REFEREE'S MANUAL
Page 50, Step 5, Freight and Cargo (correction): The
sentence "If the goods are cargo (carried for a fee of Cr1,000 per
ton..." should say "If the goods are freight (carried for a fee of
Cr1,000 per ton..."
Page 60, Panel add-ons (clarification): Panel add-ons can
be installed to augment a craft's control panel needs. The power
and volume requirements of an add-on is usually superior to that of
straight control panel units for a given CP value. In all cases, a
control panel add-on can act as a direct replacement for weaker
control panel units. However, as a rule of thumb, do not install
any more control panel add-ons than you expect to have crew
members. It is a bit ridiculous to install 10 large holodisplays
when you only expect to have one crew member.
Also, holodynamic linked and holographic linked panel units both
refer to the same type of panel unit.
Page 62, Hull Design (clarification): To determine the
values for a non-standard hull size, just extrapolate the values
from the closest hull size using the following formula to determine
the modification factor:
F = N / B
Where:
F = the factor to apply to the base hull values.
N = the desired non-standard hull size.
B = the closest standard hull size to use as a base.
For example, if a 440 UCP hull size is desired, simply multiply
the values for a 400 UCP hull by a factor of 1.1 (440/400). If, on
the other hand, a 460 UCP hull is desired, then multiply the values
for a 500 UCP hull by a factor of 0.92 (460/500).
Page 63, Step 5, Craft Configuration and Streamlining
(clarification): Here are definitions for the various streamlined
configurations:
Unstreamlined: No attempt has been made to streamline the
hull. Many protrusions and irregularities exist which significantly
increase the vessel's drag, making it difficult or impossible to
operate the craft in an atmosphere at a high rate of speed.
Streamlined: Various cowlings and farings have been added to
the hull to streamline it for operation in an atmosphere, although
the streamlining is less than that provided by an airframe. This
configuration is equivalent to the "partially streamlined"
configuration found in High Guard.
Airframe: The hull has been designed for high performance in
an atmosphere. In order to achieve such performance, exterior
design has been a priority. This configuration is equivalent to the
"streamlined" configuration found in High Guard.
Page 64, Step 1, Fuel Cells (clarification): The minimum
tech level for the fuel cells shown is tech level 10.
Page 65, Step 3, Jump Units Required (correction): The
Jump-4 entry for a size of 75,000 is incorrect. It should be 3750,
not 2750.
Page 67, Step 2, Meson Communicators (correction): Meson
communicator, planetary range, TL 20, is given a weight of 0.2. It
should be 2.0.
Page 67, Step 4, Laser Communicators (correction): The
price note should say: If TL8, x2. The tech level 16 column should
read: -, -, 0.001, 0.002, 0.004, 0.006, 0.010. The tech level 17
column should read: -, -, 0.001, 0.001, 0.003, 0.005, 0.010.
Page 67, Step 5, Maser (Microwave) Communicators
(correction): The price note should say: If TL8, x2. The entry
for a tech level 8 V. Distant maser communicator should be 0.032,
not 0.32. The tech level 16 column should read: -, 0.002, 0.003,
0.004, 0.007, 0.010, 0.040.
Page 68, Step 2, Radio Jammers (correction): The entry
for a tech level 9 Continental radio jammer should be 0.0026, not
0.002. The tech level 10 entry on the same line (next column over)
should be 0.002, not 0.0026.
Page 71, Step 3, Meson Gun Table (correction): The factor
K meson gun should have a volume of 110000 not 11000.
Page 72, Step 7, 100-ton Missile Bays (addition): The
100-ton missile bays stop at UCP factor 9, while 50-ton missile
bays go all the way to UCP factor C. The correctly extended 100-ton
missile bay entry is:
100-Ton Bay Weaponry ------------TL of the weapon------------
TL Type Power Weight MCr 8 9 10 11 12 13 14 15 16 17 18 19 20 21
- --------------------------------------------------------------------
8 Missile 5 50 20 7 7 8 8 9 9 A A B B C C D D
Page 72, Step 8, 50-ton Bay Weaponry (correction): The TL
9 column should be empty for the Plasma Gun, Fusion Gun, and
Repulsor. The prices for these weapons are missing-the correct
values are: Plasma Gun, MCr5; Fusion Gun, MCr8; and Repulsor, MCr6.
