This is part one of the Traveller Mailing List MegaTraveller Errata package. The TML MT Errata package consists of Archive Message Numbers 163, 181, 180, and 182. ---------------------------------------------------------------------- James T. Perkins Traveller Mailing List Administrator Tektronix Logic Analyzers "Load Auto/Evade, Beowulf!" ---------------------------------------------------------------------- INTERNET: traveller-request@dadla.wr.tek.com CSNET: @RELAY.CS.NET:traveller-request@dadla.wr.tek.com UUCP: {uunet,decvax,gatech,hplabs}!tektronix!dadla!traveller-request ------- Forwarded Messages Message-Id: <8808010608.AA04870@umn-cs.cs.umn.edu> To: traveller%dadla.wr.tek.com@RELAY.CS.NET Cc: rossow@umn-cs.cs.umn.edu Subject: MegaTraveller Errata from Group Digest Date: 01 Aug 88 01:08:43 CDT (Mon) From: (Michael Rossow) rossow@umn-cs.cs.umn.edu Reply-To: traveller-request@dadla.wr.tek.com Resent-To: traveller-internal Approved: by traveller@dadla Mon Aug 1 00:16:30 PDT 1988 Archive-Message-Number: 163 Resent-Date: 01 Aug 88 00:16:47 PDT (Mon) Resent-From: Traveller Mailing List This is the MegaTraveller Errata sheet as posted to Delphi by Group Digest. I thought this would be of interest. - Mike - -------- MegaTraveller Errata as of 04/01/88 Players' Manual Page 13, Homeworld Description Codes table (omission): Add the following DM to the DM list at the bottom of the Tech Code column: Starport X, -2. Page 13, World Profile Code Equivalents table (correction): Below is the correct table: WORLD PROFILE CODE EQUIVALENTS Value Size Atmos Hydro Pop Law Code Tech Code 0 Asteroid Vacuum Desert Wrld Low Pop Low Law Pre-Industrial 1 Small Vacuum Dry World Low Pop Low Law Pre-Industrial 2 Small Vacuum Dry World Low Pop Low Law Pre-Industrial 3 Small Vacuum Wet World Low Pop Low Law Pre-Industrial 4 Small Thin Wet World Mod Pop Mod Law Industrial 5 Medium Thin Wet World Mod Pop Mod Law Industrial 6 Medium Standard Wet World Mod Pop Mod Law Pre-Stellar 7 Medium Standard Wet World Mod Pop Mod Law Pre-Stellar 8 Large Dense Wet World Mod Pop High Law Pre-Stellar 9 Large Dense Wet World High Pop High Law Early Stellar 10 Large Exotic Water World High Pop High Law Eary Stellar 11 Exotic Ext Law Avg Stellar 12 Exotic Ext Law Avg Stellar 13 Exotic Ext Law Avg Stellar 14 Exotic Ext Law High Stellar 15 Exotic Ext Law High Stellar Page 25, Mustering Out Benefit Objects, Corsair (correction): When a pirate character receives a Corsair ship as a benefit, it is wholly owned upon the first receipt of the benefit - no payments are ever made. No matter how many times the Corsair is received as a benefit, only one ship is received. This is consistent with the statement made on page 19 second column, under Starships. Page 28, middle column, Economic skill (correction): Economic (includes) Admin, Broker, Legal, Trader. Page 38, left column, Rifleman Skill (addition): Rifleman (Includes Autorifle, Carbine, Rifle, Shotgun). Page 51, Military Occupational Specialty Table (correction): Die roll 2 under Infantry, Commando, and Ship's troops should be Cbt Rifleman skill, not Gun Cbt. Page 53, left column, Assignment Resolution, Survival (correction): Combat missions are battle, siege, and strike - not police action, counterinsurgency, or raid. Page 54, Assignment table (correction): Change die roll 3 from Shore Duty to Frozen Watch. This makes the table consistent with the Frozen Watch paragraph under Special Rules on Page 53. Page 60, left column, Initial Activities, Draft (correction): Delete the reference to the draft. In MegaTraveller, Merchant characters never enlist via the draft. Flyers (a military career) have replaced Merchants (a non-military career) in this regard. Page 63, Skill Tables, Free Trader, Business column (correction): Change the die roll 5 entry from Steward to Pilot. With this change, a Free Trader can now acquire pilot skill. Page 63, Skill Table Notes (omission): Merchant Life available to all characters. Shipboard Life available to all (including Free Traders) except Sales and Admin Departments. Officer Skills available to rank O0+. Merchantile Skills available to all (including Free Traders) except Engineering Department. Master Skills open to Deck Department rank O4+. Page 63 (omission): The information on Special Duty resolution was omitted: SPECIAL DUTY Die Deck Hands Officers 1 Security Trng Trade Station 2 Trade Station Command School 3 Helm Trng Deck School 4 Drive Trng Engineer School 5 Steward Trng Purser School 6 Commission Business School 7 Commission Department Test DMs:If EDU 9+, DM+1. If rank O4+ and not in Deck Department, DM +1. SPECIAL DUTY RESOLUTION Business School: Throw 5+ on 1D for: Admin, Computer, Legal, and Liaison. Confers a DM+1 on the exam (when taken) for Senior Line Captain and Line Commodore. Transfer to Sales Department. Command School: Throw 5+ on 1D for: Admin, Leader, Legal, and Ship Tactics. Transfer to Deck Department. Commission: Receive rank O0 (rank O1 in the Free Traders) and Department Assignment (determine specific assignment and resolve normally). Must pass an examination for 4th officer within 4 years or revert to enlisted rank. Deck School: Throw 5+ on 1D for: Communication, Computer, and Gunnery. Transfer to Deck Department. Department Test: Individual may take a Department test for promotion without regard for skill requirements. Drive Training: Throw 5+ on 1D for: Electronics, Engineering, Gravitics, and Mechanical. Transfer to Engineering Department. Engineering School: Throw 5+ on 1D for: Admin, Computer, Electronics, Engineering, Gravitics, and