Adventure Class Ships: Errata

Geir

Emperor Mongoose
I'll start it off with a nit on p. 118: Huntress needs to be TL12 to support jump-3
 
And to continue with this theme of TL nits: Patroller (p. 144) and Bombardier (p.146) need to be TL 11 to support Jump-2.
Related: TL12 needed for Nguksu to do Thrust 6,
That's all I saw on the really quick pass.
 
Exploration
  • Page 6, Stealth Scout
    • Armour should be 3.84t and MCr1.92: Streamlined hulls have +20% armour tonnage.
    • Fuel Tanks should be J-2 x2, 8 weeks of operation, seeing as it's 42t of fuel.
    • Computer should be Computer/10/fib: there's no second slash right now.
    • Cargo should be 2.16t, technically. It's a bit moot, though.
    • Maintenance Cost should be Cr13986/month, Purchase Cost should be MCr167.835: armour changes.
    • Power, Fuel Processor should be 1, not 2. It's halved from the Suleiman.
  • Page 7, Stealth Scout deckplans
    • Remove [12] label from bridge.
  • Page 8, Extended Scout
    • Hull, 150 tons, Streamlined should be MCr9.
    • Computer should be Computer/10/fib.
    • Sensors should be Improved; 3t and MCr4.3: technically, Mineral Detection Suites need Improved or better sensors. That could be ignored, though.
    • With Improved Sensors:
      • Sensors should be Improved, 3t, MCr4.3
      • Cargo should be 7.49t
      • Maintenance Cost should be Cr6045/month, Purchase Cost should be MCr72.545.
    • Without Improved Sensors:
      • Cargo should be 8.49t
      • Maintenance Cost should be Cr6029/month, Purchase Cost should be MCr72.345.
  • Page 10, Frontiersman
    • Tech Level should be 14.
    • Armour should be 5.76t and MCr2.88.
    • Fuel Tanks should be 63t.
    • Cargo should be 9.24t.
    • Maintenance Cost should be Cr5037/month, Purchase Cost should be MCr60.44.
    • Power, Jump Drive should be 30.
    • Power, Sensors should be 2.
    • Power, Weapons should be 1.
  • Page 12, Far Scout
    • Armour should be 7.68t, MCr3.84.
    • Fuel Tanks should be 86t.
    • Computer should be Computer/15/bis.
    • Cargo should be 6.32t.
    • Maintenance Cost should be Cr7883/month, Purchase Cost should be MCr94.59.
  • Page 14, Medical Scout
    • Tech Level should be 14.
    • Power, Weapons should be 1.
    • Power, Low Berths should be 2.
  • Page 16, Far Reach Survey Scout
    • Tech Level should be 14.
    • Power Plant should be MCr26.
    • Maintenance Cost should be Cr18720/month, Purchase Cost should be MCr224.64.
    • Power, Weapons should be 1.
  • Page 18, Broadsword Exploration Scout
    • Advanced Probe Drones should be 2t.
    • Multi-Environment Space should be MCr0.25.
    • Cargo should be 35.5t.
    • Maintenance Cost should be Cr32993/month, Purchase Cost should be MCr395.91.
    • Power, Weapons should be 4.
    • Power, Medical Bay should be 1.
    • Power, Multi-Environment Space should be 1.
Merchant Shipping
  • Page 22, Armed Trader
    • Armour should be 18t and MCr3.6: +20% from Streamlining.
    • Fuel should be J-1, 4 weeks of operation.
    • Maintenance Cost should be Cr4773/month, Purchase Cost should be MCr57.28.
    • Power, Low Berths should be 1.
  • Page 24, Free Smuggler
    • Power, Low Berths should be 2.
  • Page 25, Free Smuggler deckplans
    • Not sure about the fuel texture, here: looks more like digital camo than the splotches y'all normally use.
  • Page 26, Far Trader
    • Computer should be Computer/5/bis.
    • Cargo should be 50.32t.
    • Power, Weapons should be 1.
  • Page 28, Shadow Trader
    • Tech Level should be 13: Jump 2 is TL 11, +2 for Stealth Jump.
    • Armour should be 12t, MCr2.4: Streamlining.
    • Computer should be Computer/15/fib.
    • Maintenance Cost should be Cr8374/month, Purchase Cost should be MCr100.485.
    • Power, Grav Screen should be 2.
    • Power, Low Berths should be 1.
  • Page 30, Merchant Trader
    • Armour should be 13.5t and MCr2.7.
    • Fuel Tanks should be J-2, 4 weeks of operation.
    • Computer should be Computer/5/bis.
    • Weapons should be Double Turrets (beam laser, sandcaster) x3.
    • Craft, Docking Space (4 tons) should be MCr1.25.
    • Cargo should be 97.5t.
    • Maintenance Cost should be Cr7645/month, Purchase Cost should be MCr91.745.
  • Page 31, Merchant Trader deckplans
    • Label [1] used on Fuel, Sandcaster Canister Storage, and Docking Space (which lacks a label at all).
  • Page 32, Antique Trader.
    • Fuel Tanks should be J-1, 4 weeks of operation and 42t.
    • Cargo should be 263.5t.
  • Page 33, Antique Trader deckplans
    • Label [12] unused: presumably meant to replace the lower [2] on Deck 4.
  • Page 34, Fast Smuggler
    • Tech Level should be 13.
    • Armour should be 30t, MCr6.
    • Cargo should be 129t.
    • Maintenance Cost should be Cr18456/month, Purchase Cost should be MCr221.475.
    • Power, Low Berths should be 1.
  • Page 36, Extended Merchant.
    • Fuel Tanks should be 41t.
    • Systems, Fuel Scoops should be MCr0: comes free with Streamlining.
    • Cargo should be 229.5t.
    • Maintenance Cost should be Cr9826/month, Purchase Cost should be MCr117.91.
    • Power, Low Berths should be 1.
  • Page 38, Long Trader
    • Fuel Tanks should be J-4, 4 weeks of operation.
