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Traveller 2nd Edition Errata

Posted: Tue Sep 18, 2018 7:37 pm
by GarethL
I threw this together, mostly for my own use with answers from the forums, but help yourselves. If there's anything else anyone knows of I'd greatly appreciate it if you could point me in the right direction.
https://docs.google.com/document/d/1KGX ... sp=sharing

Re: Traveller 2nd Edition Errata

Posted: Wed Sep 19, 2018 1:38 am
by Geir
Thanks! That's really useful and will probably save me from posting questions already answered.
On the Heavy Fighter computer, I wonder if the intent was really to make it CT Model/5 which is now Model /25.
I checked the original Fighting Ships, and that had the Computer as/7, reduced to /6 by lack of bridge, so it's not a straight "translation error".

Re: Traveller 2nd Edition Errata

Posted: Wed Sep 19, 2018 10:58 am
by Baldo
https://docs.google.com/spreadsheets/d/ ... sp=sharing
AndrewW wrote:
Sun Sep 10, 2017 5:32 pm
GarethL wrote:
Sun Sep 10, 2017 4:28 pm
J-Drive, High-Tech Advantages
Note that Stealth jump normally requires two advantages, thus the Harrier breaks the rules presented in High Guard here
Actually, it requires one that was supposed to have been updated. (...) That adjustment should have been in before the PDF was released, not sure what happened.
Thanks for the errata, just adding a thing you missed.

Re: Traveller 2nd Edition Errata

Posted: Wed Sep 19, 2018 1:45 pm
by Varulv
Awesome, thank you! :)

Re: Traveller 2nd Edition Errata

Posted: Wed Sep 19, 2018 4:03 pm
by AnotherDilbert
I have some quibbles:
Image

E.g. the jump drive is base 5 Dt + 2 × 2.5% × 200 Dt = 15 Dt.

Re: Traveller 2nd Edition Errata

Posted: Wed Sep 19, 2018 4:14 pm
by Gwarh
Just wanted to add my voice to the chorus of thank you's. I really appreciate all the work you put into creating and compiling this errata document.

I am assuming most, none, all of this content has been added to the core rules book PDF's available from drivethrurpg.com ?

Re: Traveller 2nd Edition Errata

Posted: Wed Sep 19, 2018 6:43 pm
by steve98052
That's great work! The format looks good even on mobile.

Do you revise the unofficial to official when the correction is confirmed by an editor? Or are the things marked official corrections that appear in newer PDF editions but not necessarily in print or first release PDF editions?

Re: Traveller 2nd Edition Errata

Posted: Thu Sep 20, 2018 1:10 pm
by AnotherDilbert
Brilliant initiative, thanks!

Ghalalk:
Deployment Shuttle is from:
https://www.rpgnow.com/product/194077/H ... nt-Shuttle
It's 50 Dt and MCr 35.7759 as published.


Fleet Escort & several other ships:
Core computers include all Jump Control software; No extra Jump Control software needed.


Gionetti:
Tonnage works out reasonably for me, but Hull and cost is off (note that I include MCr 571 of ammo in the cost):
Image

Re: Traveller 2nd Edition Errata

Posted: Thu Sep 20, 2018 3:31 pm
by GarethL
Thanks all,

I found detailed errata on the forums for all of the high guard ships that I'm currently working through,

I'll add everything else you've suggested as soon as I can,

Re: Traveller 2nd Edition Errata

Posted: Thu Sep 20, 2018 3:34 pm
by GarethL
steve98052 wrote:
Wed Sep 19, 2018 6:43 pm
Do you revise the unofficial to official when the correction is confirmed by an editor? Or are the things marked official corrections that appear in newer PDF editions but not necessarily in print or first release PDF editions?
I don't want to come across as organised or anything... I just wanted to make it clear what official word was and what was a workable but unofifcial tweak was in case people questioned anything,

Re: Traveller 2nd Edition Errata

Posted: Fri Sep 21, 2018 9:40 am
by arcador
The CSC Track trait is official. I emailed Matt some time ago and he confirmed it's an omission. The trait stays.

Also, can someone elaborate a little on this one:

"Page 135, Vehicle Critical Hits
Where results “increase hull severity”, apply a hull critical hit at the lowest level not yet applied..."

Is that the same it works for spaceships?

Re: Traveller 2nd Edition Errata

Posted: Fri Sep 21, 2018 9:55 am
by GarethL
arcador wrote:
Fri Sep 21, 2018 9:40 am
The CSC Track trait is official. I emailed Matt some time ago and he confirmed it's an omission. The trait stays.
Cool - thanks,
arcador wrote:
Fri Sep 21, 2018 9:40 am
Also, can someone elaborate a little on this one:

"Page 135, Vehicle Critical Hits
Where results “increase hull severity”, apply a hull critical hit at the lowest level not yet applied..."
Taken from this thread:
viewtopic.php?f=89&t=120907
My take on it is that if a critical hit results in an effect saying "Hull Severity increased by +1" or similar (such as a level five fuel hit) then advance the critical hit level of the Hull track by one.
arcador wrote:
Fri Sep 21, 2018 9:40 am
Is that the same it works for spaceships?
Yeah - it looks like it.

Re: Traveller 2nd Edition Errata

Posted: Wed Dec 12, 2018 7:29 am
by WingedCat
High Guard page 77: what's the tonnage of planetoid results (8-12)? And do planetoids automatically change the ore type to "nickel iron planetoids" for the purpose of the Commodity Prices table on page 79?

I've been going with, "8=10,000,000 tons, 9=100,000,000 tons, 10=1,000,000,000 tons, 11=10,000,000,000 tons, 12-then-1=100,000,000,000 tons, continue the pattern for 12-2 through 12-6".

Though the net yields seem a little much. Just one find at 7+ for size (7=1,000,000 tons), with an average 14% usable yield (140,000 tons), with crystal-type ores (50,000 credits/ton; if you're searching a trojan belt, on average at least 1 in 3 asteroids will have useful crystal ores, which on average can be found in surveyed in less than the 14 shifts that a lone prospector can manage in a week, let alone the 28 shifts that a 2+ person crew can manage in that time). Staking the claim is practically a autosuccess, so long as someone on the crew took Admin 1+. Selling the claim is likewise likely enough not to discount; the average 10% price (actually 10.5%, but 10's simpler math) brings the average haul to 700 megacredits for a week's worth of work.

Granted, this is very spiky: it's quite possible or one team to spend a week finding only small or worthless rock, and for another team to find teracredit (or even petacredit, if 12-6 is 10,000,000,000,000,000 tons) hauls right off. The main swinginess seems to be the size of the rock (and thus part of why it seems valid to say that size rolls of 8+ mean "use planetoid prices", merely 400 credits/ton).