The following errata and questions have been sent to GDW; the fixes
listed with each are my best guess, and are *NOT* official. I will
maintain the errata list, and update it with official answers as they
become available.
-----8<-----
Traveller: The New Era --- ERRATA SHEET, part 1/2, version 1.00, 6/26/93
Compiled by Guy Garnett (GG). Contributions from Joe Heck (JH), Chris
Olsen (CO), Steve Higginbotham (SH), Bertil Jonell (BJ), Grant Sinclair (GS),
John Driver (JD), Mark Gelinas (MG), Kelly Harrison (KH), and Mark Urbin (MU).
Helpful suggestions from the Traveller Mailing List.
Each entry identifies severity of the error and provides enough
information to find it on the page. The severity scale is set out on the
table below.
Severity and Number Occurring
TYPO (19) Typographical or spelling error with no impact on game
play.
NIT (46) Factual or logical error with minimal impact on game play.
MINOR (37) Factual or logical error that may cause confusion, but has
minor impact on game play and should have no impact on
future products.
MAJOR (3) An error which may seriously affect game play, or may have
serious impact on future products.
SEVERE (6) An error which makes a section of the rules unplayable as
published.
Each entry then describes what is in error, and provides a suggested fix
for the problem. In some cases, several different fixes are possible; the
preferable one is listed first, with alternates following it.
Some entries have commentary, which explain why the item is believed to be
in error, provide the rationale used to construct the fix, or discuss the
merits of the alternate fixes.
Each entry closes with an attribution, the person who first reported the
error to me (in many cases, multiple people have spotted each error; many
thanks to all of you!).
SEVERE: pp.186, Step 4: World Size
The instruction "Roll 2D6 for World Size." is incorrect.
Fix: Change it to "Roll 2D6-2 for World Size."
--- CO
SEVERE: pp.186, Step 5: Atmosphere
The instruction "Roll 2D6+Size for Atmosphere." is incorrect.
Fix: Change it to "Roll 2D6-7+Size for Atmosphere."
--- CO
SEVERE: pp.186, Step 6: Hydrographics
The instruction "Roll 2D6+Size for Hydrographics." is incorrect.
Fix: Change it to "Roll 2D6-7+Size for Hydrographics."
--- CO
Commentary: As they currently read, the world generation rules are severely
broken and CANNOT generate some worlds (for instance, it's impossible to
generate a vacuum world and atmosphere codes 0-4 are NEVER possible). As
a matter of fact, you can't generate Earth (a major check I always apply to
world generation systems).
--- CO
SEVERE: pp.186, Step 8: Government
The instruction "Throw 2d6+Population." is incorrect.
Fix: Change it to "Throw 2d6-7+Population.".
--- JH
SEVERE: pp.186, Step 9: Law Level
The instruction "Throw 2D6+Government for Law Level." is incorrect.
Fix: Change it to "Throw 2D6-7+Government for Law Level.".
--- JH
SEVERE: Step 10: Technology Level
The "Technology Die Modifiers" table is incorrect. It currently reads:
Star Atmos- Hydro- Popu- Govern-
Level port Size sphere gra... lation ment
0 +2 +1 - - +1
1 +2 +1 - +1 -
2 +1 +1 - +1 -
3 +1 +1 - +1 -
4 +1 - - +1 -
5 - - - +1 +1
6 - - - - -
7 - - - - -
8 - - - - -
9 - - +1 +2 -
A +6 - +1 +2 +4 -
B +4 +1 -
C +2 +1 -
D - +1 -
E - +1 -2
F +1 -
X -4
Fix: It should read:
Star Atmos- Hydro- Popu- Govern-
Level port Size sphere gra... lation ment
0 +2 +1 - - +1
1 +2 +1 - +1 -
2 +1 +1 - +1 -
3 +1 +1 - +1 -
4 +1 - - +1 -
5 - - - +1 +1
6 - - - - -
7 - - - - -
8 - - - - -
9 - - +1 +2 -
A +6 - +1 +2 +4 -
B +4 +1 -
C +2 +1 -
D - +1 -2
E - +1 -
F +1 -
X -4
Commentary: The table in T:TNE seems to have suffered from missing tabs;
Chris' reconstruction inserted the tabs where they should go. However,
T:TNE has a -2 modifier for Government type E (Religious Oligarchy), where
MegaTraveller and Classic Traveller had a -2 for Government type D
(Religious Autocracy) and no modifier for Religious Oligarchy. I have
changed the table to agree with Classic Traveller.