    • Computer should be Computer/15/bis.
  • Page 40, Standard Trader
    • Fuel Tanks should be J-2, 4 weeks of operation, plus launch and 103t.
    • Cargo should be 225.5t.
    • Power, Low Berths should be 2.
  • Page 42, Armoured Merchant
    • Docking Space (40 tons) and Slow Pinnace should be in their own Craft section, not Ammunition.
    • Power, Low Berths should be 2.
  • Page 44, Armoured Packet
    • Fuel Tanks should be 205t.
    • Ammunition should be Missile Storage (720 missiles).
    • Cargo should be 286t.
    • Power, Medical Bay should be 1.
    • Power, Low Berths should be 1.
  • Page 48, Provincial Merchant.
    • Fuel Tanks should be 104t.
    • Cargo should be 758t.
    • Power, Low Berths should be 1.
  • Page 49, Provincial Transport
    • Fuel Tanks should be 207t.
    • Cargo should be 271.5t.
    • Power, Medical Bay should be 1.
    • Power, Low Berths should be 5.
  • Page 52, Merchant Vessel
    • Power Plant should be Fusion (TL15), Power 400.
    • Fuel Tanks should be 203t.
    • Cargo should be 595.5t.
    • Power, Low Berths should be 1.
  • Page 54, Large Freighter
    • Tech Level should be 15.
    • Staterooms, Standard x16 should be 64t.
    • Cargo should be 819.5t.
    • Power, Low Berths should be 2.
Passenger Transport
  • Page 58, Fast Passenger Transport
    • Power, Jump Drive should be 40.
  • Page 60, Large Liner
    • Tech Level should be 12: the Launch is TL 12. Though you could ignore that.
    • Jump Drive should be 35t, MCr52.5. Note that this is overtonnage: I think reducing low berths is the easiest option.
    • Computer should be Computer/5/bis.
    • Low Berths should be Low Berths x140, 70t, MCr7.
    • Cargo should be 13t.
    • Maintenance Cost should be Cr12648/month, Purchase Cost should be MCr151.775.
  • Page 62, Long Liner
    • Tech Level should be 13.
    • Power, Medical Bay, should be 1.
  • Page 64, Merchant Liner
    • Fuel Tanks should be 208t.
    • Cargo should be 179t.
    • Power, Medical Bay should be 1.
    • Power, Low Berths should be 5.
  • Page 66, Passenger Cruiser
    • J-Drive should be MCr142.5.
    • Fuel Tanks should be 367t.
    • Craft, Launches should be MCr5.26.
    • Cargo should be 25t.
    • Maintenance Cost should be Cr32744/month, Purchase Cost should be MCr392.926.
    • Power, Medical Bay should be 1.
  • Page 68, Starfaring Hotel
    • Fuel Tanks should be 427t.
    • Staterooms, Standard x40 should be Standard x20 and MCr10. Annoyingly, this conflicts with deckplans, so... yeah, no idea. Maybe drop jump capability to make room?
    • Maintenance Cost should be Cr43491/month, Purchase Cost should be MCr521.895.
    • Power, Medical Bay should be 1.
  • Page 72, Luxury Starliner
    • Fuel Tanks should be 409t.
    • Systems, Vault should be MCr10.
    • Staterooms, Luxury with Wet Bar and Entertainment System x26 should be MCr39.312.
    • Staterooms, High with Wet Bar and Entertainment System x15 should be MCr12.18.
    • Cargo Space should be 37t.
    • Maintenance Cost should be Cr61614/month, Purchase Cost should be MCr739.363.
    • Power, Medical Bay should be 2.
Working Ships
  • Page 78, Express Packet
    • Tech Level should be 13.
    • Power Plant should be Fusion (TL12), Power 90 and MCr6.
    • Bridge should be MCr0.25.
    • Computer should be Computer/15/bis.
    • Systems, Fuel Scoops should be MCr0.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Maintenance Cost should be Cr4329/month, Purchase Cost should be MCr51.95. Note, one 'r' in MCr.
  • Page 79, Express Packet deckplans
    • Common Area mislabelled as [5], not [4].
    • Lower Stateroom mislabelled as [4], not [3].
    • Fuel mislabelled as [4], not... uh... [12], I guess?
  • Page 80, Jump Cutter
    • Tech Level should be 9.
    • Power Plant should be Fusion (TL8), Power 70 and MCr3.5.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Maintenance Cost should be Cr3882/month, Purchase Cost should be MCr46.58.
  • Page 82, Long Range Courier
    • Power Plant should be Fusion (TL15), Power 220.
    • Computer should be Computer/25/fib.
    • Systems, Fuel Processor should be Fuel Processor (200 tons/day).
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Power, Fuel Processors should be 10.
  • Page 83, Long Range Courier deckplans
    • Labels [1] and [14] are redundant.
  • Page 84, Hospice Boat
    • Minor thing, 'boat' ain't that accurate here.
    • Tech Level should be 11.
    • Fuel Tanks should be 84t.
    • Systems, Medical Bays x8 should be MCr16.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Cargo should be 41t.
    • Maintenance Cost should be Cr8534/month, Purchase Cost should be MCr102.41.
    • Crew, Medics x6 should be Medics x8. Staterooms could be handwaved: double occupancy, hotbunking, etc.
    • Power, Medical Bays should be 8.
    • Power, Low Berths should be 2.
  • Page 85, Hospice Boat deckplans
    • Fuel on lower deck lacks [12] label.
    • Bridge on Lower Deck mislabelled as [1] instead of [2].
    • Medical Bays have 4 beds each, instead of 3. 2016/2022 change.
  • Page 86, Prison Ferry
    • Power Plant should be MCr14.
    • Systems, Medical Bay should be MCr2.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Cargo should be 0.5t.