Mechanical. Transfer to Engineering Department. Helm Training: Throw 5+ on 1D for: Navigation, Pilot, Sensor Op, and Ship's Boat. Transfer to Deck Department. Purser School: Throw 4+ on 1D for: Admin, Computer, and Liaison. Transfer to Purser's Department. Security Training: Throw 4+ on 1D for: Zero-G Environ, Vacc Suit, Brawling, and Computer. Steward Training: Throw 4+ on 1D for: Admin, Liaison, and Steward. Transfer to Purser's Department. Trade Station: Receive Trader skill. Throw 4+ on 1D for: Broker, and Liaison. Transfer to Adminstration Department. Page 67, left column, Surprise (correction): In the referee's paragraph of the task for determining surprise, change "If any mishap occurs..." to "If exceptional failure occurs...". Thus if the attacking party gets exceptional failure on the surprise task roll, the defending party has surprise instead. Page 67, Definitions Sidebar, Distance Scale (correction): The last line of the Distance Scale definition should read: "Therefore this weapon's danger space is one square in the 15m scale." Page 68, left column, Interrupts (correction and clarification): The sentence should read: Unintelligent animals never perform an intelligent interrupt. An animal that by nature leaps at its prey will interrupt by jumping at a man, even though that man is fully protected by combat armor. An animal that by nature flees at loud noises will interrupt to run away from a defenseless human who is yelling at the top of his lungs. Page 69, right column, hand-to-hand combat tasks (suggestion): If you prefer, you can combine the two hand-to-hand combat tasks into this single task: To hit another unit with a hand-to-hand attack: Routine, Off=Wpn skill, Str; Def=Wpn skill, Wpn Def (confrontation) Referee: If the attacker is unskilled, increase the difficulty of this task by one level; if the defender is unskilled, decrease the difficulty of this task by one level. The defender may use his weapon (whatever weapon he currently has) for defense. Note that the defender may later conduct a hand-to-hand attack with his weapon if he has not yet taken his turn. The defender may attempt to preempt the attack by interrupting the attacker (note: use Dex in place of movement speed as the DM when interrupting a hand-to-hand attack in this manner). The defender may not attempt to interrupt anyone other than the attacker. Failure means the defender blocked or otherwise avoided the attack. Page 70, left column, hand-to-hand interrupts (clarification): A unit undergoing a hand-to-hand attack can try to interrupt the attacker; in this case, use the interrupting unit's Dex as the DM in place of movement speed. In effect, two units locked in hand-to-hand combat may interrupt each other, but no other units. Page 72, weapon enhancements (addition): A character who remains stationary for the combat round and can brace against something may use the gyrostable difficulty profile when firing his weapon. Page 74, Personal Armor table (correction): The Reflec armor value should be [10], indicating that the armor value applies only against laser fire. Page 74, Large Blades table (omission): The block missing values are: Sword 3, Cutlass 2, Broadsword 2. Page 76, Slug Throwers (correction): The following are the correct entries (the corrections are underlined): Ammo Pen/ Max Auto Dng Diffiulty Notes Rnds Atten Dmg Range Tgts Sp Sig Recoil As - ---------------------------------------------------------------------------- Rifle, Bolt Action (7mm) 6 3/2 3 V. Long M M/R Rifle - ------------------------ -- --- -- ------- - --- ----- Rifle (7mm) 20 3/2 3 V. Long M M/R Rifle --- Rifle (9mm) 20 4/2 3 V. Long M M/R Rifle --- tranq 20 1/- 1 V. Long M M/R Rifle Hunting Rifle (13mm) 2 5/2 4 Long H H Rifle --- tranq 2 3/- 2 Long H H Rifle ... Shotgun pellets 10 1/1 4 Medium 1.5 H M Rifle bullets 10 3/1 4 Medium 1.5 H M Rifle ------- -- --- - ------ - --- -- -- ------- tranq 10 1/- 1 Medium 1.5 H M Rifle gas 10 Q 1 Medium 3 H M Rifle - - Auto Shotgun pellets 20 1/1 4 Medium 2 1.5 H M Rifle bullets 10 3/1 4 Medium 2 1.5 H M Rifle ------- -- --- - ------ - --- -- -- ------- tranq 10 1/- 1 Medium 2 1.5 H M Rifle gas 10 Q 1 Medium 2 3 H M Rifle - - ... Assault Rifle (5mm) 30 2/2 3 V. Long 2 M M Rifle Assault Rifle (7mm) 30 3/2 3 V. Long 2 M M Rifle Accelerator Rifle (6mm) 15 3/* 3 Medium 2 M/R L Rifle Adv Combat Rifle (7mm) 20 3/3 3 V. Long 2 M M Rifle** DS 20 4/3 3 V. Long 2 1.5 M M Rifle** tranq 20 2/- 1 V. Long 2 M M Rifle** Adv Combat Rifle (9mm) 20 4/3 3 V. Long 2 M M Rifle** DS 20 6/3 3 V. Long 2 1.5 M M Rifle** HE 20 3/3 4 V. Long 2 1.5 M M Rifle** tranq 20 3/- 1 V. Long 2 M M Rifle** - ... Light Assault Gun HE 5 3/- 4 V. Long 1.5 M H Rifle KEAP 5 8/3 4 V. Long 1.5 M H Rifle Flech 5 2/3 2 Long 30 M H Rifle tranq 5 2/- 1 Long 30 M H Rifle -- Page 87, Corridor Sidebar (correction): Varian is incorrectly identified as the acting emperor. Varian's younger brother Lucan is in fact the acting emperor; Varian lost his life in the ensuing struggle following emperor Strephon's assassination. Page 93, Armor Values (correction): The values for starships are incorrect. The correct values are: Starship Interior Bulkhead, 30; Starship Exterior Hull, 40. TAS FORM 2 , Homeworld Summary, Starport column (correction): Starport D/F should be C/F. TAS FORM 2 , Homeworld Summary, Law Level column (correction): Add a block below "High" labeled "Extreme." Referee's Manual Page 16, Universal World Profile Diagram (correction): The Gas Giants and Planetoid Belts labels have been switched. Planetoid belts comes