--- CO, GG
MAJOR: pp.187, Step 12: Trade Classifications table
The "Fl" code should apply only to worlds with atmospheres A-C; types D, E,
and F have regions that are human-habitable, and therefore probably have
liquid water oceans. In addition, a world should only be barren ("Ba") if
its population multiplier is also zero; conversely, a world must have a
non-zero population multiplier in order to be non-industrial ("Ni").
Fix: Alter the "Fl" line of the table; replace atmosphere code "A+" with
"A-C". Add a note to the bottom of the table which states "A Barren world
must have a zero population multiplier; a Non-Industrial world must have a
non-zero population multiplier."
--- GS
MAJOR: pp.190, Step 1: Maximum Sustainable Population
Atmosphere types D, E, and F have regions that are human-habitable, and
therefore the ruling that "human life is not possible and the world is
uninhabited" should not apply to these worlds.
Fix: Replace the sentence with: "If the atmosphere is 0, 1, 2, 3, A, B, or
C, human life is not possible and the world is uninhabited: reduce the UWP
population code and population multiplier each to 0." Also insert the
following line to the Maximum Sustainable Population table, in the
Atmosphere section: "Factor: Atmos D, E, F Modification: -3".
--- GS
MAJOR: pp.191, Step 7: Government (impacts other parts of UWP generation)
The "Government Types in the Wilds" table describes an alternate coding for
government types, to be used in the Wilds. For example, Government 7 is
normally a Balkanized world, however in the wilds it is to be interpreted
as a Mystic Dictatorship. There is unfortunately no way to determine which
interpretation is to be used from any information in the UWP.
Fix: Modifications are made in several places to the world generation
procedures so that the government types for the wilds are more completely
integrated into the Traveller UWP system.
On pp.183, "Government" paragraph, add the following to the end of the
paragraph: "Many balkanized worlds have a most common government type, or a
most important territory. Re-roll the government type throw to generate
this government type (ignore and re-roll any further balkanized results),
and note it with a B:# (where # is the government code) in the world's
trade classifications."
On pp.188, "World Government" table, change the following entries:
Code General Description
0 --- No Government Structure. In many cases family, clan, or tribal
bonds predominate,
D --- Religious Dictatorship. Government by a religious, mystic, or psionic
minority which has little regard for the needs of the citizenry.
E --- Religious Autocracy. Government by a single religious, mystic, or
psionic leader having absolute power over the citizenry.
On pp.191, paragraph 7, "Government", change the entry to read:
"First determine if the world is balkanized. Add the world size and
population code and subtract the tech level to determine the balkanization
number. Roll 2d6; if the number rolled is equal to less than the
balkanization number, the world is balkanized. In this case, the
government type is 7. Determine the most common government type using the
procedure below, and note it in the world's trade classifications, using
the B:# convention (where # is the government code). This most common
government type may be a TED, if conditions are suitable.
"Second, if the world's population code is 5+, determine the presence of
Technologically Elevated Dictators (TED). Find the total number of tech
levels lost in Step 2 and roll 1d10. If the roll is less than the number
of tech levels lost, the world's government automatically becomes a TED.
Place the code Td to indicate this in the world's allegiance code, and roll
2d6 on the TED Government Type table to determine the form of the TED
government. Find the result of the die roll on the table; the
corresponding code is the world's government type.
"If the roll is equal to or greater than the tech level decline, or if the
world's population code is 4 or less, determine the government type by
rolling 2d6 - 7 + Population code. Record this number for future reference
when determining the world's law level in Step 8. Find this result on the
Government Types in the Wilds table; the corresponding code is the world's
government type.