    • Maintenance Cost should be Cr11492/month, Purchase Cost should be MCr137.9.
    • Power, Medical Bay should be 1.
    • Power, Low Berths should be 4.
  • Page 88, Prospector
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Refer to note under Extended Scout. Without Improved sensors, no other notes. With...
      • Sensors should be Improved, 3t, MCr4.3
      • Cargo should be 198t
      • Maintenance Cost should be Cr8678/month, Purchase Cost should be MCr104.14.
      • Power, Sensors should be 4.
  • Page 90, Customs Patrol Cutter
    • Armour should be 69.12t, MCr34.56.
      • That's a major difference from what's listed, and it doesn't gel with the deckplans. If you don't want to redo them almost from scratch, I'd suggest dropping the armour. 6 seems like a solid compromise.
    • Armour should be Bonded Superdense, Armour: 6, and should be 34.56t and MCr17.28.
    • Fuel Tanks should be 13t.
    • Ammunition should be Missile Storage (144 missiles).
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Cargo should be 62.44t.
    • Maintenance Cost should be Cr30166/month, Purchase Cost should be MCr361.997.
    • Power, Sensors should be 56.
  • Page 92, Repair Ship
    • Fuel Tanks should be 223t.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Also, why do you have fuel scoops on a Dispersed ship? It's unstreamlined; getting into atmosphere is a death sentence.
    • Cargo should be 24.5t.
    • Crew should be Captain, Pilot, Astrogator, Engineers x5, Maintenance x5, Medic. I don't think Wardens are much use, here.
    • Power, Medical Bay should be 1.
  • Page 93, Repair Ship deckplans
    • Fuel Tanks are unlabelled.
  • Page 94, Salvage Hauler
    • Tech Level should be 11. 12, if you count the Ship's Boat.
    • Systems, Tow Cables should be 12t, MCr0.06.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Cargo should be 100t.
    • Maintenance Cost should be Cr31048/month, Purchase Cost should be MCr372.575.
The Military
  • Page 98, Strike Scout
    • Tech Level should be 14.
    • Armour should be 3.84t, MCr1.92.
    • Power Plant should be MCr6.
    • Bridge should be MCr0.3125.
    • Weapons, Triple Pop-Up Turret should be 2t.
    • Cargo should be 11.16t.
    • Maintenance Cost should be Cr5120/month, Purchase Cost should be MCr61.4425.
  • Page 99, Strike Scout deckplans
    • Triple Turret mislabelled as [13], not [14].
  • Page 100, Light Reconnaissance Ship
    • Tech Level should be 13.
    • Fuel Tanks should be 82t.
    • Sensors, Countermeasure Suite should be MCr4.
    • Weapons, Triple Turret should be MCr3.25.
    • Cargo should be 1t.
    • Maintenance Cost should be Cr20715/month, Purchase Cost should be MCr248.575.
  • Page 102, Pirate Carrier
    • Fuel Tanks should be 92t. If you want 1t per fighter, at least. Could ignore this, it's the only tonnage difference.
    • Systems, Fuel Scoops should be MCr1. Again, fuel scoops on a Dispersed ship?
    • Cargo should be 54t. If you go for the fuel suggestion, at least.
    • Maintenance Cost should be Cr18626/month, Purchase Cost should be MCr223.51.
    • Power, Sensors should be 2.
  • Page 104, Assault Gunship
    • Fuel Tanks should be J-2 x2, 4 weeks of operation.
    • Bridge should be MCr2.5.
    • Computer should be Computer/25/fib.
    • Systems, Fuel Scoops should be MCr0.
    • Maintenance Cost should be Cr17321/month, Purchase Cost should be MCr207.85.
  • Page 106, Missile Corvette
    • Computer should be Computer/25/fib.
  • Page 108, Ambush Frigate
    • Fuel Tanks should be J-2, 12 weeks of operation, plus ship's boat.
    • Weapons, Railgun Barbette should be MCr2.
    • Weapons, Particle Barbette should be MCr8.
    • Software, Jump Control/3 should be Jump Control/2 and MCr0.2.
    • Maintenance Cost should be Cr27259/month, Purchase Cost should be MCr327.105.
    • Power, Weapons should be 56.
    • Power, Low Berths should be 1.
  • Page 110, Commerce Raider
    • Fuel Tanks should be J-2, 8 weeks of operation. Changing this'd need a major deckplan revision, fair warning.
    • Computer should be Computer/30/fib.
    • Power, Weapons should be 136.
  • Page 112, Mercenary Carrier
    • Power Plant should be 40.5t.
    • Fuel Tanks should be 249t.
    • Computer should be Computer/20/fib, and MCr7.5.
    • Systems, Fuel Processor (100 tons/day) should be MCr0.25.
    • Cargo should be 4.5t.
    • Maintenance Cost should be Cr30050/month, Purchase Cost should be MCr360.6.
    • Power, Medical Bay should be 1.
Travellers Be Like...
  • Page 116, Executive Yacht
    • J-Drive should be 10t, MCr15.
    • Fuel Tanks should be 22t.
    • Bridge should be MCr0.25.
    • Cargo should be 6t.
    • Maintenance Cost should be Cr4395/month, Purchase Cost should be MCr52.736.
  • Page 118, Warrant Ship
    • Tech Level should be 12.
    • Bridge should be MCr0.25.
    • Computer should be MCr2.
    • Maintenance Cost should be Cr4521/month, Purchase Cost should be MCr54.25.
    • Power, Low Berths should be 1.
  • Page 119, Warrant Shipdeckplans
    • Missing Fuel Processor label: Add one at [12], increment Power Plant and below's label numbers by 1.
  • Page 120, Custom Safari Ship
