Is there a comprehensive 2nd ed Errata?

Stumondo

Mongoose
I took notes while reading the 2nd ed rule book, and I have over 40 items that I'd like clarification on. I was hoping that the errata is all in one place, and I can tick most of them off, instead of typing them all up.

Does such an errata exist? I haven't been able to find any. Any help would be appreciated.

Thanks
 
The current rulebook is pretty tight, but we'll be happy to answer your questions - if you want to start with the most pressing, we'll go through them one by one!
 
msprange said:
The current rulebook is pretty tight, but we'll be happy to answer your questions - if you want to start with the most pressing, we'll go through them one by one!

I would like a space combat example.
Preferable, since I am running Drinax, I piracy example ending with boarding action.
 
Excuse my hijacking, but I had a couple of rules to query:

- how long do ship repairs take? On page 60, the timeframes table lists 'repairing a damaged ship' as an example of something taking 1D x 10 hours. On the same page, under the Going Faster or Slower example, it says 'Repairing the engine would normally take 1D hours'. Page 150 also says 1D hours for critical hits, while 1 point of Hull damage takes 1 hour.
- on timeframes generally, let's says a task takes 1D x 4 hours (e.g. researching a problem). You roll 6 = 24 hours. Is that 24 hours of actual activity (ie, 3 days of working 8 hours a day)? Or is meant to indicate that it takes a day?

Thanks,

Dan.
 
Took me a while to to write all this up. On second reading, plenty are definitely pedantic, and I'm 90% sure on a lot of them, but I like being sure. I appreciate an help anyone can provide. I'm sure some are just rules I can't find or have misinterpreted.

1. Pg 15. Events, Roll of 11. If you are drafted, does that career happen in the current term, or the following one (like the drifter option)? Also, can this force you into the draft if you had been drafted before, or can you enter the draft again, having being put in it this way?

2. Pg 16. Do you get full basic training on your first career if you went through pre-career education?

3. Pg 16. Can you attempt advancement if you fail a Commission role.

4. When rolling a skill in a career event, if you don’t have a skill, do you apply a -3.

5. When you roll 2 on a career event, it causes you to roll on the mishap table, but you are not ejected. What if the mishap says you are ejected?

6. Pg 46. Multiple players roll part ownership of different ships, eg 25% Free Trader, 50% Yacht. It is stated on this page that each time a ship is rolled as a benefit, it can be converted to a Cr25,000 pension. Does this mean each 25% of a larger ship or does it need to be a whole ship, like 100% Yacht or a Scout Ship. Also, can this apply to a Ship’s Boat?

7. Pg 59. If a player is subject to more Boons than Banes, do they still cancel to nothing, or does it result in a Boon, and vice versa?

8. Pg 71. First aid is an option in combat, taking 1 significant action. Outside combat, per the skill, first aid takes 1D Minutes. Should I be imposing a DM -6 for the reduced timeframe?

9. Pg 72. Does a Leadership roll in combat require a significant action?

10. Pg 74. After END is reduced to 0, can damaged be split between STR and DEX, either from a single attack, or multiple attacks. If so, does being conscious with damage to 3 stats have any further effect (like it did in 1st ed)?

11. Pg 75. Grappling has an option to inflict 2 + Effect damage to the target. Does armour apply to this damage? If no, how about subdermal armour?

12. Pg 75. Are Auto and Aiming / Scope mutually exclusive, or can aiming happen in previous rounds or the like?

13. Pg 76. Diseases are potentially extremely lethal, as they attack the stat you have to roll with. Do you heal naturally while under the effects of a disease, possibly helping mitigate the lethality somewhat?

14. Pg 76. Neurotoxin attacks INT. What happens when a mental stat reaches 0?

15. Athletics says it can augment an appropriate stat roll, but the book often calls for an Athletics roll, for example, to mitigate a fall or throw a grenade. Does this specifically want an Athletics check (taking -3 if the character doesn’t have it), or is it really a stat check, potentially modified by athletics?

16. Pg 77. After receiving over 801 total Rads, is the character effectively immune to cumulative Rads, or should the table be extrapolated? Also, are the effects a total or cumulative, ie, is 801 cumulative -4 END or -10 END? If receiving a massive dose of radiation, does the cumulative radiation exposure effect kick in immediately? Finally, do anti rad drugs remove the “permanent” negative END?

17. In combat, is there any delay and/or ready option?

18. It is possible to roll a negative initiative, especially when ambushed. Can someone act on a negative initiative? It makes sense that in an ambush, someone might lose a round, but less if they just happen to have an extremely low stat and roll poorly.

