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Errata - that difficult subject

Imperial Encyclopedia Errata?

Pg 29
Reads: Iolanthe (1052 to 1079):
Change to: Iolanthe (1052 to 1116):

Reasoning: Iolanthe married Strepton in 1079, but she was offed in 1116 in the Rebellion Timeline.
 
Players Manual Errata

Pg 81 - Archaic Weapons

Under Early Firearms, the Pen/Atten for both the Flintlock Pistol & the Percussion Revolver are 0/1 - with the 1 as a superscript. Does anyone know if this is a typographical error, or is the 1 supposed to be a superscript & I am missing that that is supposed to be.

Thanks for any assistance in this......
 
Pg 81 - Archaic Weapons

Under Early Firearms, the Pen/Atten for both the Flintlock Pistol & the Percussion Revolver are 0/1 - with the 1 as a superscript. Does anyone know if this is a typographical error, or is the 1 supposed to be a superscript & I am missing that that is supposed to be.

Thanks for any assistance in this......

Well a Penetration of 0 can't attenuate any further so I assume it's meant to be 0/-, similar performance to a body pistol or 5mm revolver.
 
Referee's Manual, page 80.

Volume and weight of TL 21 proton screens have a very strange progression.

The optimised white globe built at TL 21 is bigger and heavier than the UCP 1 white globe built at TL 20.
 
One thing I never understood in MT is how are supposed disintegrators to work (in game terms). As they are stated, I cannot see any advantage over meson guns.

In this sense the adventure presented on the Rebelion Sourcebook has no sense. Let me analize it in game terms:

Voroshilev ships are upgraded by changing their computers from assumed 7 (they were TL 13 and 7 is the best possible) to 9 (the book says 9, but I'd better use 9(fib) to avoid radiation damage), upgrading the powerplant to TL15 and by changing their R PA spinals to A disitegrator (if you look at the weapons tables, an experimental A disintegrator takes 60000 kl instead of the 55000 of the R PA, so I'd assume for that post that it's an experimental B rated disintegrator, that needs only 55000 kl, and so fits in). For the sake of comparison we will see that it could also be changed by an M meson gun.

Now let's see the combat effects of this upgradings:

Change of computer: a must if you want to upgrade

Change of PP: ditto

Change of weaponry:

- R rated PA: 250000 Mw used. If hit makes 16 rolls on surface explosion table and 16 on radiation. Criticals on ships rated 100000 dton or less (all this modified/reduced by armor)

- B rated disintegrator: 550000 Mw used. If hit (and penetrates dampers) 2 rolls on radiation table and 2 on interior explosion. Criticals on ships rated 2000 dton or less (modified/reduced by armor).

- M rated meson: 250000 Mw used. If hit (and penetates screens/config) 12 rolls on radiation table and 12 on interior explosion. Criticals on ships rated 30000 ton or less (unaffected by armor).

Now let's recreate the final battle (assuming it is against Aek Naz-class battle cruisers, also shown in the book):

- R rated PA: TH: +15 (+11 from table, +4 relative computer size):misses on a 2 (automatic miss). 16 rolls (+3 for armor/A+) in each table (surface explosion&radiation damage). 3 criticals.

- B rated disitegrator: TH +10 (+6 from table, +4 Relative computer size): misses on eyes. 2 rolls (+3 for armor/A+) on each table (radiation damage & internal explosion). No criticals.

- M rated meson: TH +13 (+9 from table, +4 relative computer size): misses on eyes. +10 to penetrate (+6 from table, +4 relative computer size):fails on eyes too. 12 rolls (unmodified) on each table (radiation damage&internal explosion). 1 critical.

That gives (at grosso modo) two kills in three shoots for the PA, one in 18 with disintegrator and 34 on 36 shoots for the meson (assuming the main killer is fuel tanks shattered and PP/MD/ship vaporized criticals).

Now tell me what sense it has to send a team across several sectors to recover the pieces for that disintegrator (aside from giving a good adventure for the players)...
 
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I also find difficult to apply the gunnery skill on MT.

As I had no answer, I repeat here the entry I posted on the thread 'MT missing: LBB 4-7' (page 3, jan 3rd):

In MT RM (p 95) says: 'Gunnery skill (turret/bay, spinal or screens) may be used in place of computer DM or weapon table DM on the to hit and defensive tasks'.

Following this, some questions arise:

- So, if you have gunnery 4 and are on a ship with computer 1, you can use 4 as computer DM. If you're on a ship with computer 6, difference between a guner with gunnery 0 and one with gunnery 6 is null.

- If your character with gunnery skill 1 is firing a factor 3 misile battery against a repulsor 5 equiped ship, can you use your skill 1 in place of the repulsor table DM (-6)? It seems me quite a powerful use of the skill...

- If your character with skill 3 fires a factor 5 meson bay against a meson screen 4 equiped ship whose operator has skill 5, what's the DM? +3 (firer's skill)? -4 (table's DM)? -5 (deffender's skill)?, -2 (firer's skill - deffender's skill)? (after all, it's a confrontation task, but in this case, even having a deffender more skilled than the firers, it's easier to penetrate it). Also, in this last case, having a factor T meson spinal or having a factor 5 meson bay makes no difference on its hability to penetrate screens...

Can someone answer me, please?
 
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One thing I never understood in MT is how are supposed disintegrators to work (in game terms). As they are stated, I cannot see any advantage over meson guns.

Just going from memory (so sorry if I get any details wrong) but IIRC there are Meson Screens that will stop Meson Guns, but no 'Disintigrator Screens' to stop Disintigrators. A weapon with no known defense would seem advantageous (at first glance).