The Plasma and Fusion Gun Bays are incorrect. They should be:
50-Ton Bays ---------UCP at Tech Level---------
TL Type Power Wt MCr 10 11 12 13 14 15 16 17 18 19 20 21
- ----------------------------------------------------------------
10 Plasma Gun 2,500 35 5 4 5 6 - - - - - - - - -
12 Fusion Gun 5,000 35 8 - - 7 8 9 A B C D E F -
Page 74, Step 16, Disintegrator Turrets (correction):
The disintegrator turret example is confusing. A better example is
5 turrets with 10 disintegrators (tech level 18) produces a UCP
disintegrator factor of 3.
Page 74, Step 14, Fusion Turrets (correction): The Fusion
Gun Turrets table is incorrect. The correct table is presented
below:
Fusion Gun Turrets ---------UCP Factor---------
TL Type Power Wt Price 1 2 3 4 5 6 7 8 9 A
- ------------------------------------------------------------------
12 Fusion Turret-12 500 5 2000000 - - - 1 4 10 16 20 - -
14 Fusion Turret-14 500 5 2000000 - - - - 1 4 10 16 20 -
17 Fusion Turret-17 500 5 2000000 - - - - - 1 4 10 16 20
Page 76, 77, Flechette pen (correction): The "Pen" column
for flechette rounds should be labeled "Dgr" (for danger space)
instead. The penetration for flechette rounds is equal to the HE
penetration for the same sized round.
Page 77, HIVEL Gun Ammunition (correction): Tech level 8
ammunition volume and weight should be 0.014 not 0.14.
Page 77, Step 23b, Heavy Slug Throwers Table (addition):
The following table presents more slug thrower weapon options for
craft designs:
HEAVY SLUG THROWERS (CREW SERVED)
TL Type Power Vol Wt Price
5 Medium Machinegun-5 - 0.010 0.010 1,500
100 round ammo belt - 0.003 0.003 120
Ground tripod/pintel mount - 0.025 0.025 300
Water cooling jacket - 0.019 0.019 400
6 Heavy Machinegun-6 - 0.015 0.015 3,000
100 round ammo belt - 0.010 0.010 250
Ground tripod/pintel mount - 0.040 0.040 400
Water cooling jacket - 0.034 0.034 500
7 Light Machinegun-7 - 0.006 0.006 1,200
100 round ammo belt - 0.003 0.003 120
Ground tripod/pintel mount - 0.010 0.010 250
7 5.5mm Gatling Gun-7 0.001 0.070 0.070 12,350
2,500 round ammo hopper - 0.031 0.031 2,250
Ground tripod/pintel mount - 0.200 0.200 1,250
7 7mm Gatling Gun-7 0.002 0.100 0.100 15,500
2,500 round ammo hopper - 0.062 0.062 3,000
Ground tripod/pintel mount - 0.300 0.300 1,500
8 5.5mm Gatling Gun-8 0.001 0.080 0.080 19,500
5,000 round ammo hopper - 0.062 0.062 4,500
Ground tripod/pintel mount - 0.250 0.250 1,350
8 7mm Gatling Gun-8 0.002 0.100 0.100 23,500
5,000 round ammo hopper - 0.125 0.125 6,000
Ground tripod/pintel mount - 0.300 0.300 1,750
10 VRF Gauss Gun-10 0.004 2.000 2.000 200,000
1,000 round ammo hopper - 0.300 0.300 6,000
Ground tripod/pintel mount - 4.000 4.000 4,500
Page 77, Step 23c, 3cm Autocannon Table (addition): The
following table presents an autocannon as a weapon option for craft
designs:
Pen/ Max Auto Dngr
TL Type Ammo Atten Dmg Range Tgts Spc Sig ROF
8 3cm Autocannon HE 2 6 Vlong(3.5) 4 3 M 200
HEAP 5 4 Vlong(3.5) 4 - M 200
KEAP 4 4 Vlong(3.5) 4 - M 200
Tech Level Modifications:
HE Pen/Attn: +1 for every 2 tech levels over 8.
