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Errata for Traveller Core Rulebook

DonM

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Ok, I know about the revised printing, but is there any collection of errata (even unofficial) around?

I don't really want to go digging into the web for everything, wondering if anyone already has this.

[And no, I'm not planning on putting together an errata doc for Mongoose Traveller. But I'm running a campaign using Mongoose rules...]
 
If you have the revised book, you've already got that. But I know that's not all the errata.
 
Mongoose seems pathological in avoiding printing updates to errata. And not just for Traveller. (RQ and Judge Dredd d20 both had that issue.)
 
Right. But surely someone must have some unofficial errata collected somewhere?
 
Let's see, stuff I've had to remember in the last 4 weeks.

Clarification: DM is -1 per prior career, not per prior term, when hopping careers.

Clarification to term process flowchart:
_* Background skills:
___• Take homeworld level 0's; pick which if more trade codes than background skills
___• If level 0 skills remain to be taken, pick from Education list.

A number of bits of errata for the core book are in the SRD for HG.
 
About background skills...

None are given for Non-Agricultural, Non-Industrial or Low Population worlds.

Suggestions? I asked on the Mongoose forums and didn't get any answer that really fit the rules as written.
 
About background skills...

None are given for Non-Agricultural, Non-Industrial or Low Population worlds.

Suggestions? I asked on the Mongoose forums and didn't get any answer that really fit the rules as written.

That means you get to pick from the edu list, rather than the world list. It was clear in the draft rules...

Process:
1) determine how many slots.
2) pick one per trade code until you have no slots left OR no more trade codes.
3) if any remain, pick from the edu list, one skill per slot.
 
About background skills...

None are given for Non-Agricultural, Non-Industrial or Low Population worlds.

Suggestions? I asked on the Mongoose forums and didn't get any answer that really fit the rules as written.


pg. 6 MRB "At this point, you are eighteen years old.
For example, Morn has an Education characteristic of 8, which has a
DM of +0. He therefore has 0+3 background skills. He comes from
a poor desert world, so he takes Animals 0 and Survival 0. He takes
Drive 0 from the education list."

So, if nothing is listed for your home world, you can pick from EDU list. Per RAW
 
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Hmm... so the concensus is that the omission is intentional. OK.

Maybe after all these years I'm seeing errata everywhere...
 
Hmm... so the concensus is that the omission is intentional. OK.

Maybe after all these years I'm seeing errata everywhere...

It's like other tables/generation in Traveller. Not every planet type give a bonus/penalty/alteration. No different.

If you want to look for errata; How do bricks "glide" to controlled landings? How do air frame ships glide to landings in Type 0 Atmos? How do chemical reactions create more energy than nuclear reactions? I've skimmed other Trav boards and have collected a lot, FAR more glaring areas that need errata than the above.
 
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Pocket rulebook: Old ships table page 136: Missing footnotes

In the MoT Pocket Rulebook, there are footnotes marked in the "Old ships" table on page 136, but no footnotes in the text. Does anyone know what footnotes (1) and (2) should have been?

Thanks.

Kind regards, Lindsay Jackson.
 
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In the MoT Pocket Rulebook, there are footnotes marked in the "Old ships" table on page 136, but no footnotes in the text. Does anyone know what footnotes (1) and (2) should have been?

Paraphrased from the standard edition:
(1) Take space from cargo to make up requirements.
(2) Ships with Structure 0 or less can't enter space or risk any sort of adventurous action even in atmosphere. Rules follow for how quickly they fall to pieces if they do.
 
The main errata I've noticed is that the weapons in the Core Book dont follow those in the CSC regarding SAP rounds for rifles and the like. The two need correlating - theres loads incorrect with the Core Book weapons compared to CSC, too much to write here.
 
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Also as discussed in the Mongoose forum - each chargen Event 11 item should read Disaster! Roll on the mishaps table. The following part 'but you are not ejected from this career' should be deleted.

Another one - Drive skill needs to include hover sub-speciality (remove hover from seafarer skill). Seafarer should have personal added as a sub specialility to cover canoes/rowing boats and other small non-powered boats. Change energy rifle and energy pistol to one category called laser weapons and alter the CSC to just use the one category instead of the three differnert laser categories. Heavy Weapons needs to include flamethrowers, autocannon and energy weapons as sub-specialities. Melee needs to include Large Blade, Spear and Axe sub-specialities and the Blade speciality should be changed to Small Blade. Athletics should have Archery and Thrown sub-specialities added. All to accord with CSC and Merc.