    • Craft, Pinnace should be MCr9.68.
    • Systems, Stable should be MCr0.025.
    • Staterooms, Standard x5 should be 20t. This is a major change: I think the easiest way to adapt is by dropping Common Areas.
    • Common Areas should be 15t, MCr1.5.
    • Cargo should be 6.5t.
    • Maintenance Cost should be Cr10209/month, Purchase Cost should be MCr122.505.
    • Power, Multi-Environment Space should be 1.
  • Page 122, Private Yacht
    • Craft, Ship's Boat should be MCr7.58.
    • Maintenance Cost should be Cr16355/month, Purchase Cost should be MCr196.265.
    • Power, Fuel Processor should be 4.
    • Power, Medical Bay should be 1.
  • Page 124, Blockade Runner
    • Armour should be Crystaliron, Armour: 3.
    • Weapons, Double Turrets (Pulse Lasers) x3 should be MCr7.5.
    • Maintenance Cost should be Cr17107/month, Purchase Cost should be MCr205.28.
    • Power, Weapons should be 28.
  • Page 126, Touring Ship
    • Power, Biosphere should be 12.
  • Page 128, Pleasure Ship
    • Common Areas, Swimming Pool should be MCr0.5.
    • Cargo should be 2.5t.
    • Maintenance Cost should be Cr26875/month, Purchase Cost should be MCr322.495.
  • Page 130, Travelling Cruiser
    • Bridge should be MCr6.25.
    • Weapons, Repulsor Bay should be Small Repulsor Bay.
    • Cargo should be 37.4t.
    • Maintenance Cost should be Cr65123/month, Purchase Cost should be MCr781.472.
    • Power, Weapons should be 100.
    • Power, Fuel Processor should be 15.
    • Power, Medical Bay should be 1.
Aslan
  • Page 134, Combat Scout
    • Tech Level should be 12.
    • Computer should be Computer/5/bis.
    • Note: 'Shrine of Heroes' is technically correct, but every other Aslan ship just uses 'Shrine'.
  • Page 136, Hunting Ship
    • Tech Level should be 12.
    • Computer should be Computer/5/bis.
  • Page 138, Raider
    • Tech Level should be 12, 15 if you count the Troop Transport.
    • I'd normally complain about the fuel tanks, should be 257t, but that won't fit.
    • Power, Manoeuvre Drive should be 180.
    • Power, Weapons should be 56.
  • Page 139, Raiderdeckplans
    • Bridge mislabelled as [1], instead of [2].
    • Triple Turret (Sandcasters) (Ventral) mislabelled as [18], not [24]. Also, typo in the Legend.
    • Triple Turret (Missile Racks) (Ventral) mislabelled as [18], not [25].
The Sword Worlds
  • Page 142, Personal Yacht
    • Tech Level should be 11.
    • Power Plant should be Fusion (TL8), Power 60 and MCr3.
    • Bridge should be MCr0.25.
    • Computer should be MCr0.16.
    • Staterooms, High should be MCr0.8.
    • Maintenance Cost should be Cr2984/month, Purchase Cost should be MCr35.81.
  • Page 144, Patroller
    • Tech Level should be 11.
    • J-Drive should be MCr30.
    • Computer should be Computer/10/fib.
    • Weapons, Fixed Mounts should be MCr4.7.
    • Staterooms, Barracks should be Barracks x10.
    • Maintenance Cost should be Cr9370/month, Purchase Cost should be MCr112.44
  • Page 145, Patroller deckplans
    • Main Deck fuel has no label.
  • Page 146, Bombardier
    • Back to the drawing board! I'm not sure what happened here, but the design's scuffed. I did my best, but the deckplans need a redraw. Also, I'm not sure about including the Turunmaa Fighter: it's not in this book. Just re-use the Light Fighter.
    • Tech Level should be 12.
    • Hull should be MCr12.5.
    • Armour should be Crystaliron, Armour: 2, 25t, MCr5.
    • M-Drive should be 15t, MCr30.
    • J-Drive should be 30t, MCr45.
    • Power Plant should be Fusion (TL12), Power 360, 24t, MCr24.
    • Fuel Tank should be 103t.
    • Staterooms, Barracks should be Barracks x10.
    • Common Areas should be 6t, MCr0.6.
    • Cargo should be 29t.
    • Crew, Gunners x4 should be Gunners x6.
    • Hull should be 180.
    • Maintenance Cost should be Cr17010/month, Purchase Cost should be MCr204.115.
    • Power, Basic Ship Systems should be 100.
    • Power, Manoeuvre Drive should be 150.
    • Power, Jump Drive should be 100.
Vargr
  • Page 150, Stealth Runner
    • Power, Sensors should be 3.
  • Page 152, Fast Trader
    • Tech Level should be 12.
    • Weapons should be Triple Turrets (Pulse Lasers, Sandcaster) x2.
  • Page 154, Armed Junker
    • J-Drive should be 17.5t and MCr26.25
    • Computer should be Computer/5 and MCr0.03.
    • Fuel Scoops on a Dispersed ship! Again!
    • Software, Jump Control/2 should be Jump Control/1 and MCr0.1.
    • Cargo should be 233.3t.
    • Maintenance Cost should be Cr8237/month, Purchase Cost should be MCr98.84.
    • Power, Manoeuvre Drive should be 100.
    • Power, Jump Drive should be 50.
  • Page 158, Reaver
    • This one's a bit scuffed as well. Again, did my best, but it could do with another look.
    • Tech Level should be 12.
    • M-Drive should be 20t, MCr40.
    • J-Drive should be 30t, MCr45.
    • Power Plant should be Fusion (TL12), Power 420, 28t, MCr28.
    • Fuel Tanks should be 103t.
    • Again, I've got reservations about including the Gravitic Speeders in a book that doesn't have them.
    • Staterooms, Barracks should be Barracks x24.
    • Cargo should be 29t.
    • Maintenance Cost should be Cr19373/month, Purchase Cost should be MCr232.475.
 
