This errata is from a sheet sent to me by GDW. It is presented in its
entirety in ASCII format. I also received a errata sheet for Brilliant
Lances, dated August 9, 1993. This is the same sheet that I received
with the game. Please let me know if anyone needs it, and if they do
I'll scan it in.
Traveller: The New Era - Errata
Errata and Clarifications to Traveller: The New Era, effective June 30,
1993, organized by page number.
Page 5
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 2D-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 governmental 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 manner as a size or hydrograhics 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 nature 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 generate 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 unpredictably,
and exist to help referees create interesting campaigns, rather existing
as ends in themselves.
Page 196
Travel Movement Table
Some of the Travel Moves are off. Correct values are:
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 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 consciousness every turn in
which
the character attempts an activity becomes a Difficult roll against
Constitution. Characters who have lost consciousness make a Formidable
roll against their Constitution each turn to attempt to regain
consciousness.
Critical Wounds: The roll to regain consciousness is made each combat
turn, and 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
characters'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 a Difficult versus CON,
not
Formidable.
Page 302
In the example of the collision between the car and the truck, the
following corrections should be made: "the car is hit with a value
of (95x2)/10, or 19," "which means that (19-1=) 18 is referenced," and
"As a result, (9-1=) 8 points are taken to 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 the lower left-hand corner of page, as it
is
redundant. Use Ship Facing tables at upper right for hit location.
On Ship Facing/Beam Weapons 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 150Mj 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 asked 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 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 controllable in combat, is shown at the bottom of
the
page. {I reproduced it below--matt}
----Weight-------
- ---Price----
Caliber TL Ammo Empty Lded Ammo Mag Wpn Ammo
4mm Gauss Cbt Auto 13 4mm Gs 0.8 1.02 .0145 15 600 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 Weapon
The numbers listed under "Pen" are the weapons' Penetration Values for
use against vehicles, see page 297. The penetration 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 ranges for Fusion Rifle-14 is 50, and Fusion Rifle-15 is 70.
Page 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 correct configurations and Moves
are as follows. The notation Unarmored refers to the Unarmored
Vehicles rule on Page 301, and the reference 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 Formidable
driving rolls for a period of fours 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 absolute speed at
high
altitude, the high flight Travel Mode 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; Configuration: Use
"Firing at Riders" (page 277) and "Motorcycles" (page 301)
Page 363
G-Carrier
20 Mj plasma cradle gun Damage should be 16, and Penetration Values
should be 16-8-1.
Page 364
Grav Tanks
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.