On pp.191, "Government Types in the Wilds" table, replace the current table
with the following:
Die Code General Description
Roll
1- - 0 --- No Government
2 - 2 --- Participating Democracy
3 - 4 --- Representative Democracy
4 - A --- Charismatic Dictatorship
5 - C --- Charismatic Oligarchy
6 - Roll 2d6 on the "TED Government Type" table, and note Allegiance = Td
7 - D --- Religious Dictatorship
8 - F --- Totalitarian Oligarchy
9 - E --- Religious Autocracy
10 - 8 --- Civil Service Bureaucracy
11 - 3 --- Self-Perpetuating Oligarchy
12+ - 9 --- Impersonal Bureaucracy
On pp.191, "TED Government Type" table, add the following new table:
Die Code General Description
Roll
2 --- 5 --- Feudal Technocracy
3 --- 3 --- Self-Perpetuating Oligarchy
4 --- 6 --- Captive Government
5 --- B --- Non-Charismatic Leader
6 --- B --- Non-Charismatic Leader
7 --- F --- Totalitarian Oligarchy
8 --- F --- Totalitarian Oligarchy
9 --- E --- Religious Autocracy
10 --- D --- Religious Dictatorship
11 --- A --- Charismatic Dictatorship
12 --- C --- Charismatic Oligarchy
On pp.191, paragraph 8, "Law Level", change the entry to read:
"If the world is balkanized, the law level represents the most commonly
encountered law level on the world. Roll 2d6 to determine the most
commonly encountered law level of a balkanized world. The referee can
determine the law levels of individual nations on a case by case basis,
using the procedure described below for non-TED, non-balkanized worlds.
"If the world government is a TED, then roll 2d6+3 to determine the world's
law level.
"Otherwise, roll 2d6-7 and add the world government die roll (recorded in
Step 7 above) to determine the law level."
Commentary: There is no digit, field, or position in the UWP which
designates a world as being in the wilds. Therefore it is impossible to
determine (without some knowledge outside of the UWP) the government type
of a world. In addition to being extremely confusing to the referee and
players, this also plays havoc with the trade and commerce rules.
Ordinarily, a world with a Charismatic Dictators, Totalitarian Oligarchy,
or Religious Dictator is disqualified from the Rich classification, but in
the Wilds, Charismatic Dictators, Oligarchies, TEDs, and Mystic Dictators
are required to have a Rich world? Rich worlds make good trading partners,
but I though TEDs were supposed to violently discourage off-world contact.
After discussing the problem on TML, the most reasonable conclusion is that
governments in the wilds are just a different distribution of the same
government types we have seen before. The primary goal was to create a
single table of government types which could be used no matter where the
world was located. An examination of the original "Government Types in the
Wilds" table revealed that all but four of the government types were
identical to ones already in use in the "Normal" government types table
(although with different code values or slightly expanded definitions).
Of the four new codes, "Mystic Dictatorship" and "Mystic Autocracy" were
defined nearly the same way as "Religious Dictatorship" and "Religious
Autocracy", except for two words ("or psionic") in the general description.
Since I, for one, have had psionic religions in my Traveller games for more
than ten years, I didn't see much difference between the two, and folded
them together. Two down and two to go.
The "Tribal Government" is an interesting idea; kind of a half-step between
no government whatsoever and a more formal government. With some
hesitation, I folded it into "No Government"; if a new set of government
codes were to be devised, this one in particular should get its own code.
The last code is "Technologically Elevated Dictator (TED)". The more I
think about this one, the more I feel that this classification isn't
really a government type, but rather a classification decision made by some
other interstellar government or agency. The case of Plaven (setting for
the Classic Traveller "Divine Intervention" double adventure) is a case in
point. If Plaven were a few parsecs outside the Reformation Coalition, it
would be considered a TED; inside the Domain of Deneb, it's just another
Religious Dictatorship.
Any of the more oppressive government types could be (or could become) a
TED, provided that they meet the criteria: use of relic or other advanced
technology to maintain their rule, and a certain amount of unfriendliness
to interstellar visitors (Reformation Coalition in particular).
Thus, the decision that a TED was better represented by a government code
that indicated what form the government actually took, plus a note that it
is considered a TED (or, for those worlds outside the Star Viking sphere of
influence, would be considered a TED, if the RCES knew about the world).
The TED code is placed in the Allegiance field, because it is unused in the
wilds, and also because a TED by definition will not be a part of an
interstellar state.
