Errata

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TML message #5735From bundle 479All messages with this subject

 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.