Combat starts on page 263, not 363.
Page 38
Stellar Regions DMs Table
Under "Wilds," wear value reference should be 10, not 8.
Page 186
4 World Size
Should be 2D6@2
5 Atmosphere
Should be 2D6@7 + World Size
6 Hydrographics
Should be 2D@7 + World Size
8 Government
Should be 2D@7 + Population
9 Law Level
Should be 2D@7 + Government
Page 187
12 Trade Classification
Atmosphere for Industrial class should be "2@, 4, 7, 9"
Page 191
A number of players have expressed concern that there
are now two parallel sets of government type codes, one for
the Wilds, and one for use elsewhere, as this will cause
confusion when reading UWPs. Players should think of the
government digit not as a firm definition in the same man-
ner as a size or hydrographics code. Rather, it is a
descriptive tool to help create an effective roleplaying
atmosphere. Unlike all other digits of the UWP which are
quantifiable, government type is highly descriptive in na-
ture and is often a judgement call. For example, is a board
of directors a Participating Democracy, a
Company/Corporation, or a Self-Perpetuating Oligarchy?
Future Traveller: The New Era products will expand and
further detail world governmental descriptions. The basic
book was not able to contain such a system for reasons of
space, and because the game had to allow players to gener-
ate pre-Collapse Imperial worlds, the classic Traveller
method of government generation was retained as an interim
system. In providing the Wilds government types, we aimed
to increase the diversity of world types that can be
visited, and further fuel players' imaginations. Like real
governments, UWP government digits can change unpredict-
ably, and exist to help referees create interesting cam-
paigns, rather than existing as ends in themselves.
Page 196
Travel Movement Table
Some of the Travel Moves are off. The correct values
should be:
Heavy cargo truck 85/10
Ground car 260/50
Hovercraft 240/195
Tracked ATV 150/65
Range truck 240/85
Wheeled ATV 175/65
Air raft (open) 1440/260
G-Carrier 2880/260
Enclosed air raft 2880/260
Grav tank 2400/345
Speeder 3360/390
Grav Bike 720/85
Page 199
Effects of Fatigue
For the fatigue effects on fire, it is simpler to think of
the fatigue effects as +DMs used on a normal task die roll
than as subtractions from the target number.
Page 236
5 Sourceworld Trade Classifications
Atmosphere for Industrial class should be "2@, 4, 7, 9"
Page 288
Upon further testing, we have decided that the following
wound effects provide more entertaining and dynamic play,
and suggest that all players use these instead.
Serious Wounds: the roll to avoid losing conciousness every
turn in which the character attempts an activity becomes a
Difficult roll against Constitution. Characters who have
lost conciousness make a Formidable roll against their Con-
stitution each turn to attempt to regain conciousness.
Critical Wounds: The roll to regain conciousness is made
each combat turn, and is a D100 (percentile) roll against
the Constitution attribute.
Page 289
Add the following new rule for the use of the personal
medical kit, immediately before the "Stabilizing Critical
Wounds" section.
Use of a personal medical kit (page 334) allows a character
with neither Medical skill nor a doctor's medical kit to
avoid the unskilled penalty when attempting a first aid task
(thus it is a Formidable task using the character's EDU
attribute). One such use uses up the medical kit.
Page 292
Under Powerboats, the reference to "size one" should read
"Micro or SubMicro."
Page 301
Fire: The task to extinguish a fire should be Difficult
versus CON, not Formidable.
Page 302
In the example of the collision between the car and truck,
the following corrections should be made: "the car is hit
with a value of (95x2)M-v10, or 19," "which means that (19@1=)
18 is referenced," and "As a result, (9@1=) 8 points are
takento the Vehicle Damage Results Table." In the tandem
bicycle example, the check versus Agility should be Average,
not Difficult.
Page 315
In the second-to-last paragraph, delete the reference to
the limit on maximum simultaneous sensor locks.
Page 325
Delete Hit Location table in lower left-hand corner of
page, as it is redundant. Use Ship Facing tables at upper
right for hit location.
On Ship Facing/Beam Weapon Fire table, "Fore Quarter" line
should read: "reroll results of 16 through 20."
Page 340
Communication Equipment
The in-text range of 500 km for both the Communicator,
Laser, and Communicator, Video, should be changed to 300 km,
and all references to the term "regional range" should be
deleted.
Page 348
Laser Turret Table
the TL 14 150 Mj laser turret should have an Extreme range
listing of "16:1/10-30."
Page 351
Slug Rifles and Carbines
The double-barrel rifle mentioned in the note is 12mm, not
13, and its magazine listing in the table should be 2i.