first, then Gas Giants. In the example shown, Roup has 2 Planetoid Belts and 3 Gas Giants. Page 22, World Size table (correction): The column headings should be: General Description, Minimum Diameter, and Maximum Diameter. Page 22, World Atmosphere table (correction): The column headings should be: General Description, Minimum Pressure, and Maximum Pressure. Page 23, World Physical Data table, Code Hydrographics (correction): The second entry Desert (code 1) should be Dry World instead. Page 26, Step 9 (correction): Rather than determining the companion star's orbit distance in AU, roll 1D+13 to determine the companion star's orbit number (see the Orbital Distances table, below). Page 26, Step 10 (addition): When returning to step 3 from step 10, apply a DM of -1 to the die roll on the System Nature table. Page 28, Step 22 (correction): The step should be labeled Gas Giants, not Empty Orbits. Page 29 (omission): The Orbital Distances table (for reference only: used to convert an orbit number to an actual orbit distance in AUs or in kilometers) was inadvertently omitted. Here it is. ORBITAL DISTANCES Orbit Million Nbr AUs Kilometers 0 0.2 29.9 1 0.4 59.8 2 0.7 104.7 3 1.0 149.6 4 1.6 239.3 5 2.8 418.9 6 5.2 777.9 7 10.0 1495.9 8 19.6 2932 9 38.8 5804 10 77.2 11548 11 154 23038 12 307.6 46016 13 614.8 91972 14 1229.2 183885 15 2548 367711 16 4915.6 735363 17 9830.8 1470666 18 19661.2 2941274 19 39322 5882488 Page 34, Step 1 (correction): The Basic World Data table, Atmosphere column, is incorrect. The correct values for this column are: UWP Atmosphere 0 Vacuum 1 Vacuum 2 Vacuum 3 Vacuum 4 Thin 5 Thin 6 Standard 7 Standard 8 Dense 9 Dense A+ Exotic Page 35, Step 10 (correction): The Animal Behaviors table, Omnivore column heading should be To Attack, To Flee, Typical Speed. These headings apply to Omnivores, Carnivores, and Scavengers. Page 42, Step 8 (addition): If a legal encounter occurs, go to step 10d. Page 42, Step 9 (addition): If a random encounter occurs, go to step 10d. Page 43, Step 10d (addition): After determining encounter range, if the Encounter includes an NPC, go to step 11. Page 45, left column, Interpersonal Bribery (correction): SOC 2 should be Social Standing squared. Page 50, Step 5 (clarification): Lot size is given in displacement tons. To convert to kiloliters, multiply by 13.5. Optionally, use the following rolls to get the lot size in kiloliters directly: Major Cargos: 150 + (1Dx10). Minor Cargos: 80 + (1Dx10). Incidental Cargos: 1Dx10. Page 50, Step 6 (correction): The Trade Classifications table, Fl code line should be Atmosphere A+, Hydrographic 1+. The Size entry should be "Q". Page 53, Step 5 (addition): Add the following results to Negotiation: Passive Uncooperation, +1000; Active Uncooperation, goods withdrawn from sale. This adds some detrimental effects to negotiation, representing the cargo purchaser's inability to drive a hard bargain. Page 62, Step 3 (correction): The price column is in thousands of credits on the Small Craft Hull Table. Page 63, Step 5 (correction): Configuration 1 should be labeled Needle/Wedge. The Airframe Column for Configuration 6, Dome/Disk should be x3.0, not x0.5. The Price Mod column for Configuration 7, Irregular should be x 0.5 not x.05. Page 63, Step 6 (clarification): The armor value mass factor is in fact the armor value mod (refers to the Mod column on the Armor Table in step 9). Page 64, Step 11 (correction): The second and third sentences should read: If the vehicle has a chassis UCP of 0.2 or less, it cannot be enclosed; occupants must ride on its outside. If the chassis UCP is more than 0.2, the vehicle is enclosed unless selected otherwise. Page 64, Step 1 (corrections and clarifications): The table heading is misleading. The Power Out, Weight, and Price is per kiloliter of volume; thus the Power Out, Weight, and Price of each table entry is for 1 kiloliter of power plant volume. The volume column should be labeled Minimum Volume, this is the smallest volume to which the power plant may be built. The tech level 12 Fusion Power Plant Kl/Hour entry should be 0.003, not 0.005 as shown. The tech level 17 Antimatter Power Plant Kl/year entry should be 250.0, not 25.0 as shown. Also, further testing of vehicle designs using the hydrocarbon fueled power plants has revealed that they are too inefficient as given. More acceptable values are given below: ----Per Kiloliter----- Minimum TL Description Power Out Weight Price Volume Kl/Hour Fuel Type 5 Internal Combustion 0.25 1 1000 0.005 0.030 Hydrocarbons 6 Improved Internal Comb 0.40 1 2000 0.001 0.025 Hydrocarbons 7 Gas Turbine 0.60 1 5000 0.005 0.040 Hydrocarbons 8 MHD Turbine 0.80 1 10000 0.001 0.035 Hydrocarbons Antimatter power plants use fuel pods: a special self-contained fuel package that consists of a measured quantity of antimatter enclosed in a strong artificial gravity "bottle". The bottle's gravity fields are maitained by an array of superbatteries. Fuel pods are the heart of an antimatter power plant, and they typically provide fuel for up to a year before needing replaced. Fuel pods also have a minimum size to which they may be built: Minimum TL Volume (Kl) 17 2.000 18 0.800 19 0.200 20 0.050 21 0.005 Antimatter power plant output increases dramatically as the ability to safely contain a progressively larger anihilation mass occurs. This means that a given fuel pod is "burned up" at a progressively faster rate, however. On the Fuel Cells table, the headings for the two rightmost columns should be: Price, and Fuel Liters/Hour. Page 64, Step 2 (correction): On