I've done some research and I think I've got some good answers for Mark B., and some items that are going to HAVE to be added to the errata...
1. p68. Interrupts. The task is described as:
Routine. Movement speed (safe)
Whose movement speed, the interupter's or the interruptee's? And should it be a negative modifier?
The interrupters, and it's positive -- that's the standard design for a task, and it's implied by the errata on page 69 regarding hand-to-hand interrupts, and confirmed by the discussion in TD #18.
Also, the text says:
"If this task is successful, it becomes the interrupting unit's turn. The interrupted units's turn is considered spent."
This seems at odds with the earlier wording in that section, which says "a unit can choose to interrupt another unit's turn and take it's turn in the middle of that unit's turn", and the example, which explicitly says that Dur Telemon will get to continue his movement after the other unit has interrupted.
Actually, the statement about Dur getting to continue his movement is his NEXT turn, as it says that then another pair of interrupts are possible, but for now both sides have used their interrupts. The interrupted unit's turn IS spent. The discussion of this EXACT issue in Travellers' Digest #18 confirms this. Another item to add to the errata, but it will need some rewriting...
2. p75. Treatment. The task "to treat an injury" is defined as:
Difficult, Medical, Int, 10 min
Given the descriptive text, I think it should be
[Difficulty], Medical, Int, 10 min
In the Travellers' Digest #13 article on injuries and replacements, they change it to exactly as you describe:
To perform final treatment:
[treatment difficulty], Medical, Int, 10 min
With some additional rules as well; I've been trying to figure out how to incorporate this into the errata...
3. p28 & 34. Gauss Pistol doesn't seem to be listed, it should presumably come under Handgun, and also as it's own skill.
As per the chart on p. 76, Gauss Pistol uses Handgun skill.
4. p72 & 73 : Danger Space. These seem a bit weird in several ways:
- there is no method given for converting between the 1.5m and 15m scales, and halving the penetration "per square" would mean that the effect of the blast would change depending on the scale being used.
- The rules suggest that to see which targets in the danger space are hit, you roll for a hit on them. It doesn't really explain how. If you use the original task that was used to check for a hit, that means that the effect of the blast is determined by the range to the target, etc, which seems screwy. Also p 94 (RH column, near the top) mentions "All units within the danger space use the explosive detonation 'to hit' task covered under indirect fire". However, the only task given on p73 under "indirect fire" is that for hitting a targeted location with indirect fire. I believe that there is some rule or rules missing that cover being hit while in the danger space of an explosive/burst effect.
There is a specific discussion of the danger space issue in TD #12 that clears up a lot of this. The only missing indirect fire rules I'm aware of were for grenades, and those are in the errata.
5. p73 : Autofire. There seems to be no benefit to autofire unless the target has adjacent targets. Earlier versions of Traveller allowed 2 "to hit" rolls vs the main target on autofire. Is this missing, or intentional?
There's a good discussion of this in TD #12; The short ruling is that you can actually target all of those adjacent target shots at the primary target if you want.
6. Life Force: it seems fairly easy to get low or zero penetration hits that would cause fractional loss of life points e.g. SMG vs Cloth = Pen 3 vs Armour 5 = Zero penetration. On a normal hit, that's 3 x 0.1 = 0.3 damage. Is that tallied, or ignored as it is less than 1? If ignored, then this would seem to make many weapons virtually useless against Cloth armour or higher (maybe intentionally?).
I would rule that it counts I think, and fractional Life Force damage can be taken. After combat you check per whole point of damage taken, ignoring any remaining fractions.
I've always played the "many weapons virtually useless against Cloth" way... and there's a discussion in TD #17 that explains this, that I'm going to have to add to the errata...
7. Healing: In the Healing and Treatment of wounds section, there is no real method given for converting back to Life Force for wounded characters. I suspect that the intent is that you add up the STR, DEX & END of the wounded character and convert on the Life Force table on p66 to get a new Hits Value for that character, but it's not explicitly mentioned at all.
I always thought this method was implied, but it does not appear to be explicitly stated. That's new errata, which is actually covered in the MTJ#4 Q&A, but not with a PAGE REFERENCE.
AARRRGH.
More errata updates soon