Last edited:
Great collection of ships - some great sources for adventure and imagination.
My biggest nit is that for most of these deckplans there is only a single airlock (even though 1 is "assumed" with every 100DT according to High Guard) no matter the size of the ship - and often the airlock on the deckplan is an iris valve/hatch in the floor.
 
The problem with the Traveller airlock is that that is considered a freebie.

If you have to account for a one tonne turret per hundred tonnes, you definitely should account and pay for a two tonne airlock.
 
Airlocks include the compartmentalisation produced by bulkheads and hatches. An airlock does not necessarily have to be a door to space.
 
The generic freebie airlock is a two tonne hole in the outside hull.

However, you can creatively interpret what an airlock is, from a half tonne escape hole, to a cargo hold, with a sealed cargo hatch and bulkhead door.
 
On the plans, most of the turrets do not have a corresponding access hatch, would they then be considered "remote" turrets? Or are the plans missing the access hatches?
 
Exploration
  • Page 6, Stealth Scout
    • Armour should be 3.84t and MCr1.92: Streamlined hulls have +20% armour tonnage.
    • Fuel Tanks should be J-2 x2, 8 weeks of operation, seeing as it's 42t of fuel.
    • Computer should be Computer/10/fib: there's no second slash right now.
    • Cargo should be 2.16t, technically. It's a bit moot, though.
    • Maintenance Cost should be Cr13986/month, Purchase Cost should be MCr167.835: armour changes.
    • Power, Fuel Processor should be 1, not 2. It's halved from the Suleiman.
  • Page 7, Stealth Scout deckplans
    • Remove [12] label from bridge.
  • Page 8, Extended Scout
    • Hull, 150 tons, Streamlined should be MCr9.
    • Computer should be Computer/10/fib.
    • Sensors should be Improved; 3t and MCr4.3: technically, Mineral Detection Suites need Improved or better sensors. That could be ignored, though.
    • With Improved Sensors:
      • Sensors should be Improved, 3t, MCr4.3
      • Cargo should be 7.49t
      • Maintenance Cost should be Cr6045/month, Purchase Cost should be MCr72.545.
    • Without Improved Sensors:
      • Cargo should be 8.49t
      • Maintenance Cost should be Cr6029/month, Purchase Cost should be MCr72.345.
  • Page 10, Frontiersman
    • Tech Level should be 14.
    • Armour should be 5.76t and MCr2.88.
    • Fuel Tanks should be 63t.
    • Cargo should be 9.24t.
    • Maintenance Cost should be Cr5037/month, Purchase Cost should be MCr60.44.
    • Power, Jump Drive should be 30.
    • Power, Sensors should be 2.
    • Power, Weapons should be 1.
  • Page 12, Far Scout
    • Armour should be 7.68t, MCr3.84.
    • Fuel Tanks should be 86t.
    • Computer should be Computer/15/bis.
    • Cargo should be 6.32t.
    • Maintenance Cost should be Cr7883/month, Purchase Cost should be MCr94.59.
  • Page 14, Medical Scout
    • Tech Level should be 14.
    • Power, Weapons should be 1.
    • Power, Low Berths should be 2.
  • Page 16, Far Reach Survey Scout
    • Tech Level should be 14.
    • Power Plant should be MCr26.
    • Maintenance Cost should be Cr18720/month, Purchase Cost should be MCr224.64.
    • Power, Weapons should be 1.
  • Page 18, Broadsword Exploration Scout
    • Advanced Probe Drones should be 2t.
    • Multi-Environment Space should be MCr0.25.
    • Cargo should be 35.5t.
    • Maintenance Cost should be Cr32993/month, Purchase Cost should be MCr395.91.
    • Power, Weapons should be 4.
    • Power, Medical Bay should be 1.
    • Power, Multi-Environment Space should be 1.
Merchant Shipping
  • Page 22, Armed Trader
    • Armour should be 18t and MCr3.6: +20% from Streamlining.
    • Fuel should be J-1, 4 weeks of operation.
    • Maintenance Cost should be Cr4773/month, Purchase Cost should be MCr57.28.
    • Power, Low Berths should be 1.
  • Page 24, Free Smuggler
    • Power, Low Berths should be 2.
  • Page 25, Free Smuggler deckplans
    • Not sure about the fuel texture, here: looks more like digital camo than the splotches y'all normally use.
  • Page 26, Far Trader
    • Computer should be Computer/5/bis.
    • Cargo should be 50.32t.
    • Power, Weapons should be 1.
  • Page 28, Shadow Trader
    • Tech Level should be 13: Jump 2 is TL 11, +2 for Stealth Jump.
    • Armour should be 12t, MCr2.4: Streamlining.
    • Computer should be Computer/15/fib.
    • Maintenance Cost should be Cr8374/month, Purchase Cost should be MCr100.485.
    • Power, Grav Screen should be 2.
    • Power, Low Berths should be 1.
  • Page 30, Merchant Trader
    • Armour should be 13.5t and MCr2.7.
    • Fuel Tanks should be J-2, 4 weeks of operation.
    • Computer should be Computer/5/bis.
    • Weapons should be Double Turrets (beam laser, sandcaster) x3.
    • Craft, Docking Space (4 tons) should be MCr1.25.
    • Cargo should be 97.5t.
    • Maintenance Cost should be Cr7645/month, Purchase Cost should be MCr91.745.
  • Page 31, Merchant Trader deckplans
    • Label [1] used on Fuel, Sandcaster Canister Storage, and Docking Space (which lacks a label at all).
  • Page 32, Antique Trader.
    • Fuel Tanks should be J-1, 4 weeks of operation and 42t.
    • Cargo should be 263.5t.
  • Page 33, Antique Trader deckplans
    • Label [12] unused: presumably meant to replace the lower [2] on Deck 4.
  • Page 34, Fast Smuggler
    • Tech Level should be 13.
    • Armour should be 30t, MCr6.
    • Cargo should be 129t.
    • Maintenance Cost should be Cr18456/month, Purchase Cost should be MCr221.475.
    • Power, Low Berths should be 1.
  • Page 36, Extended Merchant.
    • Fuel Tanks should be 41t.
    • Systems, Fuel Scoops should be MCr0: comes free with Streamlining.
    • Cargo should be 229.5t.
    • Maintenance Cost should be Cr9826/month, Purchase Cost should be MCr117.91.
    • Power, Low Berths should be 1.
  • Page 38, Long Trader
    • Fuel Tanks should be J-4, 4 weeks of operation.
    • Computer should be Computer/15/bis.
  • Page 40, Standard Trader
    • Fuel Tanks should be J-2, 4 weeks of operation, plus launch and 103t.
    • Cargo should be 225.5t.
    • Power, Low Berths should be 2.
  • Page 42, Armoured Merchant
