Traveller errata
Re: Traveller Core Rulebook errata
From the Errata dcoument
"Page 150, Space Combat, Damage (clarification): Personal damage and vehicle damage both add effect to damage rolls, but starship damage does not"
This clarification bothers me. Why does the starship combat system not use the MGT effect system that the rest of the rules include?
In High Guard Barrage Damage, the higher the die roll the more damage is done, that seems to be a reflection of how a higher die roll Core Rulebook space combat would do more damage due to effect (how else can the 500% barrage weapon damage be explained?).
This will no doubt annoy my players, makes the situation with starship armour vs weapons worse. Beam lasers and standard missiles under this rule are trivial to stop with armour, where as a well placed shot (a good roll with effect) could overcome the issue.
Three questions:
Is this a final ruling?
Can it be reconsidered?
What breaks if we allow effect to be added to damage?
"Page 150, Space Combat, Damage (clarification): Personal damage and vehicle damage both add effect to damage rolls, but starship damage does not"
This clarification bothers me. Why does the starship combat system not use the MGT effect system that the rest of the rules include?
In High Guard Barrage Damage, the higher the die roll the more damage is done, that seems to be a reflection of how a higher die roll Core Rulebook space combat would do more damage due to effect (how else can the 500% barrage weapon damage be explained?).
This will no doubt annoy my players, makes the situation with starship armour vs weapons worse. Beam lasers and standard missiles under this rule are trivial to stop with armour, where as a well placed shot (a good roll with effect) could overcome the issue.
Three questions:
Is this a final ruling?
Can it be reconsidered?
What breaks if we allow effect to be added to damage?
Dracous
Re: Traveller Core Rulebook errata
At the moment, everything in the errata can be 'reconsidered', at least to some extent. And like all of the Traveller legacy errata, not everyone is going to agree that one item might even be a problem.
Zhodani author and FFE minion
Re: Traveller Core Rulebook errata
All good. If there is a good explanation of reasons behind a descision I tend to be satisfied.donm61873 wrote:At the moment, everything in the errata can be 'reconsidered', at least to some extent. And like all of the Traveller legacy errata, not everyone is going to agree that one item might even be a problem.
I am hoping all this fine work you are doing well make it into a revised rule set one day.
Dracous
Re: Traveller Core Rulebook errata
Errata needs errata
The errata for High Guard states the following
"Page 74, Barrage Attacks, Example (correction): The missile barrage example should read 10-Missile-Long-1d6*1d6."
However, I don't think this is correct.
I believe it should be
120*1d6 -Missile-Long-1d6
My Reasoning?
Barrage Damage description is as follows
And individual Weapon Damage in Dice is as per page 51.

The errata for High Guard states the following
"Page 74, Barrage Attacks, Example (correction): The missile barrage example should read 10-Missile-Long-1d6*1d6."
However, I don't think this is correct.
I believe it should be
120*1d6 -Missile-Long-1d6
My Reasoning?
Barrage Damage description is as follows
- (Number of Dice)–(Weapon Type)–(Range)–(Individual Weapon Damage In Dice)
And individual Weapon Damage in Dice is as per page 51.
Dracous
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- Greater Spotted Mongoose
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Re: Traveller Core Rulebook errata
Wrong book. This is a Core Rulebook errata thread only.Dracous wrote:Errata needs errata![]()
The errata for High Guard states the following

Re: Traveller Errata review
Actually, at the time I created it, the errata document only had errata for the Traveller Core Rulebook (TCR). However, since then the errata document has been expanded, so the title should probably change...
Zhodani author and FFE minion
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Re: Traveller Errata review
In that case. A total rewrite of the Barrage rule explanation is in order [High Guard]. It is mind numbingly written. I have yet to meet a player that could comprehend it in only one or two reads.donm61873 wrote:Actually, at the time I created it, the errata document only had errata for the Traveller Core Rulebook (TCR). However, since then the errata document has been expanded, so the title should probably change...

Re: Traveller Errata review
Ok, is there a generally accepted rewrite of the rule available?sideranautae wrote:donm61873 wrote:In that case. A total rewrite of the Barrage rule explanation is in order [High Guard]. It is mind numbingly written. I have yet to meet a player that could comprehend it in only one or two reads.
Zhodani author and FFE minion
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- Greater Spotted Mongoose
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Re: Traveller Core Rulebook errata
Not sure if this is within the scope of this thread, but:
I'd like to see clarification on software in ship computers. Can they only contain software up to their rating, or run that much at once? Assuming they can store 'any' number of programs but only use up to rating at once, how long does it take to swap active programs, and what is required to do so?
Since a ship-scale game turn is 6 minutes long, could different programs be loaded for different phases without trouble, such as fire control during the combat phase and repair software during the action phase?
I'd like to see clarification on software in ship computers. Can they only contain software up to their rating, or run that much at once? Assuming they can store 'any' number of programs but only use up to rating at once, how long does it take to swap active programs, and what is required to do so?
Since a ship-scale game turn is 6 minutes long, could different programs be loaded for different phases without trouble, such as fire control during the combat phase and repair software during the action phase?
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Re: Traveller Errata review
I've heard tell that MGT Trillion Credit Squadron is good on those rules. I personally don't know as I haven't read that one yet. BUT, if not there, it doesn't exist in a formal MGT product. And, I haven't seen a single write up by a fan that fits the bill.donm61873 wrote:Ok, is there a generally accepted rewrite of the rule available?sideranautae wrote:donm61873 wrote:In that case. A total rewrite of the Barrage rule explanation is in order [High Guard]. It is mind numbingly written. I have yet to meet a player that could comprehend it in only one or two reads.

