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Errata - that difficult subject

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

They are the power accumulating/storing Zucchai crystals that store the power needed by the jump drive in order to jump; this power is in addition to jump fuel, based upon HG's rules, but could be misinterpreted in MT to replace it.

They are mentioned apparently mostly as a way of ensuring black globe ships have a deep well into which to throw some light hits. (They appear in the black globe rules in both games.)
 
Hi Don,

I was looking at the Consoldated Errata, and comparing it to Book 8, because I was trying to figure out contact based locmotion (as you do).

And the pricing for legs in Book 8 robots is Cr 35 per _Litre_ of suspension, while the table in the Errata has is at Cr 35 per _Kiloliter_ of suspension.

Should that not be Cr 35,000 per Kilolitre of suspension?

and the rest of the table is the same order of magnitude out as well.

Regards,

Ewan

Are there any published designs that this will effect?
 
No real errata needed; a page reference would be nice as an addition. Just note the movement rates chart on p74 of the PM. Speed on indoor squares is 10x Speed, while outdoor 15m and larger are 1x, and 150m and 1500m squares use longer rounds.

Where did you want to note the clarification at?
 
Page 4 of the Errata Document:

If a character being generated wants to undergo training in psionics, he musters out into the game.

Where does this sentence go in the retirement section?

Pg 23 - Default Skills
Shouldn't the default skills for the Navy, Marines, Flyers, & Scouts be removed from this table since they are not the character classes on the page? (Law Enforcer, Doctor, Diplomat, Bureaucrat, Scientist, & Noble)

Good question placing the Psionics clarification in the Retirement section; somewhere on page 17, but any suggestions as to where?

My Page 23 (I don't have my first printing PM with me) has the right default skills. I'll have to review when I find my first printing PM again...
 
I'm pretty sure for Contact Based suspensions that the overall headings for the column should read "Per litre of suspension" not "Per kilolitre of suspension", and a clarification of Contact Based Transmissions is that the units in the table are litres for volume, kg for weight and Cr for price (although I don't think anyone seriously thought it was MCr!).

Lastly, with Mega Traveller drawing from Striker and Robots Book 8 for craft design, I am of the view that minimum chassis percentages for wheels and tracks should remain at 15% and 20% rather than 1.5% nd 2.0%. For typical vehicle designs, the higher values put a vehicle within range of the Ground Pressure value of 6.

The change from liter of suspension to kiloliter occurred in 2007, so easy enough to rediscuss. Note that the Cr for price will change to KCr in v2.20. DGP/GDW did the 15/20 change to 1.5/2.0...

Perhaps we should move this question to another topic and hash out answers without clogging up the errata thread?
 
Referee's Manual:

Page 79, Step 32, Point Defense Targeting (correction and addition): Although the combat rules in the Player’s Manual (pages 68 and 72) mention fire control systems for vehicle-mounted and crew-served weapons, they were omitted from the design tables in the Referee’s Manual (other than point defense fire control which was misnamed as targeting - rather than fire control - modules). Replace step 32 with the following to correct this omission:

32 Fire Control
Fire control allows vehicle-mounted and crew-served weapons to engage targets in direct fire, indirect fire, or point defense modes. Hardpoint mounted weapons automatically have all necessary fire control installed. A direct fire control module allows a weapon to be used to fire at targets in line of sight, using a flat or nearly flat trajectory. A point defense fire control module allows a weapon to be used for point defense fire (to engage incoming missiles and projectiles) and direct fire. An indirect fire control module allows a weapon to be used in indirect fire modeat targets beyond line of sight.