19. Pg 94. Here it states, wearing a Vacc Suit that require Vacc Suit 2, but not having the skill would incur a DM -4 (DM -2 for each level missing). But since Vacc Suits requiring Vacc Suit 0 exist, shouldn’t that level be included, so not having the skill for a Vacc Suit requiring the skill at 2 would incur a -6, and one requiring 0, and -2?

20. Pg 103. Can high TL transceivers be used al over a planet, or are their long range still hampered by the curvature of a planet?

21. Pg 106. There’s no price for an Intellect Program, Bandwith 3, TL 14.

22. The book mentions losing limbs several times, and has some cool stuff relating to it. Are there any rules, alternate or otherwise, regarding the loss of limbs? Or any thoughts if you wanted to potentially bring that possibility into a game?

23. Pg 109. Higher TL medkits do not give bonuses for basic treatment, but do to first aid. What is basic treatment referring too?

24. Pg 113. Is there a comprehensive list of toolkits, each kit at different TL or guidelines to generate them?

25. Self-sealing says it seals small rips and tears. At what point does an amount or type of damage get past this? When should someone worry about being exposed to vaccum?

26. Pg 117. A Shield gives an unskilled user Melee 0 when parrying. This has no effect as per the rules. Is there an errata for this?

27. I can’t find rules for grenades. What are the scatter results on a missed attack? Does a grenade do the same damage to targets who are beside them, as those who are on the edge of their radius?

28. For drive checks you add the vehicles agility as a DM. Does this replace DEX, or is it in addition?

29. When in a vehicle collision, do you apply a characters armour to the damage, or does it bypass?

30. Does armour affect falling damage?

31. Pg 135. On the damage, some of the results increase hull severity. What does this mean?

32. Pg 135. When a weapon explodes, does the user take damage?

33. Pg 145/146. Encounter says to roll a d66 twice, is this a typo? Also, Bold encounters cannot be ignored, however, nothing on the table is in bold.

34. Pg 164. Do ship quirks stack when rolled multiple times?

35. Pg 200. Telekinetic punch’s damage seems to be too low to be practical.

36. Pg 203. How much time needs to be left between using Psi-drugs to avoid making an END check.

37. Pg 203. What happens when you to teleport into a shielded ship?

38. Pg 203. When a roll in a Psion Career allows you to reroll acquiring a talent, does it suffer the cumulative DM -1’s for every time you test for a talent.

39. Pg 207. Why do Passage costs leap hugely when travelling 6 parsecs? Also, Low Passage is more expensive than Basic Passage at 5 and 6 Parsecs travelled, is this intentional?

40. Pg 207. Are the cost for per parsec, cost per ton? Also, is the payment for mail affected by distance?


Thanks.
 
Okay, let's have a look!

1. Pg 15. Events, Roll of 11. If you are drafted, does that career happen in the current term, or the following one (like the drifter option)? Also, can this force you into the draft if you had been drafted before, or can you enter the draft again, having being put in it this way?

* Following term and yes, you can get drafted multiple times in your life!

2. Pg 16. Do you get full basic training on your first career if you went through pre-career education?

* You do.

3. Pg 16. Can you attempt advancement if you fail a Commission role.

* You can.

4. When rolling a skill in a career event, if you don’t have a skill, do you apply a -3.

* Yes. The only thing you don't apply are characteristic DMs, as they are not mentioned.

5. When you roll 2 on a career event, it causes you to roll on the mishap table, but you are not ejected. What if the mishap says you are ejected?

* Do as the MIshap says.

6. Pg 46. Multiple players roll part ownership of different ships, eg 25% Free Trader, 50% Yacht. It is stated on this page that each time a ship is rolled as a benefit, it can be converted to a Cr25,000 pension. Does this mean each 25% of a larger ship or does it need to be a whole ship, like 100% Yacht or a Scout Ship. Also, can this apply to a Ship’s Boat?

* Whole ship - remember, the group can only start with one ship.

7. Pg 59. If a player is subject to more Boons than Banes, do they still cancel to nothing, or does it result in a Boon, and vice versa?

* Go with whatever you have the most of.

8. Pg 71. First aid is an option in combat, taking 1 significant action. Outside combat, per the skill, first aid takes 1D Minutes. Should I be imposing a DM -6 for the reduced timeframe?

* No, assume you are just trying to stop someone dying in the heat of battle!

9. Pg 72. Does a Leadership roll in combat require a significant action?

* Depends what the player is doing - if they are just shouting a lot (typical Traveller leadership style), then no.

