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5.10 Errata Thread?

Book 1, Personal Combat, GunMaker examples, p. 227.

Mechanical/Textual:

Almost all examples given are wrong:

XRSMg-4 Experimental Recoilless Sub Machinegun -4 R=0 Cr32,400 5.7 kg Bullet -5
Machinegun = Bullet 4
Sub = Bullet -1
Experimental = no effect
Recoilless = +1

--snip--

ShPj-9 Shock Projector -9 R=2 Cr600 0.5 kg Pain -2 Elec -2
Same here. Projector starts at *-1. Am I reading T03 wrong? Does *-1 mean 'disregard and apply the damage from T04 and T05"?

--snip--

All the things you listed appear to be wrong to me, too.

Not only that, but the range is also wrong on the XRSMg-4. It should either be R=1 or R=3 but I can't tell because the table has the "Recoilless" range modifier listed as -+1. I think it should be -1. So the base machinegun range of R=5 becomes R=3 when it is modified to a Sub-machinegun, Experimental reduces it to R=2 and Recoilless should decrease it to R=1; not R=0 as in the listing. Even if Recoilless should be +1 the range would be R=3.

As far as the *-1 question you raised, I don't think you are reading it wrong and I seem to remember in some of the 5.0 or 5.09 errata discussions it was determined that you are correct, but I don't remember for sure. Otherwise, it would be pointless to have any entries for Artillery at all as they would all be replaced by the Descriptor entry and there isn't a (blank) Descriptor for Artillery.

Lee
 
I've also found some things on Burden and Stage table (T05) that I think need a little clarification (if they are not errata):

Under Burden, the Anti-Designator listing indicates in the Comment "Not Pistols. Shotguns". Does this mean "Not Pistols and Shotguns" or does it mean "Not Pistols. Only Shotguns." or what. I would think it is the former, as pistols are probably too small to have the "sighting" equipment needed to hone in on a designator, making it unable to fulfill the anti-designator role. The shotgun's range and blast pattern seem to make it unlikely to be able to fulfill the role, either.

Also under Burden, the Body listing indicates in the Comment "Only Pistols." Does that really mean only Pistols can have the Body modifier and not revolvers? Maybe this should really be "Only Handguns"?

Again, under Burden, the Magnum listing indicates "Only Pistols." Shouldn't this be "Only Handguns"? As written, it would mean you couldn't have a Magnum Revolver of any kind (sorry Dirty Harry :))

Actually, it seems wherever the phrase "Only Pistols." or "Not Pistols" should replace Pistols with Handguns.

I know this one has already been mentioned as errata, but has anyone determined what the "F" entry for qreBs in the Alternate Stage entry means?

Finally, there's the one I mentioned in my previous post where the Range entry for Recoilless Burden entry is "-+1". Does anyone know what it should be (+1 or -1)?

Thanks,
Lee
 
Book 1, page 203, 1st column, Melee Mods section, third paragraph:

"The character’s Endurance is the number of Rounds he
may continue in the fight. After Endurance is exhausted, the
character may only roll 1D. Vigor is used at half and Stamina
is used at double."

The bit about having a character roll only 1D after exceeding End just does not make sense to me since exceeding End is supposed to indicate fatigue, which should make fighting more difficult, not less. I think this should say any entity engaged in Melee with the fatigued entity only roles 1D instead of 2D to reflect how fatigue is going to make it more difficult for the fatigued entity to defend. Further, I think the fatigued entity should need to roll 3D when it acts. Further, if End is the number of rounds he may continue the fight, then why does he keep rolling (whatever number of dice) after End is exceeded?

Errata? Woolly headed thinking? The melee rules as written (RAW) just don't feel, to me, like they belong in this system. I will be posting my thoughts on a melee system that is consistent with the RAW in another thread one of these days.
 
The fix could be as simple as flipping the 1D/2D so that before you are tired you roll 1D, after which, 2D. But it does read as if they might have had something else in mind but I do not know what.
 
Not sure the medals should be divorced from bravery and caution. At the moment these just decide if you get a reward, not the type.

regards
 
Location:

Book 2, p199 vs. Book 2, p202.


Type of error:

Mechanic error


Description of issue:

The example on p199 does not agree with the Weapons vs Defences table on p202.

B2 p199 said:
Murphy fires and the attack hits. Beam Laser-10 inflicts 1D (=6) damage. Murphy rolls Flux (=0) for hit location = Bridge. Normally, Damage 6 will not penetrate AV=10, but the Jump Grid weakness (-1D= 5) reduces this particular lo- cation to 5, and it is destroyed.