    • Docking Space (40 tons) and Slow Pinnace should be in their own Craft section, not Ammunition.
    • Power, Low Berths should be 2.
  • Page 44, Armoured Packet
    • Fuel Tanks should be 205t.
    • Ammunition should be Missile Storage (720 missiles).
    • Cargo should be 286t.
    • Power, Medical Bay should be 1.
    • Power, Low Berths should be 1.
  • Page 48, Provincial Merchant.
    • Fuel Tanks should be 104t.
    • Cargo should be 758t.
    • Power, Low Berths should be 1.
  • Page 49, Provincial Transport
    • Fuel Tanks should be 207t.
    • Cargo should be 271.5t.
    • Power, Medical Bay should be 1.
    • Power, Low Berths should be 5.
  • Page 52, Merchant Vessel
    • Power Plant should be Fusion (TL15), Power 400.
    • Fuel Tanks should be 203t.
    • Cargo should be 595.5t.
    • Power, Low Berths should be 1.
  • Page 54, Large Freighter
    • Tech Level should be 15.
    • Staterooms, Standard x16 should be 64t.
    • Cargo should be 819.5t.
    • Power, Low Berths should be 2.
Passenger Transport
  • Page 58, Fast Passenger Transport
    • Power, Jump Drive should be 40.
  • Page 60, Large Liner
    • Tech Level should be 12: the Launch is TL 12. Though you could ignore that.
    • Jump Drive should be 35t, MCr52.5. Note that this is overtonnage: I think reducing low berths is the easiest option.
    • Computer should be Computer/5/bis.
    • Low Berths should be Low Berths x140, 70t, MCr7.
    • Cargo should be 13t.
    • Maintenance Cost should be Cr12648/month, Purchase Cost should be MCr151.775.
  • Page 62, Long Liner
    • Tech Level should be 13.
    • Power, Medical Bay, should be 1.
  • Page 64, Merchant Liner
    • Fuel Tanks should be 208t.
    • Cargo should be 179t.
    • Power, Medical Bay should be 1.
    • Power, Low Berths should be 5.
  • Page 66, Passenger Cruiser
    • J-Drive should be MCr142.5.
    • Fuel Tanks should be 367t.
    • Craft, Launches should be MCr5.26.
    • Cargo should be 25t.
    • Maintenance Cost should be Cr32744/month, Purchase Cost should be MCr392.926.
    • Power, Medical Bay should be 1.
  • Page 68, Starfaring Hotel
    • Fuel Tanks should be 427t.
    • Staterooms, Standard x40 should be Standard x20 and MCr10. Annoyingly, this conflicts with deckplans, so... yeah, no idea. Maybe drop jump capability to make room?
    • Maintenance Cost should be Cr43491/month, Purchase Cost should be MCr521.895.
    • Power, Medical Bay should be 1.
  • Page 72, Luxury Starliner
    • Fuel Tanks should be 409t.
    • Systems, Vault should be MCr10.
    • Staterooms, Luxury with Wet Bar and Entertainment System x26 should be MCr39.312.
    • Staterooms, High with Wet Bar and Entertainment System x15 should be MCr12.18.
    • Cargo Space should be 37t.
    • Maintenance Cost should be Cr61614/month, Purchase Cost should be MCr739.363.
    • Power, Medical Bay should be 2.
Working Ships
  • Page 78, Express Packet
    • Tech Level should be 13.
    • Power Plant should be Fusion (TL12), Power 90 and MCr6.
    • Bridge should be MCr0.25.
    • Computer should be Computer/15/bis.
    • Systems, Fuel Scoops should be MCr0.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Maintenance Cost should be Cr4329/month, Purchase Cost should be MCr51.95. Note, one 'r' in MCr.
  • Page 79, Express Packet deckplans
    • Common Area mislabelled as [5], not [4].
    • Lower Stateroom mislabelled as [4], not [3].
    • Fuel mislabelled as [4], not... uh... [12], I guess?
  • Page 80, Jump Cutter
    • Tech Level should be 9.
    • Power Plant should be Fusion (TL8), Power 70 and MCr3.5.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Maintenance Cost should be Cr3882/month, Purchase Cost should be MCr46.58.
  • Page 82, Long Range Courier
    • Power Plant should be Fusion (TL15), Power 220.
    • Computer should be Computer/25/fib.
    • Systems, Fuel Processor should be Fuel Processor (200 tons/day).
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Power, Fuel Processors should be 10.
  • Page 83, Long Range Courier deckplans
    • Labels [1] and [14] are redundant.
  • Page 84, Hospice Boat
    • Minor thing, 'boat' ain't that accurate here.
    • Tech Level should be 11.
    • Fuel Tanks should be 84t.
    • Systems, Medical Bays x8 should be MCr16.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Cargo should be 41t.
    • Maintenance Cost should be Cr8534/month, Purchase Cost should be MCr102.41.
    • Crew, Medics x6 should be Medics x8. Staterooms could be handwaved: double occupancy, hotbunking, etc.
    • Power, Medical Bays should be 8.
    • Power, Low Berths should be 2.
  • Page 85, Hospice Boat deckplans
    • Fuel on lower deck lacks [12] label.
    • Bridge on Lower Deck mislabelled as [1] instead of [2].
    • Medical Bays have 4 beds each, instead of 3. 2016/2022 change.
  • Page 86, Prison Ferry
    • Power Plant should be MCr14.
    • Systems, Medical Bay should be MCr2.
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Cargo should be 0.5t.
    • Maintenance Cost should be Cr11492/month, Purchase Cost should be MCr137.9.
    • Power, Medical Bay should be 1.
    • Power, Low Berths should be 4.
  • Page 88, Prospector
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Refer to note under Extended Scout. Without Improved sensors, no other notes. With...
      • Sensors should be Improved, 3t, MCr4.3
      • Cargo should be 198t
      • Maintenance Cost should be Cr8678/month, Purchase Cost should be MCr104.14.
      • Power, Sensors should be 4.
  • Page 90, Customs Patrol Cutter
    • Armour should be 69.12t, MCr34.56.
      • That's a major difference, from what's listed, and it doesn't gel with the deckplans. If you don't want to redo them almost from scratch, I'd suggest dropping the armour. 6 seems like a solid compromise.
    • Armour should be Bonded Superdense, Armour: 6, and should be 34.56t and MCr17.28.
    • Fuel Tanks should be 13t.
    • Ammunition should be Missile Storage (144 missiles).
    • Cargo should be 62.44t.
    • Maintenance Cost should be Cr30166/month, Purchase Cost should be MCr361.997.
    • Power, Sensors should be 56.
Mongoose really needs to hire you as an editor!
 