the Small Plants Efficiency Decrease table, the Volume column entry for Turbines is missing. It should be 0.10-. Page 65, Step 5 (clarifcation): An anti-grav unit requires a gravity well to push against, so an anti-grav maneuver drive is less efficient at 10 diameters and beyond. The effective maneuver number of the craft drops by 50% at 10 diameters and beyond; for example, a maneuver-2 drive drops to a maneuver-1, and a maneuver-1 drops to a maneuver-0.5. Thruster units do not suffer these effects. Page 66, Step 7 (correction): The minimum volume percentages should be: Wheels: 1.5%, Tracks: 2.0%. Greater volume reduces ground pressure, which in turn increases off-road speed. Page 66, Step 9 (correction): The Avionics table headings should be: Volume, Weight, and Power - not Power, Volume, and Weight. Page 67, Step 4 (correction): The price note should say: If TL8, x2. Page 68, Step 3 (correction): The prices for Radar should be: Weight x Cr1,000,000. All-weather Radar is Weight x Cr1,500,000. Page 68, Step 5 (clarification): An EMM package does not mask the craft's emissions when it uses active electromagnetic sensors. Also, an EMM package does not mask the craft from active sensor scans conducted by other craft. Page 68, Step 7 (correction): The weights for tech level 10 and 11 regional Ladars are incorrect. They should be TL10, 0.016 and TL11, 0.008. Page 70, Step 15 (correction): The power requirement for the EMS Active Array should be: Weight in tons x 10. Page 71, Step 3 (correction): The price column and hardpoints column for the Meson Guns table are incorrect. The correct values are: MESON GUNS (SPINAL MOUNT) Hard- UCP MCr Points A 10000 50 B 12000 80 C 3000 20 D 5000 50 E 800 10 F 1000 20 G 400 10 H 600 20 J 400 10 K 10000 80 L 3000 50 M 800 40 N 600 20 P 5000 80 Q 1000 70 R 800 50 S 2000 80 T 1000 70 U 2000 80 V 1200 70 W 1000 50 X 2000 80 Y 1200 70 Z 800 50 Page 72, Step 6 (correction): The hardpoints for bays should be 10, not 100. Page 72, Step 8 (correction): The TL 9 column should be empty for the Plasma Gun, Fusion Gun, and Repulsor. The prices for these weapons are missing - the correct values are: Plasma Gun, MCr5; Fusion Gun, MCr8; and Repulsor, MCr6. Page 73, Step 13 (correction): Each Plasma Gun Turret can have 1 or 2 weapons, not just 1. Page 74, Step 14 (correction): Each Fusion Gun Turret can have 1 or 2 weapons, not just 1. Page 74, Step 17 (clarification): Rate of fire applies in personal combat, not in space combat. Each space combat round represents 20 minutes of elapsed time - rate of fire is inconsequential in this case. Page 74, Step 18 (clarification): 100-ton bays hold 100 missiles; 50-ton bays hold 50 missiles. The battery-round for one 100-ton missile bay is 100 missiles; The battery-round for one 50-ton missile bay is 50 missiles. ROF only applies during personal combat: in space combat, use the battery-round. Page 75, Step 20 (clarification): The Indirect Fire range lists a range band and a number in parentheses. The number in parentheses is the actual range in kilometers. Where the range band indicates a general range band for "effect", the exact range in kilometers is much more accurate. We recommend you use either the range band or the exact range in kilometers in a given combat session - don't use both. Mixing and matching range methods can be confusing. Page 77, Step 22 (correction): The indirect fire range in kilometers for a 10cm bore is 20, not 22. Likewise, the indirect fire range in kilometers for a 24cm bore is 60, not 90. Page 79, Step 33 (correction): Change the last sentence to read: If a vehicle is open-topped or smaller than a UCP of 0.2, the weapon mount must be Fixed or Open; Turrets or Cupolas are not allowed. Page 80, Step 2 (clarification): The price of Nuclear Dampers is given in MCr. Page 80, Step 3 (correction): The Power column entries for optimized Meson Screen Packs is incorrect. The correct entries are: TL16, .135; TL17, .100; TL18, .065; TL19, .035; TL20, .015; TL21, .010. Page 80, Step 6 (clarification): The price of White Globes is given in MCr. Page 81, Step 1 (correction): The volume and weight of Basic Life-Support is incorrect. It should be 0.005, not 0.050. Page 81, Step 3 (clarification): The price of Computers is given in MCr. Page 82, Step 7 (corrections and clarifications): On the Engineering Crew formula (Ce): L=Locomotion CP. On the Maintenance Crew formula (Cm): A=Hull displacement divided by 100, H=Hull CP. Page 82, Step 8 (correction): The example incorrectly specifies a 43-person crew - the correct value is a 45-person crew. Page 83, Step 3 (clarification): The listed price of the fuel purification plants is in credits. Page 91, left column, Surprise (correction): In the referee's paragraph of the task for determining surprise, change "If any mishap occurs..." to "If exceptional failure occurs...". Thus if the attacker gets exceptional failure on the surprise task roll, the defender has surprise instead. Page 92, right column, sensor lock (clarification): Each new combat round, as long as the target unit does not move out of its square, the sensor lock stays in effect. If the sensing unit uses active sensors for the scan and the enemy has any functioning sensors, the sensing unit must automatically reveal itself to the enemy (just as if the enemy had performed an exceptional success sensor scan on the sensing unit). Page 93, left column, range DMs (clarification): Change all references from "beyond planetary range" to "at far range". Page 94, left column, DMs for ship damage tables, second entry (correction): Replace "If the weapon inflicting the hit has a UCP factor of 9 or less..." with "If the weapon inflicting the hit has a UCP factor of A or more, apply a DM of +6." Page 95, right column, Special Rules (addition): A space vessel with an anti-grav based maneuver drive has its maneuver drive number halved when 10 or more squares away from a massive astronomical body. A thruster based maneuver drive does not suffer these effects. Page 95, left column, Tractors (clarification): Tractor Pull V Target Weight = Agility and Speed Loss (round fractions up). Page 97, (clarification): Change all references from "beyond planetary range" to "at far range". Page 99, Attacking Beam Factor table (correction): The To Hit values are incorrect. The correct values are: Attacking Beam Factor 1 2 3 4 5 6 7 8 9 A B C --------------------------------------------- To Hit: 3 4 4 5 5 6 6 7 7 8 8 9 Page 100, Attacking Missile Factor table (correction): The table headings may be confusing. The correct table is: Attacking Missile Factor 1 2 3 4 5 6 7 8 9 A B C --------------------------------------------- To Hit:4 4 5 5 6 6 7 7 8 8 9 9 Page 100, Particle Accelerator table (omission): The particle accelerator table was accidentally omitted. Here it is: Attacking Particle Accelerator Factor 1 2 3 4 5 6 7 8 9 A B C D E F G H J K L M N P Q R S T U V W X Y Z - ------------------------------------------------------------------------------- 2 3 4 4 5 5 6 6 7 8 8 8 8 8 9 9 9 9 9 10 10 10 10 10 11 11 11 11 11 12 12 12 12 Page 101, Starship Damage Tables (correction): The Die column is incorrect. The corrected table is given below. SHIP DAMAGE TABLES Die Surface Exp Radiation Interior Explosion (2D) Damage Table Damage Table Damage Table - -2 No Effect No Effect No Effect - -1 Weapon-1 Weapon-1 Power Plant-1 0 Weapon-1 Weapon-1 Jump-1 1 Fuel-1 Weapon-1 Screens-1 2 Weapon-1 Weapon-1 Sensor-1 3 Weapon-1 Weapon-2 Power Plant-1 4 Fuel-1 Sensor-1 Jump-1 5 Weapon-1 Computer-1 Screens-1 6 Weapon-1 Weapon-2 Computer-1 7 Fuel-1 Sensor-2 Power Plant-1 8 Maneuver-1 Computer-2 Sensors-2 9 Weapon-2 Weapon-4 Computer-1 10 Fuel-2 Sensor-2 Crew-1 11 Maneuver-1 Computer-2 Power Plant-2 12 Weapon-3 Computer-2 Jump-2 13 Fuel-3 Crew-1 Screens-3 14 Maneuver-2 Computer-3 Sensors-3 15 Int Explosn Crew-1 Fuel Tanks Shattered 16 Int Explosn Computer-4 Critical 17 Int Explosn Crew-2 Critical 18+ Critical Critical Critical Use this column Use this Use this column for: for: column for: Fusion, Plasma, Particle Meson Guns and Laser, Missiles, Accelerator, Disintegrators. Particle Nuclear and Accelerator, Antimatter & Disintegrator. Missiles and Meson Guns. Imperial Encyclopedia Page 20, Bilstein Yards (clarification): The library data printed in this section is circa late 1120. Most of the Glisten subsector (and thus the Bilstein Yards) was taken by the Aslan in late 1121. Page 67, Drugs (clarification): Here, in tabular form, are all the drug prices: Drug Per Dose Single Disease Vaccine Cr15 Multiple Disease Vaccine Cr20 Antitoxin Cr20 Antibiotics Cr50 Metabolics Cr1000 Slow Drug Cr500 Medical Slow Cr100 Fast Drug Cr200 Combat Drug Cr750 Anagathics Cr20,000 Truth Drug Cr5,000 Slow Drug Antidote Cr600 Fast Drug Antidote Cr900 Page 75, PGMP-13 (correction): The PGMP-13 volume and weight should be 0.9, not 9.0. Page 75, PGMP-14 (correction): The PGMP-14 volume and weight should be 9.0, not 1.0. Page 76, Ground Car , Wheeled AYV, Tracked ATV (correction): With the changes in the hydrocarbon burning power plants, here are the revised UCPs for the ground vehicles: GROUND CAR CraftID:Ground Car, TL 5, Cr3,100 Hull:2/5, Disp=2, Config=4USL, Armor=4B, Unloaded=3.8tons, Loaded=5.0tons Power:1/2, IntCombust=0.1Mw, Duration=6 hours Loco:1/2, Wheels, Road=80kph, OffRoad=25kph Commo:None (some have a radio receiver) Sensors:None Off/Def:HardPoints=1 Control:Panel=Mechanical, Environ=basic env Accomm:Crew=1 (Operator=1), Seats=crampedx6 Other:Cargo=1.0kliters, Fuel=0.072kliters ObjSize=small, EMLevel=faint The ground car is an ordinary self-powered vehicle, suitable for use in civilized areas on low tech worlds. WHEELED ATV CraftID:Wheeled ATV, TL 6, Cr46,380 Hull:9/23, Disp=10, Config=4USL, Armor=6B, Unloaded=28tons, Loaded=55tons Power:1/2, IntCombust=2.0Mw, Duration=4/12 Loco:1/2, Wheels, Road=100kph, OffRoad=35kph Commo:Radio=Regional Sensors:None Off/Def:HardPoints=1 Control:Panel=Mechanical, Environ=basic env, basic ls Accomm:Crew=1 (Operator=1), Seats=Roomyx17 Other:Cargo=25kliters, Fuel=18kliters ObjSize=small, EMLevel=faint The wheeled ATV is a wheeled vehicle used on low tech worlds for exploration. TRACKED ATV CraftID:Tracked ATV, TL 6, Cr49,580 Hull:9/23, Disp=10, Config=4USL, Armor=6B, Unloaded=47tons, Loaded=74tons Power:1/2, IntCombust=2.0Mw, Duration=4/12 Loco:1/2, Tracks, Road=80kph, OffRoad=50kph Commo:Radio=Regional Sensors:None Off/Def:HardPoints=1 Control:Panel=Mechanical, Environ=basic env, basic ls Accomm:Crew=1 (Operator=1), Seats=roomyx17 Other:Cargo=25kliters, Fuel=18kliters ObjSize=small, EMLevel=faint The tracked ATV is a tracked vehicle used on low tech worlds for exploration. Page 76, Open-top Air/Raft (correction): The configuration should be 4SL instead of 1USL. Page 77, Enclosed Air/Raft (correction): The configuration should be 4SL instead of 1USL. Page 77, GCarrier (correction): The configuration should be 4SL instead of 1USL. Page 80, Scout/Courier (correction): Fuel=515 kliters. Page 80, Seeker (correction): Fuel=504 kliters. Page 83, Mercenary Cruiser (correction): Maneuver=3, Jump=3. Page 92, Step 6 (addition): Double the