Bounty Hunter: Errata

By whom? Aren't you effectively the editor-in-chief? Who's going to come down on you if you make an executive decision?

Believe me, on this forum and issue, you're going to have widespread support.

And yes, BCr is an abomination. Kill it with fire.
 
p. 6: "these are the people who track down skip-tracers"
Wait, what? Aren't they actually the skip-tracers?
 
P.99-100 Lower and up deck has an airlock each, in the stern. Both of them show up/down iris hatches, which would mean they both lead either out or into the docking space. The docking space lacks corresponding iris valves though.

P.101 power requirements, sensors. Civilian sensors require 1 power, not 12.

Means you could free up approx half a dTon of power plant for… more cargo perhaps? Or keep it as is, so it can power a weapon if the owner wishes to install one.
 
A query.

Sillo Frank has a skill in the science exobiology. In the core book, there is just a single biological science skill. Should it be biology or is there a new science skill? Is biology now being split up?
 
A query.

Sillo Frank has a skill in the science exobiology. In the core book, there is just a single biological science skill. Should it be biology or is there a new science skill? Is biology now being split up?
The science and professional skills, are illustrative not finite.
 
The science and professional skills, are illustrative not finite.
I knew that for professions. For science I wasn't aware of it specifing one way or the other, so for totally new branches of science it would make sense. But there's already a biology science so why take exobiology when it is covered by biology. I was just curious.
 
There's both a Biology and Xenology listed. With most Charted Space 'biology" by today's definition being technically 'exobiology' then even xenology is probably an overspecialization, since the distinction is to some extent strictly based on the point of view (species or world of origin) of the scientist. But to map back to the Core book, the skill on page 149 probably ought to be Science (xenology).
 
p. 92, the Stealth g/bike. It looks to be an Open Frame vehicle, which would give it an Agility = +2 and a Speed of Very Fast (Fast) at TL11. And add KCr20 to the price of the two-space vehicle (unless that was already added, finding all the components and requiring it is too much for me this time of night).
Or maybe at speed, a bubble surrounds the driver and passenger, which would negate all of the above, but render the picture a little misleading.
 
p. 101: I like the concept of the Poignard, but it seems broken, especially in relation to the deck plans:
  • The power requirement for the sensor has already been mentioned (1 not 12) but:
  • Cockpit: remember that a cockpit has no entry to the rest of the ship, so it probably ought to be a 3 ton bridge (or a sperate compartment on the plans).
  • Airlock: requires 2 tons for a small craft, so it's no longer 'free'.
  • Cabin Space: Each person requires 1.5 tons, so 5 is 3.33 persons - given the rest of the issues, best to remove cabin space altogether.
  • Acceleration Bench: seats 4, but is shown as an Acceleration Seat (seats one)
  • Fuel: wouldn't it be better to show it in that space forward of the power plant?
  • No weapon: that was already mentioned. Add a fixed mount, or something 'Bounty Hunter-ish', like personal combat scale weapons, or a sandcaster turret (for um, boarding actions or clearing a landing zone, no, um, I mean self-defense).
 
p. 101: I like the concept of the Poignard, but it seems broken, especially in relation to the deck plans:
  • The power requirement for the sensor has already been mentioned (1 not 12) but:
  • Cockpit: remember that a cockpit has no entry to the rest of the ship, so it probably ought to be a 3 ton bridge (or a sperate compartment on the plans).
  • Airlock: requires 2 tons for a small craft, so it's no longer 'free'.
  • Cabin Space: Each person requires 1.5 tons, so 5 is 3.33 persons - given the rest of the issues, best to remove cabin space altogether.
  • Acceleration Bench: seats 4, but is shown as an Acceleration Seat (seats one)
  • Fuel: wouldn't it be better to show it in that space forward of the power plant?
  • No weapon: that was already mentioned. Add a fixed mount, or something 'Bounty Hunter-ish', like personal combat scale weapons, or a sandcaster turret (for um, boarding actions or clearing a landing zone, no, um, I mean self-defense).
Funny, I was just absolut to post some more stuff regarding the Poignard when I logged on and saw your, more thorough, version.

Cockpit vs bridge: The cockpit is space-saving, even though it would be more of a hassle to enter and exit, and less comfortable… We might need the space though?

Does a ship need both airlock and breaching tube? I’ve always imagined that breaching tubes function as airlocks in addition to cutting holes, though I might well be mistaken.

As for the acceleration bench, while not strictly necessary, the recent Smallcraft book did introduce a sweet icon for them, which would fit perfectly along the outer wall.

It would really benefit massively from a weapon of some kind. Preferably a fixed mount, probably a laser, for tonnage reasons if nothing else.

I also reacted on the oddity of 5 dt cabin space, given its 1.5 dT per person scaling. If possible, I’d prefer it (some of it) stays, so the Poignard has the facilities to act as a short term surface base during missions. Sure, you could always pack a tent in the cargo hold, I suppose, but…

I like that it has a large enough cargo hold for a small vehicle plus some supplies.
 
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