The retroactive changes required to implement this change should be minor;
only materials produced with the uncorrected T:TNE rules, and which use the
Wilds government type table will need to be changed. The following table
summarizes the corrections needed:
Old New
Code Code
0 --- 0
1 --- 0
2 --- 2
3 --- 4
4 --- A
5 --- C
6 --- Roll 2d6 on the "TED Government Type" table) Allegiance = Td
7 --- D
8 --- F
9 --- E
A --- 8
B --- 3
C --- 9
A couple of caveats are in order, however. First of all, UWPs generated
using the uncorrected procedure provides no way of determining if the world
is balkanized. The table above ignores this; the preferable solution would
be to test for a balkanized world as described in the modified paragraph 7
above.
--- GG
MINOR: pp.18, Homeworld Die Roll Modifiers table
With a starport DM of +9 for characters in the wilds, it is not possible
with a 2d6 roll to get a starport class D.
Fix: Add a statement that the referee can alter the starport DMs, or
mandate a specific starport value.
Commentary: While the rules as published are probably representative of the
types of starports in the wilds, it is probably not representative of the
types of worlds that the PCs will come from in the Wilds.
--- MG
MINOR: pp.18, Homeworld Die Roll Modifiers table
The starport DM for characters in the Old Expanses is higher than that for
a pocket empire.
Fix: Reverse the DMs, so that the Old Expanses is +3, and a pocket empire
is +6.
--- MG
MINOR: pp.18, Homeworld Characteristic Description table
While specific descriptions for UWP code values can be found in the world
building section, no such correlation can be found anywhere for government
type.
Fix: Add the following table:
Government Description Table
Description Code Values
Low Gov 0 - 3
Moderate Gov 4 - 5
High Gov 6 - 8
Extreme Gov 9+
--- MG
MINOR: pp.23, Homeworld Modifiers table
Environment Suit is only available as a background skill on worlds with a
vacuum atmosphere, or if the tech level is Pre-Stellar.
Fix: Change the tech level requirement to "Pre-Stellar+".
--- GG
MINOR: pp.56, Career Entry Requirements table
The Hiver Technical Academy requires INT 7+ or EDU 7+. The table shows
EDU 7+ or CHR 7+.
Fix: Correct the table to indicate INT 7+ or EDU 7+.
--- MG
MINOR: pp.107, Character Attributes and Skills
In the second line of the first column, reference is made to attributes in
the range of 1 to 13. This is incorrect; the attribute maximum is 15.
Fix: The sentence should read: "These numbers range between 1 and 15, with
15 being the best."
--- GG
MINOR: pp.113, pp.115, pp.116: Astrogation skill
Astrogation is listed as (EDU) in pp.115 and pp.116; however it is listed
as (INT) on pp.113.
Fix: Correct the entry on pp.113 to "(EDU)".
Commentary: Other skills may have this problem, every entry has not been
cross-checked.
--- BJ
MINOR: pp.124-125, Pilot Skill
The last sentence on pp.124, part of the description of the Fixed Wing
cascade, indicates that x-wing aircraft use the pilot skill appropriate to
their current mode of travel. However, the Rotary Wing cascade on pp.125
indicates that x-wing aircraft should use the Fixed Wing skill at all
times.
Fix: Convertible fixed/rotary wing aircraft (including tilt-rotor, x-wing,
and other rotary wing vehicles which can lock their blades in flight) use
whichever cascade is appropriate to their current mode of flight. Delete
the portion of the Rotary Wing description which indicates otherwise; the
last sentence should read "Compound helicopters which still derive lift from
moving rotors use this cascade."
--- GG
MINOR: pp.185, top of the page.
The text begins mid-sentence; some text is missing.
Fix: Locate and restore the missing text.
--- GS
MINOR: pp.187, Step 12: Trade Classifications table
Low population worlds were defined in MegaTraveller as those with
populations 3-. My edition of Classic Traveller does not define this code.
T:TNE specifies a population of 4-, but apparently uses the old criteria in
some starmaps (see Kruyter and Fuetz on pp.88).
Fix: Alter the "Lo" line of the table to specify population "3-".
--- GG, GS
MINOR: pp.187, Step 14: Population Multiplier
The procedure described is correct for any world with a population digit of
1+. It is probably wrong for population zero worlds.
Fix: Append to the rules: "If the world population level is 0, roll 1D6; on
a 2+, the world is uninhabited: the population multiplier is 0."
--- GS, GG
MINOR: pp.188, World Population table
There is no population level to correspond to "Incidental", which is used
on the Homeworld Generation Table.