Page 354
Small Arms
Several people have if the recoil figures for the 4mm Gauss
Pistol-13 are in error. They are not. Because Traveller: The
New Era uses a more realistic system (developed for
Twilight: 2000) for rating firearms based on weapon weight,
round weight, and muzzle velocity, than Traveller did,
weapons that were created for Traveller do not always work
well when using their original Traveller specifications. The
gauss pistol listed here is such an example of a weapon
rated into Traveller: The New Era using its original
Traveller specifications. The recoil is high because it is
specified as being such a light weapon for its high muzzle
velocity. We have theorized that this is a light, easily
concealable, hold-out weapon that is hard to control.
Another gauss pistol design, intended to be more control-
lable in combat, is as follows.
----- Weight -------- ----- Price -----
Caliber TL Ammo Empty Lded Ammo Mag Wpn Ammo
4mm Gauss Auto 13 4mm Gs 0.8 1.02 .014515 600 1.3/20
--- Recoil ---
Weapon RoF Dam Pen Blk Mag SS Brst Rng
4mm Gauss Cbt Auto 3 1 1-Nil 1 15 3 5 30
Page 355
Lasers
The Laser Rifle-9 (8cm) should have a Pen of Nil/3-Nil.
The Laser Rifle-13 (4cm) should have a Pen of 3. This
Penetration does not attenuate with distance.
High Energy Weapons
The numbers listed under "Pen" are the weapons' Penetration
Values for use against vehicles, see page 297. The penetra-
tion ratings for use against personnel according to the
rules on page 285 were inadvertently omitted. These ratings
are 1-2-10 for all plasma guns and 1/2-1-4 for all fusion
guns.
Correct range for Fusion Rifle-14 is 50, and Fusion Rifle-
15 is 70.
Pages 360-365
Vehicle Data
Many of the vehicles have no listed configuration or an
incomplete configuration. In addition, Travel Moves and
grav vehicle Combat Moves need to be corrected. Their cor-
rect configurations and Moves are as follows. The notation
Unarmored refers to the Unarmored Vehicles rule on page 301,
and the references to turrets refer to the Hit Location rule
on page 297. Any Travel or Combat moves that are not listed
do not need correction.
Note that travel moves for ground vehicles assume that
the vehicle is moving at a rate of 1.5 times its safe speed
for a period of four hours. This means that a ground vehicle
could go farther than this during a four-hour period. The
absolute upper limit is twice the listed travel move, which
translates to the vehicle's driver making constant For-
midable driving rolls for a period of four hours.
Travel moves for aircraft and grav vehicles are in the
format high flight speed/NOE speed. For NOE speed, the
Travel Move is 1.5 times the safe speed for four hours, just
as for ground vehicles. Because high flight speed is an ab-
solute speed at high altitude, the high flight Travel Move
is four hours at this speed, with no need for
driving/piloting checks (except in the case of bad weather,
etc., at the referee's discretion).
Heavy Cargo Truck: Travel Move: 85/10; Configuration:
Vehicle (Unarmored)
Ground Car: Travel Move: 260/50; Configuration: Vehicle
(Unarmored)
Hovercraft: Travel Move: 240/195; Configuration:
Vehicle (no turret)
Tracked ATV: Travel Move: 150/65; Configuration:
Vehicle (no turret)
Range Truck: Travel Move: 240/85; Configuration:
Vehicle (Unarmored)
Wheeled ATV: Travel Move: 175/65; Configuration:
Vehicle (no turret)
Air Raft: Travel Move: 1440/260; Combat Move: 50/6;
Configuration: Vehicle (Unarmored)
G-Carrier: Travel Move: 2880/260; Combat Move: 100/6;
Configuration: Vehicle (Small Turret)
Enclosed Air Raft: Travel Move: 2880/260; Combat Move:
100/6; Configuration: Vehicle (no turret)
Grav Tank: Travel Move: 2400/345; Combat Move: 83/8;
Configuration: Vehicle (Turret)
Speeder: Travel Move: 3360/390; Combat Move: 117/9;
Configuration: Vehicle (no turret)
Grav Bike: Travel Move: 720/85; Combat Move: 25/2; Con-
figuration: Use "Firing at Riders" (page 277) and
"Motorcycles" (page 301)
Page 363
G-Carrier
20 Mj plasma crade gun Damage should be 16, and Penetration
Values should be 16-8-1.
Page 364
Grav Tank
120 Mj fusion cradle gun Range should be 600*.
Pages 366-379
Starships
Starship errata will be corrected in Brilliant Lances:
Traveller Starship Combat, and will become available at that
time.