Code:
[COLOR=black][FONT=Arial][COLOR=black][FONT=Arial][B]               DIRECT FIRE CONTROL MODULES[/B][/FONT][/COLOR]
[COLOR=black][FONT=Arial][U]TL[/U]    [U]Power (MW)[/U]    [U]Volume (kl)[/U]    [U]Weight (MT)[/U]    [U]Price (Cr)[/U][/FONT][/COLOR]
[COLOR=black][FONT=Arial] 5              -                 0.005             0.005                  500[/FONT][/COLOR]
[COLOR=black][FONT=Arial] 6              -                 0.010             0.010               1,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial] 7         0.0015            0.020             0.020               5,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial] 8         0.0012            0.030             0.030             10,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial] 9         0.0010            0.040             0.040             20,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]10         0.0008            0.050             0.050             30,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]11         0.0006            0.060             0.060             50,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]12         0.0004            0.070             0.070            100,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]13         0.0003            0.080             0.080            125,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]14         0.0002            0.090             0.090            150,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]15         0.0001            0.100             0.100            200,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]16         0.0001            0.120             0.120            225,000[/FONT][/COLOR]
 
[COLOR=black][FONT=Arial][B]        POINT DEFENSE FIRE CONTROL MODULES[/B][/FONT][/COLOR]
[COLOR=black][FONT=Arial][U]TL[/U]    [U]Power (MW)[/U]    [U]Volume (kl)[/U]    [U]Weight (MT)[/U]    [U]Price (Cr)[/U][/FONT][/COLOR]
[COLOR=black][FONT=Arial] 9          0.010              0.40               0.40            200,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]10         0.008              0.50               0.50            300,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]11         0.006              0.60               0.60            500,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]12         0.004              0.70               0.70          1,000,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]13         0.003              0.80               0.80          1,250,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]14         0.002              0.90               0.90          1,500,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]15         0.001              1.00               1.00          2,000,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]16         0.001              1.20               1.20          2,250,000[/FONT][/COLOR]
 
[COLOR=black][FONT=Arial][B]              INDIRECT FIRE CONTROL MODULES[/B][/FONT][/COLOR]
[COLOR=black][FONT=Arial][U]TL[/U]    [U]Power (MW)[/U]    [U]Volume (kl)[/U]    [U]Weight (MT)[/U]    [U]Price (Cr)[/U][/FONT][/COLOR]
[COLOR=black][FONT=Arial] 5              -                 0.050             0.050               6,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial] 6              -                 0.075             0.075               8,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial] 7         0.0020            0.100             0.100             10,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial] 8         0.0010            0.200             0.200             20,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial] 9         0.0008            0.300             0.300             30,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]10         0.0006            0.500             0.500             50,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]11         0.0004            0.600             0.600             60,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]12         0.0003            0.700             0.700             70,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]13         0.0002            0.800             0.800             80,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]14         0.0002            0.900             0.900             90,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]15         0.0001            1.000             1.000            100,000[/FONT][/COLOR]
[COLOR=black][FONT=Arial]16         0.0001            1.100             1.100            110,000[/FONT][/COLOR]
[/FONT][/COLOR][COLOR=black][FONT=Arial]For mortar fire control modules, multiply all values by .25[/FONT][/COLOR]

Any opposition to this?
 
Imperial Encyclopedia: existing errata entries shown below are incorrect and should be deleted:

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.

Justification:

From Striker Book 3, page 31 – listed weight for a PGMP-13 is 9/60 (weapon/power pack, units is kilograms) and listed weight for a PGMP-14 is 1/9 (multiply power pack weight by 10 with gravitic field generator off).

The above conflicts with the characteristics shown on CT Book 4 but since much of what is in MT (most notably the passage in question) is derived from Striker I think that Striker data should be used, meaning the original entries are correct.

Any comments on this change (esp. since this is from official errata)?
 
Referee’s Manual:

Page 80, Step 7, Basic Obscuration Devices (addition): COACC introduced countermeasures that aided aircraft in evading guided missiles. To introduce guided missiles into vehicular combat situations, similar countermeasures must be included in the design sequence. The following addition does this:

Replace Step 7 with the following:

7 Obscuration and Protective Devices
The following are devices to obscure line of sight or assist in evading guided missiles.

OBSCURATION AND PROTECTIVE DEVICES
Smoke Discharger: TL 5. 0.001 Mw. 0.005 kl. 0.005 tons. Cr 135.
Decoy Dispenser: TL 7. 0.001 Mw. 0.04 kl. 0.02 tons. Cr 1,000.
Anti-Laser Aerosol: TL 8. 0.002 Mw. 0.001 kl. 0.001 tons. Cr 20.
Prismatic Aerosol: TL 10. 0.003 Mw. 0.001 kl. 0.002 tons. Cr 20.
Sandcaster: TL 12. 0.005 Mw. 0.01 kl. 0.014 tons. Cr 1,250.