The Extended Merchant needs looking at! It has 150 power, but Basic Ship Systems use 100 and Maneuver or Jump Drive use 50 each. This means that the ship will need to be almost permanently running with lights dimmed, if they don't want to kill the low birth passengers, or need to use the sensors or fuel purification. For a ship with the expense of having a Vault, one or two more tons of Power Plant would make sense so that the ship can run without the lights being permanently dimmed, or to have the power to mount some weapons to defend that Vault!

This ship is based on the RX trader from Mgt 1st Edition Merchants and Cruisers. To better represent that I would suggest two more tons of power plant and 2 points of Crystaliron Armour (to defend the Vault). Altogether that would reduce the cargo to 214 tons and increase the price to 123.79 MCR, both entirely reasonable, I think.
 
There is still a problem with the Free Smuggler. The Fuel Tank Compartments only add another 10 tons of fuel, which is not enough for second Jump-1. The Fuel Tank Compartments need to be 20 tons to be of any use!
 
There is still a problem with the Free Smuggler. The Fuel Tank Compartments only add another 10 tons of fuel, which is not enough for second Jump-1. The Fuel Tank Compartments need to be 20 tons to be of any use!
No, that means 10 tons of cargo are hidden in the fuel tanks. Hence why the J-1 tanks are 30 tons instead of 20.
 
I'm guessing the hard copies are all printed without these errata.. I'm not normally too fussy about such things, but in this case the stats _are_ the text of the book, and these errata seem pretty extensive.
 