travel time if the vessel has an anti-grav based maneuver drive. Page 93, Step 10 (addition): Double the travel time if the vessel has an anti-grav based maneuver drive. The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc. All opinions and material above is the responsibility of the originator. Send Submissions To: traveller%dadla.wr.tek.com@csnet-relay.csnet, major_node!tektronix!dadla!traveller, or traveller@dadla.wr.tek.com List Administrator: traveller-request@dadla.wr.tek.com ------- Message 2 Message-Id: <8811021020.AA16049@umn-cs.cs.umn.edu> To: traveller%dadla.wr.tek.com@RELAY.CS.NET Cc: rossow@umn-cs.cs.umn.edu Subject: MegaTraveller Errata 10/1/88 [Part 1 of 3] Date: Wed, 02 Nov 88 04:20:12 -0600 From: (Michael Rossow) rossow@umn-cs.cs.umn.edu Reply-To: traveller-request@dadla.wr.tek.com Resent-To: traveller-internal Approved: by traveller@dadla Wed Nov 2 04:18:27 PST 1988 Archive-Message-Number: 181 Resent-Date: 02 Nov 88 04:18:48 PST (Wed) Resent-From: Traveller Mailing List This errata announcement does not include anything mentioned in earlier errata listings, namely, the Errata list dated 4/1/88. According to Group Digest (editors of MegaTraveller), this earlier errata is nescesary for this errata to make sense. In at least one case, this new errata makes changes in the old errata (fun fun fun!!! :-) I posted the Errata dated 4/1/88 to this mailing list sometime this past summer. The moderator of this list may still have a copy available in an archive somewhere for those of you who missed it, if not, drop me a message and I can try to mail you a copy. I can't guarentee anything, our mailer here has a heck of time figuring out UUCP addresses. This file was originaly posted to Delphi by Group Digest. -Mike - -------- MegaTraveller Errata, 10/01/88 PLAYERS' MANUAL Page 15, Aging (clarification): The aging rules used when a character reaches age 34 and beyond apply during play as well as during character generation. This is hinted at on page 16 in the paragragh on disability, but never explicity stated in the rules. If any character has a birthday during an adventure session and reaches one of the ages shown on an Aging Table row (page 47), that character must immediately make the indicated saving throws to avoid losing UPP points. Pages 20, 22, 24, Mustering Out Benefit Rolls (correction): The Mustering Out Benefits tables shown do not match the text on page 17. The correct table, which matches the text, is shown below: MUSTERING OUT BENEFITS Per term of service .....1 Rank 1 or 2 .............1 Rank 3 or 4 .............2 Rank 5 or 6 .............3 Notice the rank bonus rolls are mutually exclusive. In other words, a character who is rank 5 or 6 gets 3 extra rolls; he does not count as rank 1, 2, 3, or 4. Page 51, Military Occupational Speciality Table (correction): Die roll 2 under Infantry, Commando, and Ship's troops should be Cbt Rifleman skill, not Gun Cbt. Page 54, Advanced Naval Characters (omission): The Technical branch assignment resolution table is missing. Here it is: Technical Training Shore Duty Patrol Seige Strike Battle -------------------------------------------------------------- Survival auto 3+ 3+ 3+ 3+ 3+ Decoration none none none none 9+ 8+ Promotion (7+) 8+ 9+ 8+ 7+ 7+ Skills 7+ 8+ 9+ 7+ 7+ 7+ Page 55, Engineering school (addition): Under the Special Assignments column, add Naval Architect to the list of skills available at engineering school. This way, naval characters can acquire Naval Architect skill. Page 66, Tactical points pool (addition): Some referees have reported that their players are abusing the tactical points pool. The intent of tactical points is to simulate the effect of tactics skill being shared among the group before and during the fight. This leads to some suggestions to avoid abusive use of the tactical points pool: * The single highest tactics skill level from among the group represents the maximum possible draw from the pool available at any one time. Thus, if the highest tactics skill possesed by any one character in the group is tactics-3, the maximum draw at any one time is 3. * If the referee feels a questionable use of tactics points is occuring (such as a character with handgun-0 using 8 points from the tactics pool to get a good chance of getting a hit), force the player to roll a special communications task (using whatever is appropriate: radio, shouting, etc.) with another character who has tactics skill. If the communication is successful, the handgun-0 character may only draw as many tactical points from the pool as the character he communicated with has as a tactics skill level. However, the referee should only use this task as a last resort to keep abuses in line: the questionable situation has to be really "stretching it" before this rule should be used. * Characters do not have to contribute all their tactics skill as points to the pool. They may hoard some of their tactics skill for themselves, creating their own private tactical pool. This may sometimes be out of character, however. Page 68, Interrupt restrictions (revision): Strike the rule that states "a unit cannot interrupt the turn of another on his own side." The idea with this rule was to avoid a complicated chain of interrupts. However, as some players have pointed out, sometimes a character on your own side may do something stupid, and it makes sense to be able to interrupt either to help him out or to try and stop him. The rule of "no more than one interrupt per side" serves quite well to keep interrupts in check. Page 72, Line of