Fix: Population 0 should be "Incidental", not "Low".
--- MG
MINOR: pp.192, Step 5: Decimal Classification
The instructions in the table don't mention the special cases: There are no
O0 through O4 stars, and dwarf stars (class D) don't have a decimal
classification.
Fix: Add the following instruction to the step: "3. There are no O0
through O4 stars; ignore and re-roll these results. Dwarf stars
(luminosity class D) do not have a decimal classification."
--- GG
MINOR: pp.192, Step 15: Orbit Zones for Luminosity Class Ib
Stellar classes K5 and M0 have no habitable zone, and classes M5 and M9
have two.
Fix: Class K5 and M0 stars should have a habitable zone in orbit 11.
Classes M5 and M9 should have an inner zone in orbit 11, and a habitable
zone in orbit 12.
--- GS
MINOR: pp.194, Step 32: Population
Population for minor worlds can be non-zero even if the mainworld is
uninhabited, or has a pre-spaceflight TL. This is a problem, since the
trade classifications are based on the "main world".
Fix: Add to the following sentences to the instructions: "If atmosphere is
not 0, 5, 6, or 8, DM -2. If the main world has already been generated,
reduce the population to one less than that of the main world. Populations
of less than 0 are reduced to 0."
--- GS, GG
MINOR: pp.194, Step 34: Satellite Size
The size of a world's satellites are generated by 1D6 - World Size. Since
this allows size 1 worlds to have as many as several size 2 through 5
"satellites", this is clearly wrong.
Fix: The die roll should be "World Size - 1D6".
--- GS
MINOR: pp.195, Step 42: Facilities
Both Mining facilities and Military facilities use the same code.
Fix: To eliminate confusion, Mining facilities should use code "Mn".
--- GS
MINOR: pp.224, Interplanetary Travel.
The second paragraph of this section indicates that the travel formulae are
provided. They are nowhere to be found.
Fix: Provide the missing formulae.
--- GG
MINOR: pp.228, Step 2: Ship Type
There are no DMs given below the table, but values on the 1d6 table range
from 0 to 6+.
Fix: The table should also use the DMs from the Encounter Likelihood table.
--- BJ
MINOR: pp228-229, Starship Encounters
The DMs for ship encounters in the wilds produce an alarming number of
Vampire ships.
Fix: Add a note to the effect that "The referee should not feel obligated
to implement a vampire, but treat the encounter as 'No Encounter' if he or
she chooses."
-- MG
Commentary: The space travel procedure specifies checking for starship
encounters at least four times during an interstellar trip. In the wilds,
about a third of these checks will result in a ship. This works out to
about a 19.75% chance that no ship will be encountered. To achieve this
rate, that means that there are at least a couple thousand starships
operating in the former Third Imperium, and possibly considerably more. Of
these, about a sixth will be Vampires, giving us three to four hundred
vampire ships remaining in the former Third Imperium. This is exclusive of
all ships operating as part of the Regency, Reformation Coalition, or a
pocket empire.
--- GG
MINOR: pp.236, Step 3: Passengers
No die roll is provided for the number of steerage passengers, however a
die roll modifier is supplied for this (nonexistent) roll.
Fix: Roll the dice as indicated in the "Low" column to determine the number
of steerage passengers. Credit the ship with Cr2500 per steerage
passenger.
--- GG
MINOR: pp.236, Step 4: Freight and Cargo
It is not clear if the die roll modifiers apply to the number of lots, the
size of the lots, or both.
Fix: Add the following instruction to the die roll modifiers: "Apply the
following die roll modifiers to the rolls for the number of lots
available."
--- GG
MINOR: pp.237, Step 7: Nature of Cargo
Some worlds don't have any trade classifications at all.
Fix: Add the instruction "Worlds with no trade classifications use table
8f".
--- MG
MINOR: pp.243, Parts
The rules require the use of replacement parts to repair breakdowns, and
mention that replacement parts can frequently be purchased. There are no
guidelines on the cost, volume, or mass of such parts, however.
Fix: Append some guidelines to help the referee determine the cost, mass,
and volume of repair parts.
--- BJ
MINOR: pp.260, Battle Damage (vehicular robots)
The last paragraph on the page seems to refer to damage to the robot's
weaponry.
Fix: Insert an italicized "Main Armament:" before this paragraph.