Edit (12/10/2023): Missed a couple things.

albert camus was an eejit

Exploration
  • Page 8, Extended Scout
    • Serpent class should be Serpent class. High Guard italicises all mentioned ship classes.
    • Power, Sensors should be 5. My bad, forgot to adjust.
  • Page 10, Frontiersman
    • Serpent class should be Serpent class.
    • Sulieman class should be Suleiman class. Note italics and the misspelling.
    • Frontiersman should be Frontiersman. Pretty sure that's the class, right?
    • Power, Jump Drive should be 30. Not 30-.
  • Page 12, Far Scout
    • Type S should be Suleiman. Type S describes scouts in general, you're talking specifically about the Suleiman.
  • Page 16, Far Reach Survey Scout
    • Far Reach should be Far Reach.
    • Hull should be 200.
  • Page 18, Broadsword Exploration Cruiser
    • Broadsword should be Broadsword.
    • Hull should be 320.
Merchant Shipping
  • Page 22, Armed Trader
    • J-Drive should be Jump 1.
    • Fuel Tanks should be J-1, 4 weeks of operation.
  • Page 26, Far Trader
    • Volitant should be Volitant.
  • Page 40, Standard Merchant
    • Maru should be Maru.
  • Page 42, Armoured Merchant
    • Coveter should be Coveter.
  • Page 44, Armoured Packet
    • Iris should be Iris.
  • Page 46, Provincial Merchant
    • Magnadon should be Magnadon.
  • Page 48, Provincial Transport
    • Trader should be Trader.
    • Power, Medical bay should be Medical Bay.
Passenger Transport
  • Page 60, Large Liner
    • Power Plant should be Fusion (TL8), Power 200, 20t and MCr10. This is less of a technical error, but the Low Berths take a lot of power: this gets rid of the problem while not needing to redo deckplans.
    • Fuel Tanks should be J-2, 4 weeks of operation and 122t.
    • Cargo should be 11t.
    • Crew, Engineers should be Engineer.
    • Maintenance Cost should be Cr12731/month, Purchase Cost should be MCr152.775.
    • Power, Low Berths should be 14.
  • Page 62, Long Liner
    • Hull should be 320.
  • Page 66, Passenger Cruiser
    • Power, Weapons should be 0. There aren't any weapons. How did I miss this one...?
  • Page 72, Luxury Starliner
    • Hull should be 800.
Working Ships
  • Page 72, Express Packet
    • Hull should be 40.
  • Page 80, Jump Cutter
    • For what it's worth, a low-TL design would've been a nice touch! Why bump it back up to TL12?
    • Software, Manoeuvre/0 should be Manoeuvre.
    • Cargo should be 4t.
  • Page 84, Hospice Boat
    • Fuel Tanks should be 84t.
  • Page 90, Customs Patrol Cutter
    • Cargo should be 62t. I disagree with truncating, but if you're going to do it, at least do it consistently!
  • Page 92, Repair Ship
    • Crew, Medics should be Medic.
The Military
  • Page 98, Strike Scout
    • Type S should be Suleiman.
  • Page 108, Ambush Frigate
    • Hull should be 240.
  • Page 110, Commerce Raider
    • Brigand should be Brigand.
  • Page 112, Mercenary Carrier
    • Broadsword should be Broadsword.
    • Also, pretty sure this one was called the Centaur. Why not adapt the name?
Travellers Be Like...
  • Page 118, Warrant Ship
    • Huntress should be Huntress.
  • Page 122, Private Yacht
    • Desiree Keah should be Desiree Keah.
  • Page 128, Pleasure Ship
    • Lady Luck should be Lady Luck.
The Aslan
  • Page 134, Combat Scout
    • Stayaow should be Stayaow.
    • Tech Level should be 12.
  • Page 136, Hunting Ship
    • Aihaiyo should be Aihaiyo.
    • Tech Level should be 12.
  • Page 138, Raider
    • Kteahearl should be Kteahearl.
    • Tech Level should be 12.
    • Hull should be 320.
The Sword Worlds
  • Page 142, Personal Transport
    • Sceaf should be Sceaf.
    • Tech Level should be 11.
  • Page 144, Patroller
    • Sleipnir should be Sleipnir.
  • Page 146, Bombardier
    • Surtr should be Surtr.
    • Turunmaa should be Turunmaa.
    • Armour should be Crystaliron, Armour: 2 and 25t.
    • M-Drive should be 15t, MCr30.
    • J-Drive should be MCr45.
The Vargr
  • Page 150, Stealth Runner
    • Rokkghiok should be Rokkghiok.
  • Page 152, Fast Trader
    • Nguksu should be Nguksu.
  • Page 154, Armed Junker
    • M-Drive should be 10t, MCr20.
    • Fuel Tank should be 54t.
    • Systems, Collapsible Fuel Tank (120 tons) should be Collapsible Fuel Tank (100 tons), 1t, MCr0.05. Didn't occur to me before, but seeing as the ship's now 500t instead of 600t, 120t of extra fuel didn't make much sense.
    • Systems, Concealed Compartment should be under Cargo. It's like that with the Free Smuggler.
    • Cargo should be 242t.
 
Last edited:
On some of the ship plans the background color of the fuel processing space flips from dark grey to light grey (same color as the rest of the plan).

Some plans the fuel processor symbol is missing altogether and space color is dark grey or light grey.

Salvage Hauler, Upper Deck, Room 10. Since the sensor is 10 tons (2 squares), what is the rest of the space used for?
 
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