This is part two of the Traveller Mailing List MegaTraveller Errata package. The TML MT Errata package consists of Archive Message Numbers 163, 181, 180, and 182. ---------------------------------------------------------------------- James T. Perkins Traveller Mailing List Administrator Tektronix Logic Analyzers "Load Auto/Evade, Beowulf!" ---------------------------------------------------------------------- INTERNET: traveller-request@dadla.wr.tek.com CSNET: @RELAY.CS.NET:traveller-request@dadla.wr.tek.com UUCP: {uunet,decvax,gatech,hplabs}!tektronix!dadla!traveller-request ------- Forwarded Messages Message-Id: <8811021025.AA16151@umn-cs.cs.umn.edu> To: traveller%dadla.wr.tek.com@RELAY.CS.NET Cc: rossow@umn-cs.cs.umn.edu Subject: MegaTraveller Errata 10/1/88 [Part 3 of 3] Date: Wed, 02 Nov 88 04:24:59 -0600 From: (Michael Rossow) rossow@umn-cs.cs.umn.edu Reply-To: traveller-request@dadla.wr.tek.com Resent-To: traveller-internal Approved: by traveller@dadla Wed Nov 2 04:17:36 PST 1988 Archive-Message-Number: 180 Resent-Date: 02 Nov 88 04:17:46 PST (Wed) Resent-From: Traveller Mailing List IMPERIAL ENCYCLOPEDIA Page 68, Vacc Suits (addition): There is a tech level 7 vacc suit available that acts as mesh armor, has a volume 3.6 kliters, weighs 12 kg, and costs Cr10,000. The dexterity encumbrance is also -3. A series of hostile environment "hard" vacc suits are also available. Their values are given in the table below: Encumbrance TL Armor Volume Weight Price to Dexterity - -- ------------ ----------- ------ --------- ------------ 8 Cloth-2 3.8 kliters 35 kg Cr12,000 -3 9 Cloth-1 3.8 kliters 40 kg Cr16,000 -3 10 Cbt armor-2 3.0 kliters 40 kg Cr18,000 -3 11 Cbt armor-1 2.0 kliters 10 kg Cr20,000 -3 12 Cbt armor 2.6 kliters 25 kg Cr150,000 -2 Page 75, 7mm Bolt Action Rifle (addition): The 7mm Bolt Action Rifle listed on the 06/01/88 errata sheet is available at tech level 4 and costs Cr100. In all other respects, it is identical to the standard 7mm rifle listed on page 75 of the Imperial Encyclopedia. Page 76, Revised ground vehicles (correction): The revised ground gehicles presented in the 06/01/88 errata should have an EMLevel of moderate, not faint. Page 86, Reference to Interplanetary Travel Diagram and Formula (correction): The travel diagram and formula can be found in the GDW MegaTraveller product Referee's Companion. Page 89, Drug Prices (omission): The drug prices were accidentally omitted. Here they are: Drug Per Dose ------------------------- Slow Drug Cr500 Medical Slow Cr100 Fast Drug Cr200 Combat Drug Cr750 Anagathics Cr20,000 Truth Drug Cr5,000 Slow Drug Antidote Cr600 Fast Drug Antidote Cr900 Recording Devices (ommission): Recording devices were accidentally omitted from the Imperial Encyclopedia. Here they are: TEXT RECORDERS At tech level 10, text recorders can transcribe: that is, they can produce written text directly from spoken words. Information is recorded on small tape cassettes costing Cr3. At tech level 13, data is recorded on holographic crystals instead. Tapes can hold approximately 20 million worlds; crystals can hold ten times that. At tech level 10, text recorders can transcribe spoken voice to written text automatically. Memclips for specific languages are also available: each allows transcribing from a specific spoken language. Description TL Vol Wt Price ------------------------ -- --------- ----- ------ Text Recorder 10 2 liters 1 kg Cr1200 Linguistics Memclip 10 - - Cr150 Recording Tape 10 - - Cr3 (20 mill. word capacity) Recording Crystal 13 - - Cr3 (200 mill. word cap.) SOUND RECORDERS Very small, pencil-sized recorders appear at tech level 10, and can easily record anything detectable by the human ear. Dedicated computer software within the recorder allows the user to instantly playback any part of a recording. By tech level 13, sound recorders use holographic crystals as the recording media. Description TL Vol Wt Price ------------------------ -- --------- ----- ------ Sound Recorder 10 - - Cr300 Recording cartridge 10 - - Cr5 (10 hour cap.) Recording crystal 13 - - Cr5 (100 hour cap.) IMAGE RECORDERS Two-dimensional images remain the most common method of image recording, with the speed and ease of use improving dramatically at higher tech levels. Although holography is generally invented around tech level 7, inexpensive and practical methods to produce and view still holographic images are not perfected until tech level 11. Inexpensive 2 dimensional image recordings (snapshots) are still a popular alternative to 3 dimensional images beyond tech level 11. Two-dimensional Still Camera: The tech level 10 still camera is inexpensive, easy to use, and produces detailed images that can be viewed instantly. The 'recording card' used to record images is re-useable. Description TL Vol Wt Price ------------------------ -- --------- ----- ------ 2D Still Camera 10 0.1 liter 0.1kg Cr150 Recording card 10 - - Cr3 (200 images) Recording crystal 13 - - Cr3 (2000 images) Three-dimensional Still Camera: In spite of the awkwardness of using the first marginally portable 3 dimensional still cameras (which require a seperate power pack) at tech level 11, 3 dimensional image recorders are in public demand, because of their advantages over the 2 dimensional machines. At tech level 13, with the advent of compact batteries providing the necessary sustained power level, 3 dimensional still cameras reach handheld size. Description TL Vol Wt Price ------------------------ -- --------- ----- ------- 3D Still Camera 11 14 liters 8 kg Cr1,500 Power Pack 11 2 liters 2 kg Cr600 (for TL 11 and 12 camera) Recording card 11 - - Cr10 (40 images) 3D Still Camera 13 1 liter 0.5kg Cr5,000 Recording crystal 13 - - Cr10 (400 images) VIDEO RECORDERS Even though holovision typically becomes available at tech level 10, producing holovideos still requires expensive, bulky equipment and high power at that tech level. Often, not until tech level 13 are effective techniques devised for producing inexpensive holovideos with simple, lightweight equipment. Two-dimensional Video Recorder: Electronic recorder of visual images, either as single frames or sequential motion pictures using integral camera and lens system. Information is recorded on small visual tape cassettes for later viewing. At tech level 13, recording is on holographic crystals. Each tape can hold 60,000 distinct images or one hour of motion pictures; crystals can hold ten times that amount. Description TL Vol Wt Price ------------------------ -- --------- ----- ------ Two-dimensional VCR 8 3 liters 1.2kg Cr900 Recording tape 8 - - Cr2 (1 hr cap.) Recording crystal 13 - - Cr2 (10 hr cap.) Three-dimensional Video Recorder: The 3 dimensional video recorder is barely portable at tech level 13. More portable units are commonly available by tech level 14, with tech level 15 bringing forth the handheld 3 dimensional recorder. All of these recorders use holocrystals for image storage. Separate powerpacks are not needed. Description TL Vol Wt Price ------------------------ -- --------- ----- -------- Three-dimensional VCR 13 20 liters 15 kg Cr15,000 14 8 liters 6 kg Cr20,000 15 2 liters 2 kg Cr30,000 Recording crystal 13 - - Cr15 (1 hr cap.) Hi-cap recordg crystal 15 - - Cr50 (5 hr cap.) (note: works only with TL15 recorder) Starship Examples Note: The starship examples all include the 20% discount. Weapon/Ammunition Acronyms List: ACR: Advanced combat rifle CBM: Cluster bomblet munition CPR: Chemically propelled round HE: High explosive HEAP: High explosive, armor piercing KEAP: Kinetic energy, armor piercing KEAPER: Kinetic energy, armor piercing, explosive round MRL: Multiple rocket launcher RAM: Rocket assisted munition VRF: Very rapid fire The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc. All opinions and material above is the responsibility of the originator. Send Submissions To: @RELAY.CS.NET:traveller@dadla.wr.tek.com, major_node!tektronix!dadla!traveller, or traveller@dadla.wr.tek.com List Administrator: traveller-request@dadla.wr.tek.com ------- Message 2 Message-Id: <8811021023.AA16141@umn-cs.cs.umn.edu> To: traveller%dadla.wr.tek.com@RELAY.CS.NET Cc: rossow@umn-cs.cs.umn.edu Subject: MegaTraveller Errata 10/1/88 [Part 2 of 3] Date: Wed, 02 Nov 88 04:23:34 -0600 From: (Michael Rossow) rossow@umn-cs.cs.umn.edu Reply-To: traveller-request@dadla.wr.tek.com Resent-To: traveller-internal Approved: by traveller@dadla Wed Nov 2 04:19:40 PST 1988 Archive-Message-Number: 182 Resent-Date: 02 Nov 88 04:19:56 PST (Wed) Resent-From: Traveller Mailing List 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. The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc. All opinions and material above is the responsibility of the originator. Send Submissions To: @RELAY.CS.NET:traveller@dadla.wr.tek.com, major_node!tektronix!dadla!traveller, or traveller@dadla.wr.tek.com List Administrator: traveller-request@dadla.wr.tek.com ------- End of Forwarded Messages