HE Dngr Spc: +10 meters for every 3 tech levels over 8.
HEAP Pen/Attn: TL 9-10, +5. TL11-12, +7. TL13+,+9.
KEAP Pen/Attn: +1 for every 3 tech levels over 8.
Page 77, Step 23d, Miscellaneous Slug Throwers
(addition): The following table presents still more slug thrower
weapon options for craft designs:
MISCELLANEOUS SLUG THROWERS TABLE
TL Type Pwr Vol Wt Price Range Sig ROF
6 18cm MRL-6 tube 0.010 3.600 3.600 5,000 - 1
Short range rocket* - 0.003 0.001 170 Distant(9) H
Medium range rocket* - 0.004 0.002 340 Distant(18) H
40 long range rocket* - 0.005 0.003 510 Distant(32) H
8 3cm Autocannon-8 0.002 0.350 0.350 11,000 VLong(3.5) M 200
200 round ammo hopper - 0.100 0.100 1,000 -
Ground tripod/pintel mount - 0.050 0.050 250 -
10 12cm Remote MRL-10 tube 0.020 2.000 2.000 5,000 - 1
Short range rocket* - 0.002 0.001 75 Distant(7) H
Medium range rocket* - 0.003 0.002 150 Distant(13) H
Long range rocket* - 0.004 0.003 225 Distant(22) H
11 6cm Light MRL-11 tube 0.004 0.120 0.006 500 - 1
Short range rocket* - 0.001 0.001 11 V.Long(4) M
Medium range rocket* - 0.002 0.002 22 Distant(6) M
Long range rocket* - 0.003 0.003 33 Distant(10) M
*Select HE, HEAP, or KEAPER warhead. Treat as a mortar round for
determining penetration, damage and danger space.
Page 78, Step 25, Beam Laser Table (addition): The
following table presents additional information about craft mounted
beam laser weapons:
Pen/ Max Auto Dngr
TL Type Pwr Atten Dmg Range Tgts Spc Sig ROF
8 Beam Laser 0.5 5/2 4 Dist(2.5) 2 1.5 H 40
1.0 10/2 5 Dist(5.0) 2 3.0 H 40
5.0 28/3 10 VDist(25) 2 4.5 H 40
10.0 36/3 20 VDist(50) 2 15 H 40
25.0 47/4 50 Rgnl(125) 2 30 H 40
50.0 55/4 100 Rgnl(250) 2 45 H 40
10 Beam Laser 0.5 6/2 5 Dist(2.5) 2 1.5 L 40
5.0 30/3 12 VDist(25) 2 4.5 L 40
25.0 49/4 60 Rgnl(125) 2 30 L 40
Page 78, Step 26, Pulse Laser Table (addition): The
following table presents additional information about craft mounted
pulse laser weapons:
Pen/ Max Auto Dngr
TL Type Pwr Atten Dmg Range Tgts Spc Sig ROF
8 Pulse Laser 1.0 6/2 4 Dist(2.5) 3 1.5 H 80
2.0 13/2 5 Dist(5.0) 3 3.0 H 80
10.0 30/3 10 VDist(25) 3 4.5 H 80
20.0 38/3 20 VDist(50) 3 15 H 80
50.0 49/4 50 Rgnl(125) 3 30 H 80
100.0 57/4 100 Rgnl(250) 3 45 H 80
13 Pulse Laser 1.0 7/2 5 Dist(2.5) 3 1.5 L 80
10.0 33/3 12 VDist(25) 3 4.5 L 80
50.0 51/4 60 Rgnl(125) 3 30 L 80
Page 78, Step 27, Standard Plasma Gun Table (addition):
The following table presents additional information about craft
mounted standard plasma weapons:
Pen/ Max Auto Dngr
TL Type Atten Dmg Range Tgts Spc Sig ROF
10 Standard Plasma PA-10 44/5 20 VDist(5.1) 2 15 H 40
11 Standard Plasma PA-11 44/5 20 VDist(5.1) 2 15 H 40