10. Pg 74. After END is reduced to 0, can damaged be split between STR and DEX, either from a single attack, or multiple attacks. If so, does being conscious with damage to 3 stats have any further effect (like it did in 1st ed)?

* Yes, and no.

11. Pg 75. Grappling has an option to inflict 2 + Effect damage to the target. Does armour apply to this damage? If no, how about subdermal armour?

* RAW, armour counts (kinda difficult to bend someone in combat armour, I guess...).

12. Pg 75. Are Auto and Aiming / Scope mutually exclusive, or can aiming happen in previous rounds or the like?

* You cannot aim when firing auto :)

13. Pg 76. Diseases are potentially extremely lethal, as they attack the stat you have to roll with. Do you heal naturally while under the effects of a disease, possibly helping mitigate the lethality somewhat?

* Natural healing will kick in.

14. Pg 76. Neurotoxin attacks INT. What happens when a mental stat reaches 0?

* Make the player roleplay it.

** The Traveller will be all but brain dead.

15. Athletics says it can augment an appropriate stat roll, but the book often calls for an Athletics roll, for example, to mitigate a fall or throw a grenade. Does this specifically want an Athletics check (taking -3 if the character doesn’t have it), or is it really a stat check, potentially modified by athletics?

* It is indeed an Athletics check. Some people throw like a klutz.

16. Pg 77. After receiving over 801 total Rads, is the character effectively immune to cumulative Rads, or should the table be extrapolated? Also, are the effects a total or cumulative, ie, is 801 cumulative -4 END or -10 END? If receiving a massive dose of radiation, does the cumulative radiation exposure effect kick in immediately? Finally, do anti rad drugs remove the “permanent” negative END?

* 801 is cumulative for a total of -10 END and lots of damage dice. He should be dead... And no, anti-rads remove rads, not END loss. We mean it when we say permanent.

17. In combat, is there any delay and/or ready option?

* Not an action as such, but I would not have an issue with a character acting later in the round. Initiative shows how quickly people react, not necessarily the order they should act in.

18. It is possible to roll a negative initiative, especially when ambushed. Can someone act on a negative initiative? It makes sense that in an ambush, someone might lose a round, but less if they just happen to have an extremely low stat and roll poorly.

* Yes, and yes.

19. Pg 94. Here it states, wearing a Vacc Suit that require Vacc Suit 2, but not having the skill would incur a DM -4 (DM -2 for each level missing). But since Vacc Suits requiring Vacc Suit 0 exist, shouldn’t that level be included, so not having the skill for a Vacc Suit requiring the skill at 2 would incur a -6, and one requiring 0, and -2?

* No - high TL vacc suits are basically clothes (or think of the 'suit' in Guardians of the Galaxy 2).

20. Pg 103. Can high TL transceivers be used al over a planet, or are their long range still hampered by the curvature of a planet?

* Radio waves can bounce off the atmosphere :) I would let them be planetwide unless there is an environmental reason for them not to be.

21. Pg 106. There’s no price for an Intellect Program, Bandwith 3, TL 14.

* CSC lists it as Cr200000.

22. The book mentions losing limbs several times, and has some cool stuff relating to it. Are there any rules, alternate or otherwise, regarding the loss of limbs? Or any thoughts if you wanted to potentially bring that possibility into a game?

* Not yet - one for creative refs at the moment.

23. Pg 109. Higher TL medkits do not give bonuses for basic treatment, but do to first aid. What is basic treatment referring too?

* Cuts and boo-boos. Could work for Medical Care too.

24. Pg 113. Is there a comprehensive list of toolkits, each kit at different TL or guidelines to generate them?

* No - this is something we wanted to avoid in the new Traveller, as you can apply TL upgrades to just about everything in the game... but how many pages do you want us to devote to the subject when a player just needs a tool kit to fix stuff?

25. Self-sealing says it seals small rips and tears. At what point does an amount or type of damage get past this? When should someone worry about being exposed to vaccum?

* Up to the ref, but getting stabbed or shot will probably do the trick...

26. Pg 117. A Shield gives an unskilled user Melee 0 when parrying. This has no effect as per the rules. Is there an errata for this?

* That... is a very good point. Assume it grants Melee 1 for parrying.

27. I can’t find rules for grenades. What are the scatter results on a missed attack? Does a grenade do the same damage to targets who are beside them, as those who are on the edge of their radius?

* Everyone in the radius is affected. If a grenade misses, don't get too bogged down on where it scatters. It either misses completely or blows up near something dangerous/funny. Down to the ref.

28. For drive checks you add the vehicles agility as a DM. Does this replace DEX, or is it in addition?

* In addition.

