ERRATA - It Begins!

The stuff here? Nope (not officially)... [most of these posts are opinions or clarifications]

Mercenary has a recent errata.

The original Core has an errata (more editing errors than mechanics) known as the Players Guide.

Aslan has an errata too.

The missing footnotes to the core pocket edition are here.

(All these are found on this page.)
 
Hmm... no, I was aware of all those, which is why I came here. I didn't realise the document called "Player's Guide" was actually a set of corrected tables and such - since it was in amongst a bunch of free previews, I thought that was all it was. Perhaps Mongoose should label it a bit more explicitly, or have a sticky official FAQ on the forum?
 
In all fairness, I suspect the original idea was as a players guide - and in the process it became an errata for the original hardcopy of The Main Book (TMB or Core Rulebook - this I which they had just one name for!).

Most of it matches my Pocket Rulebook - except the footnotes...
 
Sorry for resurrecting an older thread, but this was the only errata thread I could find for the Core Rulebook.

I don't have my Core Rulebook with me at the moment, but a couple of things have bothered me:

In the character generation checklist, the step for increasing one's age is only arrived at by leaving a career. The character generation example makes it clear how aging is supposed to work, but there's a small sidebar on the page about the effects of aging that refers to character never aging if they remain in a safe career - implying that you don't age until you leave a career. This won't necessarily hinder my character generation, but it seems to hint at a conflicting concept somewhere in the rules.

The step to send you back to start a new term also seems to have a mistake in it as I recall. I think it tries to give you the starting skills again.

Pretty much the only other thing I noticed that hasn't been listed here was that the grenade launcher has Auto 6, but only has six rounds anyway. My understanding was that Auto is supposed to use a number of rounds equal to 3 times the Auto value, or something like that, so Auto 6 didn't make sense for the grenade launcher.
 
Welcome to the forum pdunwin[/p]!

From my book -

Pg 5 - checklist - 9. Increase your age by 4 years. If your character is 34 or older, roll for Aging.

This precedes step 10. If your are leaving the career...

No starting skills on new term - covered by 4. If this is your first time on this career, get your basic training.

(Don't use MgT auto fire rules myself...)
 
BP said:
Welcome to the forum pdunwin[/p]!

From my book -

Pg 5 - checklist - 9. Increase your age by 4 years. If your character is 34 or older, roll for Aging.

This precedes step 10. If your are leaving the career...

Yes, but step 8 says "Go to step 9 if you wish to leave the career, or step 5 to continue with this career" - so if you follow the checklist you don't get to step 9 until you decide to leave your present career - before then you always go back to step 5 for another term.

Step 4 is the one that provides basic training, so re-enlisting in your current career doesn't give you more basic training, because you only go back to step 5.

The checklist should probably read like this instead for the relevent steps (italics show my changes):
5. Choose a specialisation for this career.
6. Choose one of the Skills and Training tables for this career
and roll on it.
a. Roll for survival on this career.
b. If you succeed, go to Step 7.
c. If you did not succeed, then events have forced you
from this career. Roll on the Mishap table, then go to
Step 3 to choose a new career, or Step 12 if you
wish to finish your character.
7. a. Roll for Events.
b. Optionally, establish a Connection with another player
character.
8. a. Roll for Advancement
b. If you succeed, choose one of the skills and training
tables for this career and roll on it. Increase your Rank
and take any bonus skills from the Ranks table for this
career.
c. If you roll less than the number of terms spent in this
career, you must leave this career.
d. Military characters (Army, Navy, Marines) can roll for
commission instead of rolling for advancement.
9. Increase your age by 4 years. If your character is 34 or older,
roll for Aging. Go to step 10 if you wish to leave the career, or
step 5 to continue with this career.

10. If you are leaving the career, roll for Benefits.
11. If you have left your current career, then go to Step 3 to
choose a new career, or to Step 12 if you wish to finish your
character. Otherwise, go to Step 5.
 
Bense said:
...
Yes, but step 8 says "Go to step 9 if you wish to leave the career, or step 5 to continue with this career" - so if you follow the checklist you don't get to step 9 until you decide to leave your present career - before then you always go back to step 5 for another term.

...(italics show my changes):
...
8. a. Roll for Advancement
b. If you succeed, choose one of the skills and training
tables for this career and roll on it. Increase your Rank
and take any bonus skills from the Ranks table for this
career.
c. If you roll less than the number of terms spent in this
career, you must leave this career.
d. Military characters (Army, Navy, Marines) can roll for
commission instead of rolling for advancement.
9. Increase your age by 4 years. If your character is 34 or older,
roll for Aging. Go to step 10 if you wish to leave the career, or
step 5 to continue with this career.

10. If you are leaving the career, roll for Benefits.
11. If you have left your current career, then go to Step 3 to
choose a new career, or to Step 12 if you wish to finish your
character. Otherwise, go to Step 5.
Sorry, not following you Bense - where is the "...step 8 says "Go to step 9 if ..." - that is not in my copy nor does it appear in your quoted text?

Your suggested changes just restate what is already there. The logic is the same, you just stated it, more clearly it is true, earlier in step 9 rather than step 11 (which makes that somewhat redundant).

As I stated in my post - I was referring to pg 5 of my copy of the Core book, perhaps you took this from another page, version or another source?
 
Sorry, not following you Bense - where is the "...step 8 says "Go to step 9 if ..." - that is not in my copy nor does it appear in your quoted text?
It doesn't appear in my quoted text because I removed it for my suggested revision.
"Go to step 9 if you wish to leave the career, or step 5 to continue with this career" was at the end of step 8 (b) originally.

