery
The last sentence states, "... also serves as an introduction to the recipient trustworthy person." Huh? Missing words?

p98, Travel Formulae
Where is the referenced diagram?
Should "second2" be seconds-squared (i.e., superscript 2)?
Miniatures rules?

p100, Slow Boat, Ship's Boat, Pinnace, Launch and p101, Modular Cutter, Light Fighter
All of the small craft are probably incorrect to some degree or another; they were converted from previous editions of Traveller, and not designed using the starship design system (we were working on the QSDS and SSDS systems at the time, and the small craft "fell through the cracks" - sorry).

The USD fuel numbers are likely wrong; if you need to know how much fuel each one carries, go with the number in the text (that is, the smaller number) until better information is available. p100, Subsidized Merchant
Should the Subsidized Merchant have one ship's vehicle: a 20-ton Launch?

Fix (Wildstar)
Yes. It's carried in a streamlined external grapple. The price of the ship does not include the launch.

p100-102 Ship Stats
Ships with small craft do not list size of hangar

p101, Subsidized Liner
Does the Subsidized Liner carry a 30-ton Ship's Boat or a 20-ton Launch?

Fix (Wildstar)
The 20-ton Launch. It's carried internally, in a minimal Hangar. The price of the ship does not include the launch.

p101, Patrol Cruiser
If the Patrol Cruiser carries 162.2 tons of fuel, a 30-ton Ship's Boat, and an 8-ton GCarrier (which totals 200.2 tons excluding drives, et al.), how does it manage this with a 200 ton hull?

Fix (Wildstar)
The 200-ton figure is wrong; it's a 400 ton hull.

Related Question: Also, how is it possible to have 10 crew?

Fix (Wildstar)
It's not - the ship requires 14 crew, plus marines.

Related Question: The command crew section of the QSDS on Page 95 implies that a regular crew of 8 would have 1 command crew member (for a total crew of 9) and a regular crew of 9 would have 2 command crew (for a total crew of 11).

Fix (Wildstar)
Right. A squad of marines adds another "command" crew, as well; this would be the Marine Lieutenant; the marines would consist of 2 NCOs and 6 privates.

Related Question: If there are two command crew, should there be a bridge?

Fix (Wildstar)
Yes. I don't know what happened to the Patrol Cruiser in the T4 rulebook. Here's a design that I'm reasonably confident of:

Patrol Cruiser
Tons: 400 Volume: 5600 Cost: 237.219
Crew: 17 Troops: 8 Passengers (L): 0
Cargo: 13 Controls: Bridge/Fib Tech Level: 12

8 Size Rating 3 Jump Rating
4 Fire Control Rating 4 G Rating / Thruster
2 Battery Mil Lsr 3-2-0-0 4 Power Plant Rating (850 MW)
2 Battery Missile Barb 5 (4) 124.5 Fuel / Scoop / Purify
0 Meson Screen Rating
0 Sand Caster Rating
0 Damper Rating
A10 P4 J10 Sensors (TL12 Small Mil)
10 Armor
16 Structure

Crew Detail: 2 Engineers, 2 Electronics, 1 Astrogator, 1 Pilot, 4 Gunnery, 3 Command, 1 Medic, 1 Steward, 8 troops, 2 Supernumary.
(Continued next page)


Notes: Based on a 400-ton Airframe Needle hull, he Patrol Cruiser has TL12 Advanced Commo, and a TL12 10-ton capcaity fuel purifier. The ship carries a 30-ton Ship's Boat in an AirFrame Grapple, as well as an ATV. There are 2 TL12 MFDs each capable of controlling 4 missiles. The Marines are quartered in bunks, the Command staff in Large staterooms and the rest in small staterooms.

A comment on the notation: the line "2 Battery Mil Lsr" means that there are two independent batteries of Military Lasers; similarly "2 Battery Missile Barb 5 (4)" means 2 independent batteries of missile barbettes; each barbette has 5 ready missiles, and can ontrol 4 of them in flight at once.

This ship does require a custom hull (available from the "Big Table of Hulls), though a similar ship limited to 3G could be built from the QSDS rules in T4.

p102, Scout/Courier
Should the Scout/Courier carry one ship's vehicle: an air/raft?

Fix (Wildstar)
Yes.

p102, Mercenary Cruiser
Should the Mercenary Cruiser have 3G acceleration?

Fix (Wildstar)
No, 2G.

p 102, Far Trader
Should the Far Trader carry one ship's vehicle: an air/raft?

Fix (Wildstar)
Yes.

p100-194, USPs
Should all USPs list ship's vehicles as shown in the USPs for the Subsidized Liner and the Patrol Cruiser (both on p101)?