11 Standard Plasma PB-11 54/5 20 VDist(7.8) 2 30 H 40
12 Standard Plasma PB-12 54/5 20 VDist(7.8) 2 30 H 40
12 Standard Plasma PC-12 64/5 20 VDist(12) 2 45 H 40
13 Standard Plasma PC-13 64/5 20 VDist(12) 2 45 H 40
Page 78, Step 28, Rapid Pulse Plasma Gun Table
(addition): The following table presents additional information
about craft mounted rapid-pulse plasma weapons:
Pen/ Max Auto Dngr
TL Type Atten Dmg Range Tgts Spc Sig ROF
12 Rapid Pulse Plasma RPA-12 44/5 20 VDist(5.1) 3 15 H 80
13 Rapid Pulse Plasma RPA-13 44/5 20 VDist(5.1) 4 15 H 160
13 Rapid Pulse Plasma RPB-13 54/5 20 VDist(7.8) 3 30 H 80
14 Rapid Pulse Plasma RPA-14 44/5 20 VDist(5.1) 5 15 H 320
14 Rapid Pulse Plasma RPB-14 54/5 20 VDist(7.8) 4 30 H 160
14 Rapid Pulse Plasma RPC-14 64/5 20 VDist(12) 3 45 H 80
15 Rapid Pulse Plasma RPA-15 44/5 20 VDist(5.1) 6 15 H 640
15 Rapid Pulse Plasma RPB-15 54/5 20 VDist(7.8) 5 30 H 320
15 Rapid Pulse Plasma RPC-15 64/5 20 VDist(12) 4 45 H 160
Page 78, Step 29, Standard Fusion Gun Table (addition):
The following table presents additional information about craft
mounted standard fusion weapons:
Pen/ Max Auto Dngr
TL Type Atten Dmg Range Tgts Spc Sig ROF
12 Standard Fusion FX-12 67/5 30 VDist(18) 2 45 H 40
13 Standard Fusion FX-13 67/5 30 VDist(18) 2 45 H 40
13 Standard Fusion FY-13 71/5 30 VDist(21) 2 45 H 40
14 Standard Fusion FY-14 71/5 30 VDist(21) 2 45 H 40
14 Standard Fusion FZ-14 79/5 30 VDist(30) 2 45 H 40
15 Standard Fusion FZ-15 79/5 30 VDist(30) 2 45 H 40
Page 78, Step 30, Rapid Pulse Fusion Gun Table
(addition): The following table presents additional information
about craft mounted rapid-pulse fusion weapons:
Pen/ Max Auto Dngr
TL Type Atten Dmg Range Tgts Spc Sig ROF
14 Rapid Pulse Fusion RFX-14 67/5 30 VDist(18) 3 45 H 80
15 Rapid Pulse Fusion RFX-15 67/5 30 VDist(18) 4 45 H 160
15 Rapid Pulse Fusion RFY-15 71/5 30 VDist(21) 3 45 H 80
16 Rapid Pulse Fusion RFX-16 67/5 30 VDist(18) 5 45 H 320
16 Rapid Pulse Fusion RFY-16 71/5 30 VDist(21) 4 45 H 160
16 Rapid Pulse Fusion RFZ-16 79/5 30 VDist(30) 3 45 H 80
Page 78, Step 26, Pulse Laser Guns (correction): The tech
level 13 for the laser that uses power of 1.0 has an incorrect
volume and weight. The correct value is 0.03, not the 0.30 shown.
Page 80, Step 3, Meson Screens (correction): The entry
for a factor 9 screen duplicates the factor 8 line, which is
incorrect. Here is the correct entry:
UCP TL Power Volume WT MCr
-------------------------------
9 15 0.135 540 490 60
The Power column entries for optimized Meson Screen Packs is
incorrect. The correct entries are: TL16, .135; TL17, .100; TL18,
.065; TL19, .035; TL20, .015; TL21, .010.