--- MG
MINOR: pp.306, Blister Agent
The last sentence of the paragraph states that "both masks and protective
suits" are required to be worn in order to be safe from blister
agents. Particularly in light of the following section, this can be
confusing.
Fix: Change the sentence to read: "Characters wearing both masks and
protective suits, or wearing pressure suits (such as a vacc suit, combat
environment suit, combat armor, battle dress, etc.) are unaffected by
blister agents."
--- GG
MINOR: pp.306, Nerve Gas
The second paragraph of this section states that one must wear "a
protective suit or pressure suit ... and a gas mask" in order to be
protected. I wasn't aware that pressure suits (such as a vacc suit) leaked
when worn without a gas mask.
Fix: Change the last sentence of the paragraph to read: "Characters wearing
both masks and protective suits, or wearing pressure suits (such as a vacc
suit, combat environment suit, combat armor, battle dress, etc.) are
unaffected by nerve gas."
--- GG
MINOR: pp.313, Speed Change and Compute New Range
The rules err by a factor of two when computing the velocity change due to
each G-turn of acceleration. In addition, the velocity change is treated
as if it occurred instantly at the beginning of the turn.
Fix: Modify the "Speed Change" and "Compute New Range" paragraphs on
pp.313-314 to read as follows:
"Speed Change: Each ship may spend a number of G-turns limited by its G
rating (maneuver performance) in order to modify the closing velocity.
Each G-turn of acceleration spent by a ship changes the closing velocity
for the next turn by one. In addition, each 2 G-turns of acceleration
spent changes the closing velocity for the current turn by one (drop
fractions). The closing velocity may be increased or decreased. As
G-turns of acceleration are spent, players must declare whether they are
going to increase or decrease the closing velocity."
"Compute New Range: At the end of each turn, subtract the current closing
velocity (the velocity for this turn as computed above) from the current
range to get the new range for the next turn. When the closing velocity is
a negative number, remember that subtracting a negative number is the same
as adding a positive number, thus actually increasing the range."
Alternate: The above, while accurately reflecting Newtonian physics, may
seem too complicated for some players. Thus, the suggested simplified fix
is to alter the "Speed Change" and "Compute New Range" paragraphs on
pp.313-314 to read:
"Speed Change: Each ship may spend a number of G-turns limited by its G
rating (maneuver performance) in order to modify the closing velocity.
Each G-turn of acceleration spent by a ship changes the closing velocity
for the next turn by one. The closing velocity may be increased or
decreased. As G-turns of acceleration are spent, players must declare
whether they are going to increase or decrease the closing velocity.
"Compute New Range: At the end of each turn, subtract the current closing
velocity (before the speed changes above) from the current range to get the
new range for the next turn. When the closing velocity is a negative
number, remember that subtracting negative number is the same as adding a
positive number, thus actually increasing the range."
Commentary: From basic Newtonian physics, if acceleration is constant,
velocity is acceleration multiplied by time (V=A*T), and the distance
traveled is half of acceleration multiplied by time squared (D=1/2*A*T^2).
If Acceleration (A) is a constant 1g, then A = 10 m/s^2 (1g)
Velocity (V) is acceleration times the time V = 10 m/s^2 * 30 min
spent at that acceleration. = 10 m/s^2 * 1800 s
= 1800 m/s (64800 kph)
The Distance (D) traveled during this D = 0.5 * 10 m/s^2 * (1800 s) ^2
acceleration is half the acceleration = 5 m/s^2 * 3240000 s^2
time the time squared. = 16,200,000 m
Putting this into T:TNE space combat terms, a velocity of 1 is one range
band per combat turn (30,000 km per 30 min; 60,000 kph). A distance of 1
is one range band, 30,000 km, and the unit of time is a turn (30 minutes;
1800 s).
So, each G-Turn of acceleration increases the ship's velocity for the next
turn by slightly over 1 band/turn. The distance traveled in the current
turn during this acceleration is slightly more than a half a range band
per G-turn of acceleration expended, plus whatever distance is traveled due
to the velocity the ship started the turn with.
To help clarify what's going on, the following examples presume that a
standard Scout/Courier (maneuver 2G) is closing in at velocity 4 on a
patrol ship which is station-keeping 8 range bands away. The scout ship
wants to brake to a stop as quickly as possible. In all cases, the ship
brakes at 2g (2 G-Turns of acceleration) at a cost of 1 G-Hour of fuel
each turn.