Sight, Obstructions, Cover, and Sighting (clarifications and additions): The following rules more clearly explain line of sight, obstructions, cover, and spotting. (Oh! Now I see! ...Ed.) LINE OF SIGHT: INDOOR COVER Indoors, three main types of cover are available: corners, consoles (or furniture), and machinery. Corners: Doorways and bends in corridors constitute corners for the purpose of determining cover. It is of course possible to use such obstructions to interrupt the line of sight completely, and thus be considered hidden. A character behind such a corner may, however, lean out from behind it and fire. For targeting purposes the character is considered to be under cover, but visible in the square into which he is leaning. Consoles (or Furniture): Units may crouch behind consoles and thus be counted as hidden (unable to fire or be fired upon). Alternatively, they may partially expose themselves and fire (and be fired at), in which case they are considered to be under cover, but visible for any fire directed at them. Machinery: A unit adjacent to machinery may fire through it and be fired upon through it. The unit adjacent to the machinery square is considered to be under cover but visible unless the firing unit is also adjacent to the same machinery square-in which case, neither is considered to be under cover. If neither the firing unit nor the target unit are adjacent to the machinery square through which a line of sight would pass, the machinery square becomes an obstruction, and the line of sight may not pass through it. LINE OF SIGHT: ILLUMINATION AND DARKNESS Combat generally takes place in an indoor or outdoor location that is well-lit. When combat takes place in darkness, vision is impaired. Characters or robots may turn off inside lights using switches placed on walls or bulkheads near portals. The referee may specify that certain areas are in darkness due to power or system failure. Combat outdoors at night also takes place in darkness. Depending on the amount of background light available, the referee must decide whether the darkness is partial or total (partial darkness is more common). When an area is in darkness, use the visibility and spotting rules. When in darkness, increase the difficulty of all "to hit" and spotting tasks by one level. Darkness does not apply if the weapon, character, robot, or vehicle has vision enhancement devices. LINE OF SIGHT: VISIBILITY AND SPOTTING Basic combat provides some simple visibility and spotting rules in the form of the cover status: under cover, but visible, and hidden. These rules introduce a new type of cover status: under cover, not visible. This cover status means you can see the enemy, but he can't see you. At the ground scale covered in most outdoor combat sessions, few playing areas cover an area more than serveral hundred meters, which is well within normal visibility ranges. As a result, the primary limitation on line of sight which provides for an under cover, not visible status is target concealment. The indoor visibility is generally a problem only when darkness (either partial or total) exists. The following discussion further defines how line of sight works. Units: Characters, animals, robots, and ground vehicles do not block line of sight. Hills: Hills block the line of sight. Vegetation: Trees block the line of sight, with certain modifications. Units on the ground (or flying nap-of-earth) cannot see through dense trees, but can see through up to 50 meters of sparse trees (to medium range). Observation from above is also affected by tree covered areas. In dense trees, the sky is considered entirely locked by branches, leaves, or the equivalent; thus units in dense trees may not see or be seen if the line of sight passes through this canopy. In sparse tree areas, this canopy is broken; a vehicle in the air may see though the canopy (and be seen) for a radius on the ground equal to 20% of the vehicle's altitude above the ground; for example, a vehicle at 250 meters altitude can see (and be seen by) a unit on the ground up to 50 meters away from the point directly below the vehicle. Trees vary in height, but average about 10 to 30 meters; the leaf canopy may begin at varying heights, but should average half the height of the trees. Undergrowth has no effect on the line of sight. Buildings: Buildings block the line of sight. Units in buildings and who are not on the ground floor can see units not adjacent to lower obstacles. Buildings are 4 meters tall per story. Smoke Screens: The line of sight terminates at a smoke screen. Smoke screens are 15 meters high. Under Cover, Not Visible (Concealed): Terrain features which do not block the line of sight, however, may make a unit harder to see. Characters, animals, or robots are concealed if they are in an area of trees or undergrowth. Vehicles are concealed in areas which contains both sparse trees and any kind of undergrowth (dense or sparse). Units may also be deliberately camouflaged. If a unit is concealed at the beginning of the combat session, the referee may allow it to be counted as camouflaged. If so, it remains camouflaged until it moves for the first time. In partial darkness, all units beyond medium range are considered concealed. In total darkenss, all units beyond short range are considered concealed. Hidden Units: In some terrain, units may choose to be hidden. This choice is possible for characters, animals, or robots in buildings, gullies, field fortifications, directly behind walls, or just over the crest of a hill. Vehicles can choose to be hidden if directly