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T5 0.9 Errata Thread

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Page 226 ArmorMaker Deliberate Design

In the Deliberate Design section:

Remove all 3 references to "Range". Must have been copied and pasted from GunMaker!

"Chart 3. Select the Armor Type." should be "Chart 4. Select the Armor Type."

"Chart 4. Select and record an appropriate User." There is no set of User modifiers on Chart 4.

Under "Filiform" add "Armor capabilities under Descriptor multiply the base value under Type. Armor capabilities under Burden and Stage sum."

"Return to Chart 4" should be "Chart 5".

There also needs to be a description of Chart 3 in this section. These are Items that are used directly without going through the design steps as for the other Armor types.
 
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Page 235 ArmorMaker Chart 3

The title "Armor" should be "Items".

The text "Decode the elements describing armor" should be "Decode the elements describing items".

The title "Armor" above the word "Code" on the table should be "Item".
 
Page 236 ArmorMaker Chart 4

The vertical word "Item" in the left margin should be "Type".

The Armor Filiform title and paragraph at the top right of the page is inappropriate here.
 
Page 237 ArmorMaker Chart 5

Delete the duplicate "using this chart." from the paragraph at top left.

The Options chart has underlines in the wrong places:
g Relay Options should be in Comms section
t Fine Control should be in Controls section
y Stamina should be in Other section

The Standard Subsystems table is completely wrong. My guess as to what these should be are:
Dress Comms:c Sensors:j Controls: p Power:7
Armor: Comms:c Sensors:h Controls: p Power:3
Suit: Comms:a Sensors:h Controls:n Power:1
Unit: Comms:a Sensors:h Controls:q Power:3
 
Page 239 ArmorMaker Chart 7

This blank filiform duplicates Chart 2. It should be a filled in example as was done in the GunMaker chapter on page 222.
 
Page 236 ArmorMaker Chart 4

The following are suggested entries under COMMENTS in the BURDEN section, based on what was done in GunMaker and the text descriptions of these burdens:

Disposable: Qrebs -2
Heavy: qrEbs -1
Light: qrEbs +1
Vlight: qrEbs +2
 
Page 236 ArmorMaker Chart 4

The following are suggested entries under COMMENTS in the STAGE section, based on what was done in GunMaker and the text descriptions of these stages:

Advanced: qrEbs +2
Early: qrEbs -1
Experimental: qRebs -2
Improved: qRebs: +1, qrEbs +1
Ultimate: qRebs: +4, qrEbs +2

There is no text description of Obsolete or Slaved stages on pg. 228.

Ultimate stage is described on pg. 228 but missing from this chart. Suggested values based on GunMaker stage:

Ul Ultimate TL:4 Mass: 0.7 Ar:Ca:Fl:Ra:So:Se:15 Ps:6 In:45 Cr:1.4
 
Page 236 ArmorMaker Chart 4

The following suggested values are for the missing USERS table, based on the GunMaker Users table:

Universal qrEbs: -1
Vargr Mass:0.9 qrEbs:-1
K'kree Mass:1.3
Hiver qrEbs:-1
Aslan qrEbs:-1
Droyne qrEbs:-1 (no mass adjustment since some castes are large, use Small burden for small caste members)
Vegan qrEbs:-2
Gripper qrEbs:-2
Socket qrEbs:-2
 
Section G, Worldgen, "Other Worlds" (page 413).

The table for "Inner and Hospitables" does not list hospitables as a potential result. Meaning you could never generate a non-mainworld hospitable world.

Going back to version 5.0, there are three separate tables for Inner worlds (HZ-2 or less), Hospitable worlds (HZ -1 to +1), and Outer worlds (HZ+2 or more). The only difference between Inner Worlds and Hospitable worlds is on a roll of 3, which results in either an inner world or hospitable world.

In version 5.09 the Inner and Hospitable tables were combined, but the result for a roll of 3 should have been something like "Inner or Hospitable." Recommend either breaking the tables back out or amending the results of a 3 roll.
 
Page 200 ArmorMaker Output Samples

Based on the ArmorMaker assumptions/fixes/suggestions I've made in earlier posts in this thread, some of the ArmorMaker output samples seem incorrect. Here's what I come up with:

Code:
Abbrev         LongName                             Cost Mass Ar Ca Fl Ra So Ps In Se
VS-9           Vacc Suit-9                       Cr10000  10  10 05 01 01 01 01 05 05 
PrS-7          Protected Suit-7                   Cr7000  20  04 02 02 02 02 01 03 04 
EnS-7          Environ Suit-7                     Cr1500   5  08 04 04 01 04 01 20 10 
(St)BD-13      Standard Battle Dress-13         Cr200000 100  45 30 30 30 30 05 30 30 
(A)BD-16       Advanced Battle Dress-16         Cr400000  80  55 40 40 40 40 08 60 40 
(A)CD-16       Advanced Combat Dress-16         Cr320000  64  46 34 34 34 34 07 54 34 
(Alt)ProU-12   Alternate Prospector Unit-12     Cr396000 440  13 09 07 07 07 01 21 15 
(AltVl)EnvA-12 Alternate Vlight Environ Armor-12 Environ descriptor not allowed with armor
 
Page 260 VehicleMaker Enhancers>Bulk>Load

The Load modifiers for Bulk only work for small vehicles, say less than 10 tons. I suggest that these be retained for small vehicles, but for large vehicles they should be something like:

Vlight: /3
Light: /2
Heavy: *2
VHeavy: *3

which matches the modifiers for tonnage.
 