Fix (Wildstar)
Yes. I recommend using the format used above for the Patrol Cruiser for describing QSDS ships; in particular, the Crew Detail is helpful when trying to fit a ship to a group of PCs. The Notes should always include the TL and type of the commo system, the capacity of the fuel purifier, and any carried craft. If the ship includes any added MFDs (for controlling missiles), a comment to this effect often helps clarify the battery descriptions. The description of the quarters is also very helpful in figuring out how many of what kind of rooms are available.

Related Question: Also, where in a USP is the electromagnetic masking rating recorded?

In the sensors section, after the sensor USD. For example, it might read something like "A16 P8 J4 Sensors / Masking (TL-12 Lg Mil)".

There are no ships in the basic rules that have Stealth or Masking (a ship may have one or the other, not both, since Masking is advanced stealth). If a ship were stealthed, it would show "Stealth" in the same location as the masking would appear. There is (currently) no way to build a Stealth or Masking hull in QSDS.

p107, Standard Hull Configurations
Some of the Config descriptions have trailing "...."s p110, Standard Military Laser Batteries
Should the first six entries be TL9, the next ten entries be TL10, the following six entries be TL11, and the remainder of the table remain unchanged?

Fix (Wildstar)
No. The "Standard" QSDS lasers are grav-focussed tunable lasers. Below TL-11, there's no way to cram one of reasonable power and range into a turret or barbette - it's so large it has to go into a bay.

I have the designs for non-tunable non-grav, X-ray lasers at TL-9 and TL-10, and these will go into the next edition of QSDS, so that small, low-tech ships have some laser options (these lasers will be an improvement over all the existing lasers, up to TL-14 at least - the drawback is that they don't work in an atmosphere).

The tables presented in the T4 rulebook give turrets (the first group at each TL) and barbettes (the second group) for each TL. Notice that the barbettes are larger, and have better range and damage.

Related Question: There is an USP entry giving a rating of "9-5-3-12". Is this correct?

No. It shoud be "9-8-5-3".

Related Question: Also, that USP rating seems weaker than the preceeding entry (except for the long range part of the USP). Should that be so?

No. It's a typo.

p110, Military Bay Weapons
The USP for the TL12 Meson Gun is given as "3-2-0 0." Is this correct?

p110 TL 11 8,9,10 lasers
8 and 9 have exact same damge but 9 is bigger, takes up more surface and requires more power. 10 does less damage than 9

Fix
correct numbers needed from IG

p111 Small Craft External Grapples
Grapples take up far too much surface area; a 30 ton ship takes up more room than an entire 100 ton ship has

p111, Shops and Labs
Does this imply that a ship with a complement of 120 or more that installs a sickbay must commit 480 tons or more space for the sickbay?

Fix (Wildstar)
Not unless you expect the whole crew to be sick at the same time. ;-) What that's trying to say is that an 8 ton sickbay has two beds.

p112, Quarters
"Bunk ......"?

p113 Misjump Table
two minus signs in front of Scout

Fix
delete one minus sign

113, Crew Salaries
"Pilot-1 .."?

p113, Crew Salaries & p95, Crew Requirement/Stewards
What is the Minimum Skill Level skill for Stewards? What is the Monthly Salary for Stewards? p115, Space Travel
Is there any time during a trip from one system to another when the Astrogation skill would be used (to plot the course or something like that)? Currently it seems to be pretty useless...

p115 column 2, Stowaways
Reactions of 8+ result in spacing (as it is now, if the Captain likes you, you get dumped into vac)

Fix
reactions of 6- result in spacing

p117, Sensor Action
What package from Chapter 8 must be installed in a ship to allow the use of the masking DM?

Masking (and Stealth) are features of the hull design, and not the sensor system. There aren't any masked or stealthed hulls in QSDS. This is an option in SSDS (in the forthcoming Starships suppliment). I am hopeful that a future version of QSDS will include some masked or stealthed hulls.

p120, Sensor Locks and Detection
Does this imply that a 0 Sensor Rating gives no chance for detection?

Fix (Wildstar)
In general, sensors with a rating of 0 aren't useful in combat, although they serve well in rendezvous and docking, and to detect ships even if they don't give a firing solution.

However, since the sensors DO exist, even if they're not very powerful, there's a small chance. If it's ever important, treat sensors with a rating of 0 just like those with a 1, except they may only be used against targets at Very Short range.