Page 81, Step 3, Computers (correction): The tech level 15
computer listed as a 9/bis should instead be a 9/fib.
Page 81, Step 4, Control Panel Units (clarification):
The first sentence "Select and install enough control panel
units..." should instead read "Select and install enough control
panel units and control panel add-ons..."
Page 82, Step 3, Reduced Vehicle Gunners (revision): The
formula for reducing vehicle gunners penalizes a design that has
increased sensors, which was not what was intended. The following
formula fixes this problem: X=(C+S)/W.
Page 82, Extended Accomodations Table (clarification): A
low berth holds one individual, and is essentially a specialized
bunk. An emergency low berth holds 4 individuals on a short-term
emergency basis only. The volume of all accommodations was doubled
from the original volumes given in High Guard to allow for access -
what good does it do to put in a bunk if you can't get to it?
Page 87, Agility (clarification): In the old original High
Guard system, agility was defined as an attribute of maneuver
drive, that is "how effectively can my drive out-maneuver yours".
In the new MegaTraveller rules, separating out weight and volume
into unique craft attributes made it clear that agility needed to
be more precisely defined as its own unique attribute related to
ship mass, not to ship speed.
Under the new rules agility is defined as the "ability to change
your craft's orientation over time", which is more a function of
ship mass than of ship speed. Under this new definition, it becomes
immediately obvious that smaller vessels will tend to have a
greater agility than larger vessels. Consider: which is faster, the
Queen Mary, or a rowboat? Which can change its heading more
quickly? The rowboat has the greater agility, even though its
"maneuver drive" speed rating is far less than the Queen Mary's.
Page 88, Passive Energy Pinpoint Table (correction): The
table at the top of the second column on the page is mistakenly
labeled as "Passive Energy Scan Ability", and should instead be
labeled "Passive Energy Pinpoint Ability".
Page 92, Sensor Operation Tasks (correction): The word
Difficult is incorrectly used in the sensor task for locating a
target (on the bottom of the left column). The word should be
(Difficulty), meaning a variable difficulty is used on this task.
The referee notes for this task explain how to arrive at the proper
difficulty level by using the starship's UCP.
Page 94, DMs for Ship Damage Tables (revision): Change
the wording of the sentence that says "If the weapon inflicting the
hit has a UCP factor of ..." to read: "If the weapon inflicting the
hit is a spinal mount, apply a DM of +6".
Page 94, Power Plant-n (clarification): Reduce the UCP
power plant factor of the target vessel by 10% (minimum of 1) for
each -n level hit. For example, the Mercenary Cruiser in the
Imperial Encyclopedia (800-ton displacement) has a power plant UCP
factor of 20/40. A power plant-1 hit reduces this by 2 (10% of 20)
to 18/40. Once the UCP factor is reduced to one half (10/40),
spinal mount weapons (if any) no longer work, and the maneuver
drive rating drops by one half. An additional 5 hits on the
Mercenary Cruiser would render the ship's power plant inoperative.
Any additional hits once the inoperative level is reached are
applied at 10% damage against the right-hand value (for the
Mercenary Cruiser, this reduces the 40 on the right by 4 for each
level of power plant hit). If the right-hand number reaches zero,
the power plant is destroyed beyond repair.
Page 95, Black/White Globes (clarification): Treat white
globes just like black globes, except a ship mounting a white globe
can see out, maneuver, and fire. All other effects are the same. A
black globe that is totally on shows up on enemy sensors as a
"hole" in space. The prudent commander will flicker his black globe
to allow enough emissions from his ship to escape so as to blend in
with background levels and effectively be invisible to enemy
sensors (roll 1D x 10% to determine the flicker rate needed to
currently match local background levels). A shrewd commander will
flicker a white globe for exactly the same effect.