Do even Black Globes stop Disintegrators?
 
Just going from memory (so sorry if I get any details wrong) but IIRC there are Meson Screens that will stop Meson Guns, but no 'Disintigrator Screens' to stop Disintigrators. A weapon with no known defense would seem advantageous (at first glance).

Do even Black Globes stop Disintegrators?

The meson screens apear at TL 12, and in the battle ending that adventure teh Aek Naz-calss cruisers ar TL11. Even if they had them, they are usually penetrated with a table modifier of 4+ (unless TL 14-15). Meson screens usally have to penetrate both screens and config when fighting capital ships, but it's quite easy for spinals (unless computer difference against you).

There are not disintegrator screens, but nuclear dampers work quite well on this regard. Its modifiers are quite worse to penetrate than the meson screens, and they are lower TL. And nowhere says disintegrators aren't stopped by BG.
 
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After reviewing Don's errata, I saw disintegrators now have a +9 damage modifier, but lost their roll on interior explosions (I'm not sure if that makes them more powerful or less). They also reduce armor with every hit (I'm not sure if I had an older version or I didn't realize it before).

Even so, I don't think they are efficient weapons when compared with PAs or mesons.

In the former example, the B rated disintegrator whould have two rolls on surface explosion table +12 DM (I undertand de +9 for a disintegrator is additive to de +6 for A+ rating). This compares unfavorably with any of the other two possiblities (IMO).
 
I'd also like to know how antimatter misiles work. Reviewing the rules and errata, I didn't find any advantage to using them against using nukes.

I guess MT just included those ultra hi tech items for shake of completeness, to help develop alien artifact ships sould a referee want one show up in play (e.g. to play a Blake's 7 style campaign), without ever tinking on them to be used, as rules for most of them are quite scarce...
 
Pg 51, Mercenary Skills Table Shipboard column
6 - Ship Tactics
7 - Fleet Tactics

I don't think so.

Recommend replacing w/Special Combat.

I disagree. I see no reason why a Merc Officer can't gain ship's tactics. They can get Space skills via the specilist school if they have Int+Edu over 16, so why not ships tactics? Same with fleet.

Best regards,

Ewan
 
Jump Sinks.

There is nothing in the tables for jump sinks, however we know that they absord 650Mw per kl per combat round. Or 216.5 Mwh per kl of Jump Sink. We know from High Guard that they cost Mcr 4 per ton, which equates to Cr 300,000 per kl. We don't know there wieght, however one tone per kl would be anout right.

The question is at what TL they should be introduced. I would suggest TL15 i.e. when the black globes that can fill them are introduced. Otherwise no one would use jump fuel. You would just fill the sinks from your power plant over the 6 days in jump. I've just done a TL10 100 ton J1 ship as a comparision, and the difference in avalable cargo and cost of jump fuel per jump is hugly in favor of Jump Sinks if allowed.

So Jump Sinks:

TL Vol W Pw Cost
15 1 1 216.5 0.3

WhereVol is kl, wieght in tons, Pw is in Mwh, and Cost is in Mcr.

It might be worth optermising by TL as it advances per level but 3% increase in Mwh held per kl if you wish.

Best regards,

Ewan
 
ED: the HG jump sinks are not all that is required to jump; the Jump Drive still uses the fuel listed.
 
Yes but the link between Jump Drives and Power Plants is brocken in MT. i.e. you need a PP to run a Jump Drive in CT, but you don't in MT.

Best regards,

Ewan
 
Yes but the link between Jump Drives and Power Plants is brocken in MT. i.e. you need a PP to run a Jump Drive in CT, but you don't in MT.

Best regards,

Ewan

But you still need jump fuel... At least through TL21. (See MT RM, p.65) Admittedly, it does start to drop at TL17... and TL22 is above the table (and should be either 1/4 drive tonnage or none....)
 
Hi

Yes but the link between Jump Drives and Power Plants is brocken in MT. i.e. you need a PP to run a Jump Drive in CT, but you don't in MT.

Best regards,

Ewan

Didn't the 1st edition of CT not require PPs for Jump drives. (I think that was why the X-Boats were originally able to be Jump 6 on only 100 dtons).

Regards

PF
 
Jump Sinks.

There is nothing in the tables for jump sinks, however we know that they absord 650Mw per kl per combat round. Or 216.5 Mwh per kl of Jump Sink. We know from High Guard that they cost Mcr 4 per ton, which equates to Cr 300,000 per kl. We don't know there wieght, however one tone per kl would be anout right.

The question is at what TL they should be introduced. I would suggest TL15 i.e. when the black globes that can fill them are introduced. Otherwise no one would use jump fuel. You would just fill the sinks from your power plant over the 6 days in jump. I've just done a TL10 100 ton J1 ship as a comparision, and the difference in avalable cargo and cost of jump fuel per jump is hugly in favor of Jump Sinks if allowed.

So Jump Sinks:

TL Vol W Pw Cost
15 1 1 216.5 0.3

WhereVol is kl, wieght in tons, Pw is in Mwh, and Cost is in Mcr.

It might be worth optermising by TL as it advances per level but 3% increase in Mwh held per kl if you wish.

Best regards,

Ewan

OK, I'm trying to work this one through. What are the references to "Jump Sinks" in CT and/or MT?

FWIW, I don't mind Jump Drives not requiring liquid hydrogen as part of their fuel equation. I know, large quantities of 'fuel' is at the core of Traveller technology.

-Swiftbrook
 
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