B2 p202 said:
Heat includes Beam Weapons.


A laser is a Beam weapon (p202).

The Free Trader has one layer of TL-12 Plate armour (p45), it has AV=12(-1D) and AV=1200 vs Heat (p74, p281).

The laser will not penetrate the AV=1200 vs Heat armour layer.




Submitted by
AnotherDilbert
 
Location:

Book 2 p199 vs Book 2 p203.


Type of error:

Mechanic error


Description of issue:

Book 2 said:
Missile-10 inflicts 1D (=6; a lucky roll) damage. Gryphon rolls Flux (=+1) for hit location Compartment+1. The Surface Mounts for Rad Sensor-11 and Life Detector-12 are OOA. Damage 6 penetrates the first layer of AV=6, but the second layer prevents further damage.


The Missile Type and Effect table on p203 states that a standard turret missile is Size 5 "Missile" with effect Pen=5 for an "X" explosive missile and that "Hits inflicted are in D. For example, Pen-1 inflicts 1D Hits", hence the missile should do 5D damage.



Submitted by
AnotherDilbert
 
Location:

Book2 p54 vs Book 2 p195


Type of error:

Mechanic error


Description of issue:

B2 p54 said:
AV Armor Value
The base AV Armor Value for a layer equals its Tech Level. It may be modified by Stage Effects.
Armor Value for a layer stops hits in combat and from environments. Any event imposing hits is stopped if the imposed hits are equal to or less than the layer AV. If attacking hits exceed the layer AV, that layer is destroyed for that loca- tion on the Hit Location Table. Hits in excess of the layer AV are imposed on the next inner layer of armor (and if those hits exceed the AV of that layer, it is also penetrated).

inconsistent with

Penetration
For each Hit, the Attacker notes the Target Compart- ment and applies Flux to determine actual Hit Compartment (if empty, the Attack ends).
Attacker applies the Weapon Hits in D against the Hit Compartment’s Armor and Protection.
Against Armor, Hits reduce the Armor Value AV= and, if AV= is reduced to zero, the Attack Penetrates.
Against Protections, Hits are compared to Protection Value and if it is exceeded, the Attack Penetrates.
Failure to Penetrate stops the Attack.


p54 says the armour layer is destroyed if the damage exceeds the AV.
p195 says the AV is partially reduced by the damage.





Submitted by
AnotherDilbert
 
Location:

Book 2 p199 vs Book 2 p163 and Book 2 p279


Type of error:

Mechanic error


Description of issue:

B2 p199 said:
Std Triple Turret Hybrid SLM-10 Mod=0. R=07
Imp Vd SandCaster-10 Mod=-1. 1 Hits= 1D. R=07
Std Vd Beam Laser-10 Mod=0. Hits= 1D. R=07
Adv AR Missile-10 Mod=+1. Hits= 1D. S=07

inconsistent with

B2 p163 said:
Standard Vdistant Triple Turret Hybrid SLM-10 Mod=0. 1 ton. MCr2. Hits= 3D. R=07.
Standard Vdistant Single Turret Beam Laser-10 Mod=0. 1 ton. MCr0.7. Hits= 1D. R=07.
Standard Vdistant Single Turret SandCaster-10 Mod= -2. 1 ton. MCr0.3. Hits= 1D. R=07.
Standard Short Range Single Turret Missile-10 Mod= -2. 0.5 tons. MCr2.1. Hits= 1D. S=05.
Missile-10 Size-4 EMP=3. HW OG
Missile-10 Size-4 Explosive Pen=4. HW OG
Missile-10 Size-4 Decoy. HW OG
Missile-10 Size-4 Sensor. HW OG
Missile-10 Size-5 EMP=4. HW OG
Missile-10 Size-5 Nuke ME. HW OG
Missile-10 Size-5 Explosive Pen=5. HW OG
Missile-10 Size-5 Decoy. HW OG
Missile-10 Size-5 Sensor. HW OG

What is the Hits of a SLM turret? 3D, 1D, 4D, or 5D?

Rewrite, clarify.




Submitted by
AnotherDilbert
 
Location:

Book 2 p163


Type of error:

Mechanic error


Description of issue:

B2 p163 said:
Because the system uses a triple turret with three distinct weapons, it is not especially amenable to use in larger mounts.
If the SLM can only use a T3 mount that should be clearly specified. As the rules are written it can be used in any mount from T1 to Main, as far as I can see.