As I stated in my post - I was referring to pg 5 of my copy of the Core book, perhaps you took this from another page, version or another source?
I'm quoting from page 5 of my first-printing copy, which seems to be the same one pdunwin was quoting from.
It's also the version of the checklist that appears in the "travpreview1.pdf" on the Mongoose site.
 
This is the reason I was specific about 'From my book' in my original post, since the books lack version info I cannot readily tell what version mine is. ;)

As I had also checked the official 'errata' ('Player's Guide') and did not see anything relevant - I suspect this needs to be included there.

Not sure if Mongoose had an explicit replacement policy for the first edition Core book... though they do stand by your satisfaction with their work (see other current threads).

Perhaps the Auto/Ammo question has a similar solution.
 
BP said:
This is the reason I was specific about 'From my book' in my original post, since the books lack version info I cannot readily tell what version mine is. ;)
The deck plans seem like the easiest way to tell. If the deckplans in your book match the downloadable ones on the Mongoose website then you don't have a first printing.

As I had also checked the official 'errata' ('Player's Guide') and did not see anything relevant - I suspect this needs to be included there.
The Player's Guide download does correct the grenade launcher question - the stats there have "None" for "Auto" on the grenade launcher line.
 
BP said:
The stuff here? Nope (not officially)... [most of these posts are opinions or clarifications]

Mercenary has a recent errata.

The original Core has an errata (more editing errors than mechanics) known as the Players Guide.

Aslan has an errata too.

The missing footnotes to the core pocket edition are here.

(All these are found on this page.)

the interplanetary transit time table in the player's guide still has the error in it.

question on Anagathic Drugs (core rules):
During character creation, it costs 1d6x2500Cr per term you use the drugs.
On a 4-year term, that's anywhere from 52 credits per month, to 312 credits per month.
On page 94, it states a cost of 2000 credits per month.

That is, quite literally, an insane difference in price, an order of magnitude in some cases. Any thoughts on this?
 
Chernobyl said:
question on Anagathic Drugs (core rules):
During character creation, it costs 1d6x2500Cr per term you use the drugs.
On a 4-year term, that's anywhere from 52 credits per month, to 312 credits per month.
On page 94, it states a cost of 2000 credits per month.

That is, quite literally, an insane difference in price, an order of magnitude in some cases. Any thoughts on this?
Two options come to mind.

1) Page 94 is a misprint of the actual price of 200 credits per month. This will make page 94 become in sync with the cost during chargen. But then you'll end up with a large number of people on anagathics.

2) The page 94 cost is accurate due to the character losing all their trusted long-term contacts for obtaining anagathics when they left their career(s). Now they have a much more difficult (and costly) time of finding the good stuff.

I'm not saying either of these ideas are true; just some thoughts that popped up when I saw your question.
 
Well, I checked and the error is caried over into the Central Supply Catalog. 200/month seems reasonable and is near the middle of the 50-300 range, and isn't a monstrous burden. 2000/month is more than a lot of retirements incomes would work out to be, nevermind if you're working a ship and need to pay those costs as well.
 
SSWarlock said:
I'm not saying either of these ideas are true; just some thoughts that popped up when I saw your question.

Hmm. If they are supposed to be expensive, 2k/month fits the bill. If they are supposed to be cheap & easy to obtain, the lesser amount.
 
I have one on ship shares in my copy of the Core. I really need some clarification on this for my games;

My book says that ship shares are worth 1% of the ships value. There is a table that lists the ship shares for the ships in the Core.

It says for a Scout worth 27,040,500 creds, a ship share is worth 2,704,050.

Thats 10% though, it should be 270,405 credits per share if its 1%, right? (27,040,500 % 100 = 270,405)

Its the same for all the ships in the table (Core book, p.36 of my hardback copy).

As my character has a ship share, I used my total for it, but should I use the examples as given in the book (10% shares) instead? I'd say no, as this makes a ship easier to pay off than the Core and posts here lead me to believe.
 
zero said:
I have one on ship shares in my copy of the Core. I really need some clarification on this for my games;

My book says that ship shares are worth 1% of the ships value. There is a table that lists the ship shares for the ships in the Core.

It says for a Scout worth 27,040,500 creds, a ship share is worth 2,704,050.

Thats 10% though, it should be 270,405 credits per share if its 1%, right? (27,040,500 % 100 = 270,405)

Its the same for all the ships in the table (Core book, p.36 of my hardback copy).

As my character has a ship share, I used my total for it, but should I use the examples as given in the book (10% shares) instead? I'd say no, as this makes a ship easier to pay off than the Core and posts here lead me to believe.

I think the table that gives 10% values for ship shares is a, very unfortunate, misprint. Suggest sticking to 1% values unless you want the players to be very rich from the beginning

Egil
 
Good. I'm going to double check the ship costs I wrote down to check I did stick with the 1% share rule after all.
 
DFW said:
SSWarlock said:
I'm not saying either of these ideas are true; just some thoughts that popped up when I saw your question.

Hmm. If they are supposed to be expensive, 2k/month fits the bill. If they are supposed to be cheap & easy to obtain, the lesser amount.

This is, I think, a decision better left to the individual GM for Traveller.
 
Bense said:
I'm quoting from page 5 of my first-printing copy, which seems to be the same one pdunwin was quoting from.
It's also the version of the checklist that appears in the "travpreview1.pdf" on the Mongoose site.
Yes, that's what I was quoting.

Now, I think this is interesting: I was looking at the "pocket" rulebook from Mongoose and the problematic sentence, "Go to Step 9 if you wish to leave the career, or step 5 to continue with this career" appears to have been removed! However, the book retains the "Optional Rule: Maximum Terms" that, while a reasonable option, seems to have been written by someone laboring under the assumption that one can avoid aging by playing it safe.
 
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