Page 259 VehicleMaker Flyers Notes G & B

Gliders must be unpowered and winged. Balloons must be unpowered and LTA. As noted in previous errata, Unpowered is not defined for Flyers. Using the definition of Unpowered found under Watercraft, the following stats are suggested:

Glider:
Motive = "Winged"
TechLevel = 4
Tons = 2
Speed = 6 (minimum speed for winged flyers)
Load = 2
Cost = 150000

Balloon:
Motive = "Lighter-Than-Air"
TechLevel = 3
Tons = 10 (much lower)
Speed = 0
Load = 3 (much lower)
Cost = 100000 (much lower)
 
Page 260 VehicleMaker Enhancers>Stage>Load & Tons

The Load and Tons modifiers for Stage only work for small vehicles, say less than 10 tons. I suggest that these be retained for small vehicles, but for large vehicles they should be something like:

Fossil: Tons * 2
Powercell: Tons * 1.5, Load / 3
Renewable: Tons * 1.5, Load / 2
Prototype: Tons * 1.5, Load / 2
Early: Tons * 1.5
Improved: Tons / 1.5
Advanced: Tons / 2, Load * 1.5
 
Page 260 VehicleMaker Enhancers>Environ>Tons

The Tons modifiers for some of the Environ enhancers only work for small vehicles, say less than 10 tons. I suggest that these be retained for small vehicles, but for large vehicles they should be something like:

DoubleSealed: Tons * 1.1
Protected: Tons * 1.5
Armored: Tons * 1.5
UpArmored: Tons * 2
AltArmored: Tons * 2
 
Page 243 VehicleMaker Vehicle Description

The LongName format mentions a User entry and defines that in a separate paragraph, yet there is no table for Users and page 261, Design Checklist 13, does not include User in the Design Checklist.
 
Gliders must be unpowered and winged. Balloons must be unpowered and LTA. As noted in previous errata, Unpowered is not defined for Flyers. Using the definition of Unpowered found under Watercraft, the following stats are suggested:

Glider:
Motive = "Winged"
TechLevel = 4
Tons = 2
Speed = 6 (minimum speed for winged flyers)
Load = 2
Cost = 150000

Balloon:
Motive = "Lighter-Than-Air"
TechLevel = 3
Tons = 10 (much lower)
Speed = 0
Load = 3 (much lower)
Cost = 100000 (much lower)

With respect to costs of a glider, have you looked at what some of the early gliders looked like, and were built out of wood, fabric, and string or wire? The costs for glider and balloon look way too high.

And as you seem to be working with Vehiclemaker, assuming that someone bothers with Beastpower, do the power plants occupy any volume in the vehicle?
 
With respect to costs of a glider, have you looked at what some of the early gliders looked like, and were built out of wood, fabric, and string or wire? The costs for glider and balloon look way too high.

And as you seem to be working with Vehiclemaker, assuming that someone bothers with Beastpower, do the power plants occupy any volume in the vehicle?
Sigh. The cost of a glider is a good suggestion, but I'm not sure what to do with it. I actually soloed in a glider like that.

I haven't even looked at Beastpower, but my guess is that the Load is above and beyond the mechanical bits. Maybe an unpowered vehicle should have an increase in Load.
 
In the 1919 Aircraft Yearbook, there is some information on the costs of Rigid Airships, i.e. Zeppelins, ordered by the US Navy. The cost for 4 large ones is $1,500,000 each, 12 medium-size ones with a cost of $250,000 each, and 12 small ones for $75,000 each. These would be rigid airships and not balloons. I think that somewhere I have the cost for balloons.

And before thinking that converting these prices to Traveller credits will make them really cheap, in 1919, the one ounce of gold was worth $20.67. In Adventure 2: Research Station Gamma, one ounce of gold is valued at 200 Imperial Credits. A Droyne "coyn" made of gold weighing two ounces has a bullion value of 400 Imperial Credits. Based on the Bureau of Labor Statistics Inflation Calculator, one 1919 Dollar is worth $3.50 in terms of 1977 US Dollars.

A couple of further notes, the cost of a World War One single-place pursuit, Spad VII, was $6,587, with the engine costing $2,844. I am not sure if that price includes the machine guns or not, but if may not. The cost of some of the very light planes, such as the Piper Cub and Taylorcraft, with engine, were running around $800-900 in the 1930s. If you wish, I will give you more accurate prices on those. Those would be close to a glider in construction and cost.
 
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