Rewrite, clarify.



Submitted by
AnotherDilbert
 
Location:

Book 2 p196.


Type of error:

Mechanic error


Description of issue:

Defensive Fire Task modifiers
B2 p196 said:
T1 Single Turret +1
T2 Dual Turret +2
T3 Triple Turret +3
T4 Quad Turret +4
B1 Single Barbette +1
B2 Dual Barbette +2

What is the defensive DM of a T3 SLM turret? +1 or +3?
T4 SLM turret?

Specify, clarify.


Submitted by
AnotherDilbert
 
Location:

Book 2 p157, B2 p196 vs Book 2 p279


Type of error:

Mechanic error


Description of issue:

B2 p196 said:
Patrol Cruiser Vanguard is protected by a Standard Bolt- On Meson Screen-13. R=07. Vanguard is attacked by Commerce Raider Antares armed with a powerful Early Short Range Main Meson Gun-12 Mod=+9. Hits= 20D. S=05.
Antares declares its Attack; and Vanguard’s defense re- acts. Defense must roll (AttackTL-13 minus DefenseTL-12 plus Screen Mount Mod=+3 =) 4 or less on 1D.

Where does the Defensive Fire Task mount DM of +3 come from? The offensive mount DM on p279 is not the same as the defensive mount DM on p157 and p196.



Submitted by
AnotherDilbert
 
Location:

Book 2 p35


Type of error:

Mechanic error


Description of issue:


Scout:
Manoeuvre Drive A costs MCr 4, making total cost MCr 36.1.



Submitted by
AnotherDilbert
 
Location:

Book 2 p35

Type of error:

Mechanic error


Description of issue:


Free Trader:
Landing Legs costs 2Dt and MCr 2 for a 200 Dt hull. (B2 p72)
Manoeuvre Drive costs MCr 4. (B2 p77)
Jump Grid costs MCr 1 per 100 Dt, MCr 2 (B2 p113)
Total cost MCr 37.1.
Configurable space 32 Dt.



Submitted by
AnotherDilbert
 
Location:

Book 2 p36

Type of error:

Mechanic error


Description of issue:


Subsidised Merchant
400 Dt Airframe hull costs MCr 30. (B2 p70)
Landing Legs included in Airframe. (B2 p72)
Total cost MCr 59.1.



Submitted by
AnotherDilbert
 
Location:

Book 2 p37


Type of error:

Mechanic error


Description of issue:


Close Escort:
300 Dt unstreamlined hull with structure Charged costs MCr 14.
The drop tanks need 3 Dt / MCr 3 grapples in the hull to connect.
Needed jump fuel is 65 Dt in addition to the 95 Dt in the tanks.
If the Ship's Boat is carried internally it needs more space for either Internal/Hold (+1 Dt) or Hangar (+10 Dt). (B2 p87)
If the Ship's Boat is carried externally it needs 1 Dt / MCr 1 grapples in both the hull and the boat (B2 p87), and may change drive performance. (B2 p87, Pods and Barges)
Drop Tanks should not be deducted from available space, they are external.
Interim Total should be around 212 Dt (presuming internal boat) or 192 Dt (external boat).




Submitted by
AnotherDilbert
 
Location:

Book 2 p47

Type of error:

Mechanic error


Description of issue:


Daring class:
A 400 Dt hull with structure Charged costs MCr 30.
Wings don't take up space, they increase hull size or at least interior space. (B2 p52.) They should not deduct 20 Dt space.
Armour layers costs MCr 0.
Charged SuperDense is not TL-appropriate, should be Charged Plate.
Power plant questionally rounded, should be 6.33 Dt and MCr 12.66.
Fuel is appropriate for a 400 Dt ship, but the ship is actually larger.
Price of laser turrets off, should be MCr 6.5 each for a total of MCr 13.
An Improved T3 turret weapon has Mod +1, but a Def Mod of +3. Not correctly noted.
Non-mechanism control panels not included. (B2 p59)
Ship's Boat costs MCr 6. (B2 p87)
Ship's Boat is carried externally (since grapples), size should not be deducted from internal space in the hull.
Each Fighter costs MCr 9, for a total of MCr 18. (B2 p87)
Fighters are carried externally (since brackets), size should not be deducted from internal space in the hull.
Crew quarters doesn't include any freshers, might be a problem...