Re: Traveller errata
For missile racks you might want to specifically call out each launcher can have one in the tube and 2 more in the feed system, they displace 0 tons and are considered stored in the turret. Any additional missiles must have space/tonnage allocated.
Not sure how to define the same with missile bays. Those and torpedo's should be addressed as they cause endless arguments about their makeup and configuration.
Not sure how to define the same with missile bays. Those and torpedo's should be addressed as they cause endless arguments about their makeup and configuration.
Re: Traveller errata
Page 138 of the core rule book under repairs and it states that maintenance cost 0.1% (1/1000). I'm guessing it should read .001%.
Cheers
Cheers
We have a saying in Air Traffic, "There is no problem so bad, you can't make it worse!"
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- Greater Spotted Mongoose
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Re: Traveller errata
.01% = 1/1000BBiggar wrote:Page 138 of the core rule book under repairs and it states that maintenance cost 0.1% (1/1000). I'm guessing it should read .001%.
Cheers
.01 = 1/100

Re: Traveller errata
Doh! I yield to your math skills sir, I completely misread that.
Carry on, nothing to see here.
Carry on, nothing to see here.

We have a saying in Air Traffic, "There is no problem so bad, you can't make it worse!"
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- Greater Spotted Mongoose
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Re: Traveller errata
What? You can store extra missiles within the turret? Cool, I did not know thatphavoc wrote:For missile racks you might want to specifically call out each launcher can have one in the tube and 2 more in the feed system, they displace 0 tons and are considered stored in the turret. Any additional missiles must have space/tonnage allocated.
Not sure how to define the same with missile bays. Those and torpedo's should be addressed as they cause endless arguments about their makeup and configuration.

So, a triple missile turret can store up to 9 missiles, 3 of which are loaded and ready to fire?
In that case, yes, it would be a very good idea if this was stated clearly in the rules, for both turrets and bays - and torpedoes. Rail guns are clear with this, make it happen with other projectiles also

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- Greater Spotted Mongoose
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Re: Traveller errata
No. That isn't per MgT RAW. It is on a wish list.Annatar Giftbringer wrote:
What? You can store extra missiles within the turret? Cool, I did not know that![]()
So, a triple missile turret can store up to 9 missiles, 3 of which are loaded and ready to fire?
Here is the rule in MGT: "Missile racks are launchers for small anti-ship missiles. The damage of a missile depends on the type of missile used. Missile racks need ammunition – twelve missiles take up one ton of space."
Missile racks in turrets hold no extra missiles in MGT.

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Re: Traveller errata
The RAW are not explicit, as what you quoted departs from the turret to the storage volume of spare missiles.sideranautae wrote:
No. That isn't per MgT RAW. It is on a wish list.
Here is the rule in MGT: "Missile racks are launchers for small anti-ship missiles. The damage of a missile depends on the type of missile used. Missile racks need ammunition – twelve missiles take up one ton of space."
Now if you hit that after years of playing traveller you read it as status quo for the launcher and the 12 missiles that could be in ready storage in the turret as well are now in their own magazine.
Add into the question the hit and miss proofreading, editing and layout choice of the manuscript the RAW become vastly subjective.
Evyn
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Re: Traveller errata
The RAW lists NOTHING for spare missile turret storage. Pretty explicit. If there was a grav bike that listed no additional storage space, that would also be explicit...Infojunky wrote: The RAW are not explicit,
??? Please quote the rule it departs from.Infojunky wrote:as what you quoted departs from the turret to the storage volume of spare missiles.

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Re: Traveller errata
I quote;sideranautae wrote:??? Please quote the rule it departs from.Infojunky wrote:as what you quoted departs from the turret to the storage volume of spare missiles.
While they are declarative sentences they don't completely cover the topic, especially in light of earlier weapon descriptions in the book as well as the mass of History of the game.sideranautae wrote: "Missile racks are launchers for small anti-ship missiles. The damage of a missile depends on the type of missile used. Missile racks need ammunition – twelve missiles take up one ton of space."
Evyn
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Re: Traveller errata
Nothing earlier in the book says anything about excess storage in the turret that I've read. (cite please)Infojunky wrote:I quote;sideranautae wrote:??? Please quote the rule it departs from.Infojunky wrote:as what you quoted departs from the turret to the storage volume of spare missiles.While they are declarative sentences they don't completely cover the topic, especially in light of earlier weapon descriptions in the book as well as the mass of History of the game.sideranautae wrote: "Missile racks are launchers for small anti-ship missiles. The damage of a missile depends on the type of missile used. Missile racks need ammunition – twelve missiles take up one ton of space."
History? If you go that route you will rewrite most of the rules to match earlier versions. That isn't what errata is about.
It is a WISHED for change in the MGT RAW. The game works just fine with out changing the existing rule.

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