Note, however, that jammers with a rating of 0 don't exist. A 0 jamming rating means "no jammer"; a 0 sensor rating means "not enough range to be useful".

p123, Psionic Strength Rating
Ratings of 13+ cannot be achieved by *anybody*, before or after age 18, except, perhaps, for a very lucky Psionicist during character generation.

p124, Telepathy
Shield should be the first discipline under Telepathy, because other disciplines (eg life detection, assault) are affected by Shield.
Also, under Assault - get rid of the word "wary"! (unnecessary)

p125, under Regeneration
word should be "range" not "rage".

p126, Special
Special is the rarest psi *drug* not *drugs*.

p128, Psionicist
Page 21 states that enlisted ranks advance according to a predetermined scheme and that enlisted ranks never rise above 9
(should this read E9?). The first nine ranks for Psionicist appear to be enlisted ranks. Why is there a Promotion roll given?

Also, how does a Psionicist advance to Rank 10, since the maximum enlisted rank is E9 and there is no Commission roll available?

Should the Psioncist ranks be given as O1-O10 with either a Commission roll or automatic commission for all Psionicists?

p130 & p134, Tech Level Tables
Both pages mention tables that detail the technology available at various tech levels. Where are the tables?

pgs 132, 135, 165-166, and 169, Trade Classifications
The descriptions and charts on Pages 132 & 135 are missing entries for Low Population and Fluid Oceans. Should these trade classifications be included in Chapter 12, World Generation? p132, Trade Classifications
Aren't high population worlds pop 9+, not A+?

p133, Systems Contents table
At least one line seems to be missing:: The line for Naval Bases at the bottom of the table starts with 'Do not roll if starport C,' and suddenly ends. Obviously something was truncated. What is missing?

p134 Tech Level Table and p135 Government
On p134 government type 14 and 15 are listed as no modifer to tech, but no description exists for those two gov'ts on the next page.

Fix
Either remove the two dashes or add description of gov¼t types 14 &15

p135, World Generation Checklist
"7. Note trade classifications (page )"?

Fix
Should be either page 132 or 135

p137, Random Encounters
The description states, "In all cases, only military troops and leaders will wear combat armor or battle dress." Combat armor?

p138, Encounters
Should the Patron section be labeled "Patron Encounters", the Adventure section be labeled "Adventure Encounters", and the Animals section be labeled "Animal Encounters"?

p138, Checklist
The description states, "The encounter checklist provides ..." Where is the encounter checklist?

p141, Animal Damage and Armour
If animals pre-roll damage, then how does human armour work?

Fix
Either make up rules for armour and animals, or do not pre-roll animal damage

p141, Creating Encounter Tables
Should this section be labeled, "Creating Wilderness Encounter Tables" or "Creating Animal Encounter Tables"?

p141, Hits
The description reads, "For example, an animal listed on the Animal Size and Weaponry Table as taking 2D hits ..."
Should this be "2D/2D hits"?

The description also states that weapons are limited to 1D damage per 50kg of creature mass.
If humans are approximately 100kg, does this imply that wounds to humans should be limited to 2D instead of 3D?

Also, "... animals can be either much smaller or much lager"?

p141 Wound maximum for animals
The way it stands you can knock out a 400 kg animal with a big game rifle (6D damage vs wounds of 6D/3D) but not a 12 kg animal(1D maximum wounds vs 2D/2D)

p141, Animal attacks
How is the target number for animal attacks calculated? This should be in the text, and in one of the tables (Animal
Sizes and Weaponry?).

p142, Animal Characteristics
The rolls under A and F should be 7+, not 7-. p142, the section on Filters
"... inflicting wounds of ID per ..."? 'ID' probably should have been '1D' (in other places it is possible to differentiate between a 1 and an I, so why not here?).

p142, Using Encounter Tables
Should this section be labeled, "Using Wilderness Encounter Tables" or "Using Animal Encounter Tables"?

p142 & pgs 144-145, Animal Characteristics
The first description uses #- for attack/flee response rolls. The second description uses #+ for attack/flee response rolls.
Which is correct?

p143 Rutting Season
"roll 4- each combat round, DM + driver¼s skill"

Fix
Should be a task roll

p143, Events
The description reads, "... the referee may include one or more events in his encounter tables." Could this be changed to, "... wilderness encounter tables."?

p145, Formatting
The description reads, "If possible indicates that a filter will ..." Should this read, "... that an animal will ..."?

p145, Aliens
The description reads, "... the tempo of the rest of the galaxy the ..." Should this read, "... of the rest of the galaxy is the ..."?

p145-148, Alien Races
The descriptions of the major races leaves out what has been described as the most numerous human race in Imperial space: the Vilani.

p146, Syntax (nitpick)
The last word on this page is lacking a '-'.

p147, paragraph 6
Full stop (period) missing. Also Minor races are those that have not independently developed *Jump Drive* (there are examples of
minor races that have achieved interstellar travel via sublight methods!)

p148, Rye Ben
Height listed in feet

Fix
Should be 1.2 to 1.4 m tall

p149, Patron Encounters
Should these three tables be labeled, "Patron Encounter Matrix", "Patron List One", and "Patron List Two", to match the description on p138?

p149, Patron Encounter Matrices
Would these tables be easier to read and use if each table is presented in a single column much like the Random Encounter List on
p150?

p149, Patron Encounter Matrix Two
"Patron Encounter Matrix DMs"? p152, Animal Characteristics
If the format for attack/flee responses should be "#-", the rolls on the Animal Characteristics Table might be changed to the following.