Newtonian Physics: A = 20 m/s^2. V = 66667 m/s (240000 kph). Solving for
T, we get the time to decelerate to a stop is T = 3333 s (55.6 min; or
about 2 turns). Distance traveled while stopping is 111111 km (about 3.7
range bands). Rounding fraction, we say that the ship is stopped at the
end of the second turn, 4 range bands from the patrol ship.
Using T:TNE as published, in the first turn, the scout/courier begins
braking. Velocity changes by 1; the new velocity is 3, and the new range
is 5. In the second turn, the scout continues braking; new velocity 2, new
range 3. Turn 3: velocity 1, range 2. Turn 4: the scout comes to a stop
at a range of 2.
With the fix, in the first turn, the current velocity decreases by 1, to 3,
and the next turn's velocity decreases by 2, to 2; the new range is 5. In
the second turn, braking continues. Current velocity drops by 1, to 1, and
the new velocity decreases by 2, to 0. The ship will stop at the end of
the turn, and the new range is 4.
In the alternate scenario, the scout begins braking. In the first turn,
the next turn's velocity decreases by 2, to 2. The new range is 6
(remember, the new range is figured with the old velocity). In the second
turn, the current velocity is 2, the new velocity is 0, and the range is 4.
--- GG
MINOR: pp.314, Evasion
The reference to "G-Hours" in the penultimate line on the left-hand column
is spurious.
Fix: Replace "G-Hours" with "G-Turns".
--- GG
MINOR: pp.325, Hit Location table
This table and related notes, located in the bottom left corner of the
page, does not seem to be referenced by the text or by any of the
procedures on the page.
Fix: Delete the table.
--- GG
MINOR: pp.337, Thermal Meteoroid Garments
These garments are listed as "armor 6, cloth-1" on the table. Presumably
this is a hold-over from MegaTraveller. In T:TNE terms, this is protection
equivalent to TL-12 battle dress, and for only Cr 400.
Fix: The armor value of Thermal Meteoroid Garments should be 1.
--- BJ, GG
MINOR: pp.337, Long-Range Thruster Pack
The text, located at the bottom of the left-hand column), states that this
device is capable of 2 Gs of thrust for 48 hours; that's 96 G-Hours.
Fix: Replace the last sentence of the column with: "The Long-Range Thruster
pack (LRTP) is heavy, but it provides up to 1/2 G acceleration for up to 4
hours, using standard starship fuel."
Commentary: Who needs a grav belt! A Long-Range Thruster Pack has enough
acceleration to lift off of any terrestrial world, and with 48 hours
endurance, can hover indefinitely; all for a seventh the cost. To put it
in perspective, this little device is capable of more than 13 round-trips
from the Earth to the Moon without refueling.
--- BJ, GG
MINOR: pp.357, Grenades
The statistics for ordinary Hand Grenades seems to have been omitted.
Fix: Locate and insert this information.
--- KH
MINOR: pp.368, Free Trader Damage Tables
Areas 17, 18, and 19 have no result listed, while areas 5 - 13 duplicate
entries listed elsewhere.
Fix: Remove the "5 - 13" entry, and move the "17, 18, 19" entry up one line
(so that these rolls indicate Engineering damage).
--- MG
MINOR: pp.375, Donosev Class Survey Ship Damage Tables
Areas 12 - 15 do not appear on the damage tables. While dispersed
structure ships may have hit locations which result in a miss, such areas
should be clearly labeled, if for no other reason that to assure the
reader that no mistake was made. In any case, the Donosev Class ship
should not be a dispersed structure vessel.
Fix: Correct the damage table.
--- MG, GG
MINOR: pp.376, Subsidized Liner Damage Tables
Area 13 is listed twice, once as "13 - 17", and once as "11 - 13".
Fix: Alter the first occurrence to read "14 - 17".
--- MG
MINOR: pp.377, Broadsword Class Mercenary Cruiser Damage Tables
Area 12 is listed twice, once as "12 - 15", and once as "6 - 12".
Fix: Alter the second occurrence to read "6 - 11".
--- MG
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Science-Fiction Adventure
in the New Era