behind hillcrests or stationary in buildings. The decision to be hidden is made at the beginning of an unit's turn and applies until the next combat round. Hiding units may not be spotted; if already spotted they remain spotted as long as they do not move - hiding units may not spot, fire, or perform any other activities requiring observation of the area; they are "keeping their heads down." Spotting Concealed Units: Units which have not been spotted by the enemy may be kept off the playing surface; their positions (and movements) should be recorded for later verification if a dispute arises. This may be done on a small map of the area, with written descriptions, or by using small cards or markers on the playing surface in place of the unit. In the last case, also use several dummy markers to confuse the enemy. To spot a concealed unit: Difficult, Recon, absolute: 1 combat round Referee: Make one roll for each concealed unit, applying the best recon skill from among any of the opposing units with a potential line of sight to the concealed unit. Decrease the difficulty of this task one level if: * The concealed unit is moving (a popup doesn't count as movement in this case); * The concealed unit fired a high-signature weapon. In darkness, this applies to a moderate signature as well. Increase the difficulty of this task one level if: * The concealed unit is camouflaged; * The range from the potential spotting unit(s) to the concealed unit is beyond very long range. Decrease this to medium range for partial darkness, and to short range for total darkness. * For darkness, increase the difficulty of all spotting tasks by one level. LINE OF SIGHT: SMOKE Line of sight terminates upon encountering a smoke screen. Some weapons are listed as having a smoke round available. All such rounds have a specific screen length given in the weapons table. On the combat round of impact, one marker is placed on the playing surface in the square of impact. On the the next combat round, a second marker is placed in a square adjacent to and downwind of the first marker (use the scatter procedure if the wind direction is unknown). Once the screen has reached its screen length, the round ceases to generate smoke and the screen begins to dissipate. On the next combat round, remove one marker from the upwind end of the screen. On the next combat sound, remove another marker, and so on. Continue this procedure until the smoke screen is gone. Fire: Brush fires and structural fires both produce smoke. In both cases, the length of the smoke screen is 50 meters. As with a smoke round, one smoke marker is added to the screen downwind of the fire each turn until the maximum length is reached. Unlike a smoke round, the screen is not removed after it reaches its maximum length, but rather remains in place until the fire stops burning. Page 72, Line of Fire (addition): The target closest to the firing unit and in the line of fire is attacked first, ignoring all friendly units. However, if exceptional failure occurs when rolling for a hit, then friendly units are included when determining the closest target. (In other words, don't get exceptional failure or you may hit some of your own guys who happen to be in the line of fire!) Pages 72,73, Danger Space (omission): The danger space for flechette rounds applies only along the line of fire and is not circular like the danger space for all other rounds. Page 72, Vehicle Hit Value (addition): For purposes of personal combat only, multiply a vehicle's hit value by 10 before starting the combat session. For example, a ground car lists hull hits of 2/5. Its actual hit value in personal combat is 20/50 (multiplied by 10). In a similiar manner, its locomotion and power plant hits are each 10/20 (1/2 multiplied by 10). Use the unmodified values for starship combat rather than personal combat (see the errata entry for Referee's Manual page 94, Power Plant-n). Page 73, Pinpoint location (suggestion): Some players have reported abuses with the pinpoint hit location rule as written, since specifying such a shot reduces the target's armor rating by one-half. An easy fix is to change the rule to increase the task in difficulty one level when a pinpoint location is specified, rather than requiring exceptional success. This makes a pinpoint location shot work the same as a shot at a small target (page 69). Increasing the difficulty for a pinpoint location hit also works nicely because if the player wants to take great care in making the shot, he can try for a cautious attempt. Many players will feel the increase in difficulty is not worth the lowered armor rating, which ends the abuse problem. Page 76, Gauss Rifle (correction): Dmg column for the Gauss Rifle (4mm) should be 4, not 3. Page 76, Assault Rifle and Advanced Combat Rifle (correction): The Assault Rifle (5mm and 7mm), as well as the Advanced Combat Rifle (7mm and 9mm) should both be given 2 autofire targets. Both of these weapon types are capable of automatic fire. Page 78, Grenade Launchers (correction): The HE and HEAP pen/atten values were accidentally switched on all the grenade launchers. HEAP rounds are designed to pierce armor and thus have a greater penetration than HE rounds. The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc. All opinions and material above is the responsibility of the originator. Send Submissions To: @RELAY.CS.NET:traveller@dadla.wr.tek.com, major_node!tektronix!dadla!traveller, or traveller@dadla.wr.tek.com List Administrator: traveller-request@dadla.wr.tek.com ------- End of Forwarded Messages