Old "#+" Format New "#-" Format
1D-1 1D+8
1D 1D+7
1D+1 1D+6
1D+2 1D+5
1D+3 1D+4

Also, should rows be corrected as follows so that it matches the description on p145?

Type To Attack
Pouncer surprise
Trapper surprise
Siren surprise

Lastly, are the columns out of alignment?

p152, Animal characteristics
Under pouncer, trapper and siren, it states "surprised"

Fix
Should say "surprise"

p154, Preliminary Steps
The description states, "... data about a planet if the character has Navigation skill." Should this read, "... Astrogation skill" or possibly use some other skill?

p159, paragraph 1, line 1
The rules say that one improves skills at levels 7 or above by casting 1D6 = 6, then casting 1D6 and adding 6 to the latter, equal
to or greater than the current skill level to improve the skill by 1 level. Actually, the rules say it a bit more clearly than that...

Anyway, as the 2nd die roll will ALWAYS be one or greater, the result is that the chance to go skill level 7 is the same as that to get to skill level 6 (e.g., a 6 on the first die roll) and all higher skill levels are attained at 1 pip less on the die than they *should* be wrt the 1st 6 levels...

Fix
Add 5 to the 2nd die roll (instead of 6) to keep things consistent.

Alternate Fix
When you have to roll a second die, you suffer a -1 penalty, or you must exceed target number, not just equal
(BTW, Rye Ben are 8 times as dense as human norm, making them as dense as rock)

p159, Skill Improvement
The last sentence of the description reads, "... to check another skill." Should this read, "... to test another skill."?

p165, Cargo Identification
The description reads, "... for example "TL8 Lo Ni Po Ba," meaning..." Should this also include the starport type, instead of TL only? For example, "D-8 Lo Ni ..."

p165, Determining Cargo Identification
The description reads, "For example, a Cr7,00 cargo from ..." Should this read, "... Cr7,000 ..."?

p165, Non-Agricultural
"The world is unable,to ..."? p166, Starport Effects
Aestehetic error, hanging + signs

Fix
Adjust spacing

pgs 166 and 169, Bribery
Should both descriptions read, "Each two levels of Bribery add DM +1 and costs a kickback of 7% of the final price."?

pgs 167-168, Types of Interstellar Trade Goods
Other than the specific effects details for Performance, are there any other specific game effects for carrying these cargos?

p169, right column, he example under noting cargo identity
The example doesn't take into effect the cost of good factor from the starport.

Fix
Instead of Cr3,800, it should be Cr6,800.

p170, Brokers table
Is this table formatted strangely?

Related Question:
The trade and commerce rules nowhere mention the standard brokerage fees. The example makes me believe that the fees would be 5% per level of the broker -- is that correct?

p171, Market Price Table
The Source Codes should include Na and Ni, but do not.

Fix (Joe Walsh)
Should be:
-- Ag As Ba De Fl Hi Lc In Lo Na Ni Po Ri Va Wa
Na +1 +1 +1
Ni +1 -1

p172, Current Date
Is the current date "001" as shown in the heading or "300-1105" as described in the text?

p172, Ship's Locker
Is all of this equipment detailed in Chapter 6? For example, which pistol is the automatic pistol?

p172, Free-Trader Beowulf
Is this the same design as given in Chapter 8?

p174, Meeting Officials
"... potential to assist them. whether ..."?

p177, Supervisor in the Passport Office
"CrI50"?

p179, The Setup
"There is no specific locations ..."?

p180, Passenger Quarters
"... who relish every chance to test new design on the other ..."? Syntax makes this confusing.

p182, Core Subsector
Are Trannis (0606) and Lishilli (0607) considered Low Population worlds? No mention is made in the Remarks regarding that particular Trade Classification.

p189, Index entry of "Spacecraft"
The subtopic of "subsideies" is mispelled. Should be "subsidies".


Traveller is a registered trademark of Far Future Enterprises.
Portions of this material are Copyright ©1977-1996 Far Future Enterprises.

Joseph Heck (joe@mu.org) 21 August 2000
http://traveller.mu.org/errata/David.Smart.errata.html