Page 97, Starship Combat penetration task
(clarification): The task for penetrating a defense in starship
combat is confusing. A clearer way to express the task is:
To penetrate a defense in starship combat:
Difficult, Off=computer size, penetration table DM; Def=computer
size (confrontation)
Notice the penetration table DM belongs under the offensive DMs
and is added, rather than a defensive DM that is subtracted.
Page 98, Table 1, Disintegrators (revision): The current
Disintegrator Table makes disintegrators a weapon that is not very
lethal, and (since they are outrageously expensive) not very cost
effective. This was not the intent for these very high tech
weapons. The following table properly upgrades disintegrators to a
much more lethal and cost-effective weapon, as was originally
intended:
Attacking Disintegrator Factor
1 2 3 4 5 6 7 8 9 A B C D E F
- ---------------------------------------------------
To Hit: 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12
To Pen: Nuclear Damper
- ---------------------------------------------------
1 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9
2 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9
3 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8
4 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8
5 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7
6 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7
7 -1 0 0 1 1 2 2 3 3 4 4 5 5 6 6
8 -1 -1 0 0 1 1 2 2 3 3 4 4 5 5 6
9 -2 -1 -1 0 0 1 1 2 2 3 3 4 4 5 5
A -2 -2 -1 -1 0 0 1 1 2 2 3 3 4 4 5
B -3 -2 -2 -1 -1 0 0 1 1 2 2 3 3 4 4
C -3 -3 -2 -2 -1 -1 0 0 1 1 2 2 3 3 4
D -4 -3 -3 -2 -2 -1 -1 0 0 1 1 2 2 3 3
E -4 -4 -3 -3 -2 -2 -1 -1 0 0 1 1 2 2 3
F -5 -4 -4 -3 -3 -2 -2 -1 -1 0 0 1 1 2 2
Page 98, Table 3, Tractors (correction): The Tractor Table
is upside down and backwards, and because of this it easier to
penetrate better defenses, which is wrong. The correct table is
given below:
Attacking Tractor Factor
1 2 3 4 5 6 7 8 9
- ----------------------------------
To Hit: 5 5 6 6 7 7 8 8 9
To Pen: Repulsor
- ----------------------------------
1 9 10 11 11 11 11 11 11 11
2 8 9 10 11 11 11 11 11 11
3 7 8 9 10 11 11 11 11 11
4 6 7 8 9 10 11 11 11 11
5 5 6 7 8 9 10 11 11 11
6 4 5 6 7 8 9 10 11 11
7 3 4 5 6 7 8 9 10 11
8 2 3 4 5 6 7 8 9 10
9 1 2 3 4 5 6 7 8 9
A 0 1 2 3 4 5 6 7 8
B -1 0 1 2 3 4 5 6 7
C -2 -1 0 1 2 3 4 5 6
D -3 -2 -1 0 1 2 3 4 5
E -4 -3 -2 -1 0 1 2 3 4
F -5 -4 -3 -2 -1 0 1 2 3
Page 100, Table 6, Missile Table (addition): Since the
100-ton missile bay table has been extended, a "D" factor column
needs to be added to the Missile Tables:
Attacking Missile Factor
D
- ------------
To Hit: 10
To Pen: Sand or Beam
- -------------------------
1 11
2 11
3 11
4 11
5 11
6 11
7 11
8 11
9 10
A 9
To Pen: Repulsor or Disintegrator
- -----------------------------------
1 8
2 7
3 6
4 5
5 4
6 3
7 2
8 1
9 0
A -1
B -2
C -3
D -4
E -5
F -6
To Pen: Nuclear Damper or Proton Screen
- -----------------------------------------
1 11
2 11
3 11
4 10
5 9
6 8
7 7
8 6
9 5
A 4
B 3
C 2
D 1
E 0
F -1
Also, move disintegrators from the Sand and Beam table to the
Repulsor table. The second table should now say "Repulsor or
Disintegrator".
Page 101, Starship Damage Tables (correction): Strike the
entry for disintegrators under the interior explosion table.
Disintegrators only use the surface explosion table, which may give
an interior explosion as a result. The surface damage table is the
only way disintegrators can end up rolling on the interior
explosion table.