Any opposition or comments?
 
Imperial Encyclopedia: Replace the Drop Capsules entry in v 2.19 with the following amended text.

Drop Capsules (omission): Drop Capsules were accidentally omitted from the Imperial Encyclopedia. They are listed here for your convenience.

DROP CAPSULES: AVAILABILITY
Drop Capsules are designed to transport specially-trained troopers and their equipment from orbit to a planet surface. This type of assault operations can be carried out as a precursor to a full-blown planetary invasion, as a small-scale raid, or as a method to get reinforcements quickly to a threatened location. The sale of drop capsules is restricted by Imperial authorities, so only military vessels and licensed mercenary organizations can legally obtain them. Drop capsules are launched from gravitic accelerators similar in design to a mass driver or sandcaster. They are battery-powered and fitted with an oxygen supply so the carried trooper does not begin to deplete his suit’s supply until after landing. Drop Capsules are guided in flight by one of three methods – operator controls, pre-programmed inertial navigation, or by remote commands sent from the launching vessel. Of these, pre-programmed inertial navigation is most common. To avoid a catastrophic impact, braking is accomplished either with a small fusion rocket or with grav lifters. Three general types of drop capsule are widely available:

Atmospheric Reentry Capsule (ARC): Constructed at TL12+ and used by military and mercenary organizations. An ARC is lightly armored (armor factor 8) and can accommodate one Battle Dress-equipped trooper with supplies (though the carried load must be planned to not exceed the maximum weight allowed by the drop capsule design). Because other capsule types are more expensive to purchase and maintain, the ARC remains widely used for training and supply drops as well as insertions on worlds that do not pose a significant threat to the assaulting force.
Assault Atmospheric Reentry Capsule (AARC): The AARC is an improved version of the ARC constructed at TL13+ and used by the military and some well-equipped mercenary units. It is more heavily armored than the ARC (armor factor 20) and also mounts a countermeasure dispenser to protect against missiles fired from the surface. It is identical in performance to the ARC but weighs more and is more expensive. Like the ARC, AARC loads must be managed so as not to exceed the allowable weight for the model in use.
Assault Atmospheric Reentry Capsule High Survivability (AARC-HS): The AARC-HS is available at TL14+ and is designed for use in very high-threat insertions. It is only used by the military. Armor is increased (armor factor 28) and a set of ten decoy launchers is installed. During re-entry, these launchers deploy decoys that mimic the signature of a drop capsule, providing multiple false targets to draw surface defensive fire away from the capsules carrying troopers. Performance remains comparable to the other drop capsule types.

Any comments or opposition?
 
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 completely agree. Fixing disintegrators really deserves its own discussion...
 
I'm going to hold errata for the High Tech items (disintegrators, antimatter missiles, proton screens, etc) for now. They really deserve some thought and discussion of their own.
 
Don,

I love your errata document. One thing I'd like to see is for each change a reference.
Official 2/92 errata
Fan errata 10/2010
Fan addition 11/2011
etc.

I know this would require a lot of work and I don't really expect it, but sometimes I read an entry and wonder where in the world this came from. Some of the errata document is fan based rule changes and it seems that should be noted some way.

IF, you and the fans think this is a good idea, lets wait until after the next installment ... I can't wait as is.

-Swiftbrook
 
Don,

I love your errata document. One thing I'd like to see is for each change a reference.
Official 2/92 errata
Fan errata 10/2010
Fan addition 11/2011
etc.

I know this would require a lot of work and I don't really expect it, but sometimes I read an entry and wonder where in the world this came from. Some of the errata document is fan based rule changes and it seems that should be noted some way.

IF, you and the fans think this is a good idea, lets wait until after the next installment ... I can't wait as is.

-Swiftbrook

I started this once, and the document grew quite quickly (and painfully).
 
Any opposition or comments?

To the intraduction of Basic Obscuration Devices (addition) from COACC ...

If it's in COACC then it dosn't need to be introduced into the design sequesnces as errata. Much like adding Wet Navy Rules to the errata.

Regards,

Ewan
 
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