I get something like:
Note that 83 Dt space in the hull is unused.
Code:
TL-14 A-DS33                         Ergo 2   Comfort 2    Demand 0            Agility 3
                                     Total:        83,4      221,05            Stability 1
System                                    #        Dton        Cost      
Hull                                                400                  
Config: Streamlined                                              28      
Structure: Charged Plate       AV=56 ( 560 vs Blast, 560 vs Heat/Beam, 560 vs Pres, 0 vs Rad, 0 vs EMP )      
Coating:                       AV= 0 (  )      
Armour Std                               28                          AV=28 ( 280 vs Blast, 280 vs H/B, 0 vs Rad, 0 vs EMP )      
Armour Std                               28          16              AV=28 ( 280 vs Blast, 280 vs H/B, 0 vs Rad, 0 vs EMP )      
Landing Wheels Wilderness                            12           6      
Wings Incr Perform                                  -20           4      
Folding Fins Incr Agility                             0           2      
Lifters Installed                                                 2      
                                                                         
External Craft                            0                     -50        External Craft
Drop Tanks (95% fuel)                     0                    83,4        Hull
Total Drive Capacity                    400                    33,4        Over/undertonnage: Agility +2
                                                                         
Jump Field: Jump Bubble                                           0        D=351 m, Flash 7
Mod J Drive F  J-3, 660 EP                1        17,5        17,5      
Adv M Drive F  3 G, 720 EP                1        3,67       14,68      
Adv P Plant F  3 G, 720 EP                1        6,33       12,66      
                                                                         
Fuel, Jump                                          108                  
Fuel, Power                                         9,6                  
Purifier                                  1           1           1      
Scoops                                    1           1         0,1      
                                                                         
Console, Control C+S=14                  19          38         3,8       
Computer m/4                              1           4          18      
Computer                                  1           0           0      
                                                                         
Sensors                                                                  
Adv DS Surf Commu-13 +15  PA(E            1           0           7      
Ear AR Surf CommP-14 +6  PA(Gr            1           0           3      
AR Surf Visor-14 +7  P(Phot)              1           0           2      
Mod DS Surf Neutr-14 +14  P(Gr            1           0         5,5      
Mod AR Ant EMS-14 +10  PA(Elec            1           1           1      
Gen AR Surf Grav -14 +7  P(Gra            1           0         1,5      
Gen G Surf Life -14 +5  P(Magn            1           0        6,05      
                                                                         
Crew:                             Comfort 2                              
Staterooms                               12          24         1,2      
Niche                                    22          22                  
Common Areas                             31          31           0      
Life Support:                                                            
Med Console                               1         0,5         0,5      
Clinic                                    1           2           1      
Life Support, Long term 150%              6          12          12      
                                                                         
Ship's Locker                                         1           0      
Payload, Sophisticated                                1           1      
                                                                         
Standard Air Lock                         4           0           0      
                                                                         
                                                                         
Weapons                                                                  
Ult DS T3 Miss-14 +4 H:M Def+3            2           6          22      
Imp G T3 Beam-14 +1 H:3 Def+3             2           8          13      
                                                                         
Screens                                                                  
Mod Vd Bo Nucle-14 +3                     1           3         3,5      
                                                                         
Carried Craft                                                            
Grapple Ship's Boat 30 Dt                 1           1           9      
Bracket Fighter 10 Dt                     2           2          22      
Interio Air/raft 4 Dt                     1           5        0,06

This is actually something like a 420 Dt ship (400 Dt + 20 Dt wings) with 50 Dt extra external load. The M-drive and PP can handle that, but the J-drive and fuel is under-sized. See Drive Potential formula (B2 p63) and Renormalisation (B2 p117).

If it's supposed to be a 300 Dt ship with extra wings and craft (rounded up because excessive overtonnage), then 4 hardpoints are inappropriate.



Submitted by
AnotherDilbert
 
I flat out ignored the wing/fin overtonnage thing, IMTU they just cost tonnage like any other item, the only difference is that the wing tonnage can be used for fuel or whatnot. I was going crazy otherwise.

But while I am here, lets get the armor thing on the table for errata discussion, namely charged plate heat/burn value. While it's listed in T5.09 and various places in T5.10, I think that TL *20 is an error and should be TL *200
 
But while I am here, lets get the armor thing on the table for errata discussion, namely charged plate heat/burn value. While it's listed in T5.09 and various places in T5.10, I think that TL *20 is an error and should be TL *200


I noted it in my errata notes that I submitted to Marc about 4 months ago. We'll see if it gets changed in the upcoming CDROM/PDF-version release.
 
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