The above assumes changing the Melee(Whip) skill mentioned in CSC for stun whips or whatever it is to Melee (Bludgeon) or something similar as otherwise it will be the only weapon requiring that particular skill specialility (cant find any other whips). Also Ive assumed that all the different types of bow/sling specialities mentioned in CSC are all changed to just an all encompasing Athletics (Archery) skill requirement to avoid unnecessary confusion. Also Ive assumed that instead of laser carbines, laser rifles and laser pistols you just use just one sub-specialism called laser weapons for them all. But you could keep them all separate if required (far too fiddly for me).

Standard of living expenses pg 87 are incorrect according to CSC.
 
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Another one - Drive skill needs to include Hover subspeciality. Gun combat needs to include slug carbines and zero g weapons as sub-specialities . Heavy weapons needs to include flamethrowers as a sub-speciality. Melee needs to include Large Blade, Spear and Axe sub specialities and the Blade speciality should be changed to Small Blade. Athletics should have Archery and Thrown sub-specialities added. All to accord with CSC and Merc.

Standard of living expenses pg 87 are incorrect according to CSC.

Just to point out, what you are raising here is not errata - the core rulebook rules work perfectly well. CSC (and Merc for that matter) is intended to _replace_ the core book in these areas - it is not as if you will run out of guns by just using the CSC :)

Basically, if you have the supplements, you gain access to the extra weapons, skills specialities, etc, if not, you can safely ignore them.
 
I am just reading through the book carefully so these are sort of coming in page order. I wouldnt say these are necessarily errata but they dont make sense as is:

Page 59 Trade skill says you can make Cr100x the effect of dice throw per month working in a trade. I would suggest changing that to Cr1000 otherwise you would be lucky to even make enough to live on judging from the fact standard of living is around CR600 per month. Also when you compare this to ship salaries CR1000 makes more sense than a measly Cr100.

Learning skills page 59 - dont know what to do about this one Ive been thinking about it but havent reached a conclusion yet so I will post it separately in the forum to discuss. But most player characters have at least 15-20 skill points which would mean they would have to train at least 16-21 months per skill point which is a heck of a long time when you considder the only training time you will get is probably time spent in weekly jumps. Perhaps change it to days x 1d6 with Intelligence Mod as a DM reduction on this? Would make more sense I think?

Also presently there is no way to improve your personal characteristics as far as I can see although that is obviously not errata.

As for Matts' comments above I agree you could use the core book as is but if you are changing one or the other to tie up I would change the corebook as the CSC stats will no doubt be balanced throughout. Also trying to change the CSC would be more work as there are far more example of each type of weapon. You could quite rightly just say the CSC replaces all the stats in Merc and Core Book but thats a bit of a cop out. And nowhere in the corebook does it explain exactly what gun combat or melee sub-skill is relevant to what type of weapon (a problem also present in the old Classic Traveller Merc book) whereas at least the CSC explains what skill is valid for what weapon.
 
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Page 59 Trade skill says you can make Cr100x the effect of dice throw per month working in a trade. I would suggest changing that to Cr1000 otherwise you would be lucky to even make enough to live on judging from the fact standard of living is around CR600 per month. Also when you compare this to ship salaries CR1000 makes more sense than a measly Cr100.

"There are many different Trade specialities, but
each one works the same way – the character can make a Trade
check to earn money on a planet that supports that profession. The
amount of money raised is 100 Credits"

This isn't for full time employment. It is used for finding piece work as it is for PCs making extra "change" or barely surviving. Example: You know how to lay bricks. You roll and find a person who needs their chimney repaired. You aren't employed by a chimney company on salary.

For a PC, Starship pilot is a held position. Bricklayer isn't...
 
This isn't for full time employment. It is used for finding piece work as it is for PCs making extra "change" or barely surviving. Example: You know how to lay bricks. You roll and find a person who needs their chimney repaired. You aren't employed by a chimney company on salary.

Who says it isnt for full time employment? And the suggestions offered - Space Construction, Civil Engineering (and possibly Tailor and Belter are other ones that could be added IMO) etc arent short term jobs like bricklaying. Plus the charge is a per month rate not per job rate, it wouldnt take a month to do a chimney.

Which kind of suggests to me a longer term commitment to make some extra money not a one off commission. You are not going to get a quick job doing something with polymers etc but you could take on a job for a few months in between jobs to earn some extra money or whilst the other characters are doing something else such as searching for rumours etc. Either way making only Cr200 a month is not worthwhile when you could make as much in a gambling game etc in an hour. If you have a Trade you should be able to make decent money out of it.
 
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