29. When in a vehicle collision, do you apply a characters armour to the damage, or does it bypass?

* Pretty sure there is a line somewhere in the rules that says armour is ignored in a collision.

30. Does armour affect falling damage?

* No. But kudos to the player who tries to claim that.

31. Pg 135. On the damage, some of the results increase hull severity. What does this mean?

Hull is a location - increase the critical effect as per the same table.

32. Pg 135. When a weapon explodes, does the user take damage?

* Can't see why not.

33. Pg 145/146. Encounter says to roll a d66 twice, is this a typo? Also, Bold encounters cannot be ignored, however, nothing on the table is in bold.

* Issues with this table are known.

34. Pg 164. Do ship quirks stack when rolled multiple times?

* Up to the ref. I would ask why not?

35. Pg 200. Telekinetic punch’s damage seems to be too low to be practical.

* Telekinetic Slap then - these mind things are not easy to do :)

36. Pg 203. How much time needs to be left between using Psi-drugs to avoid making an END check.

* A day should do it...

37. Pg 203. What happens when you to teleport into a shielded ship?

* It will fail. Though tempted to make the Psion splat on the outside.

38. Pg 203. When a roll in a Psion Career allows you to reroll acquiring a talent, does it suffer the cumulative DM -1’s for every time you test for a talent.

* Yes.

39. Pg 207. Why do Passage costs leap hugely when travelling 6 parsecs? Also, Low Passage is more expensive than Basic Passage at 5 and 6 Parsecs travelled, is this intentional?

* It is an oddity of ship design - we all questioned it during playtesting, but the maths are solid (big, big spreadsheet). That last leap is really expensive. Similar situation on low passage - it is just more efficient to do things in certain ways on certain ships.

40. Pg 207. Are the cost for per parsec, cost per ton? Also, is the payment for mail affected by distance?

* Cost is per ton on the table. Flat rate for mail, no matter distance.
 
About the parry reaction, our group have a house rule. You can use it if you like it:

Parrying uses the melee skill (which is Skill + stats). This means that even an unskilled character with a shield and a positive modifier in STR can benefit somewhat from parry.
Of course, this house rule can result in very high defensive DMs when using shields. Yet, judging from the otherwise limited application (most characters will be better at dodging rather than parrying; there are weapons which ignore parrying), you might consider it.
 
Would Mongoose ever consider collecting rules clarifications like these and maintaining a "Sage Advice" style document?
 
Jump Dave said:
Would Mongoose ever consider collecting rules clarifications like these and maintaining a "Sage Advice" style document?

It is certainly something we should properly look into.
 
On the chance this will be seen, I have some additional questions. I hoping to get author intent here (or at least, how it's played at Mongoose), rather than community opinions

1. Core Rules, page 15, Military Academy: Under "Graduation Benefits", is says "Increase EDU by an additional +1", but unlike for University, no Education bonus is listed after between Skills granted prior to graduation. So a) should the word "additional" be ignored, or b) should Military Academy students be granted an Education bonus along with their skills after entry, as University students are?

2. Spacecraft Operations, Running Costs and Maintenance, page 145. My read is that life support for a unoccupied stateroom is Cr 1000 per month, and each inhabitant staying in it requires an additional Cr 1000 per month. (so: empty = Cr 1000, single occupancy = Cr 2000, double occupancy = Cr 3000 per month). Is that correct?

3. Core Rules, Space Combat, page 160, Disperse Sand: Two questions:

a. Unlike in Point Defence right above it, Disperse Sand doesn't state that gunner is limited to only reacting to a single incoming laser attack that round. Can a gunner in a sandcaster-equipped turret react to multiple laser attacks in a single round?

b. Can a gunner crewing a mixed turret with offensive weapons and sandcaster(s) attack an enemy with one of the offensive weapons, and perform the Disperse Sand reaction in the same round?

4. Core Rules, Sensors, page 150: Two questions:

a. Passive Radar/Lidar is not listed in the Sensor Detail table. Would it be the same as Active Radar/Lidar? (in which case, that column could just be labeled "Radar/Lidar")

b. Visual sensors have the same Sensor Detail listed at each Detail level (full, limited and minimal) as Active Radar/Lidar, but with better range than active radar/lidar. Since the use of active radar/lidar makes a ship easier to see (+2 DM on other ships' sensors rolls to detect it), it would seem foolish not to use just use visual sensors over active radar/lidar in all cases. Is there an unstated intent that radar/lidar (whether active or passive) can allow you to acquire unknown targets, but visual sensors have to be trained a specific direction, making them only useful for gaining additional detail on targets that have already been acquired?

5. Central Supply Catalogue, Cartridge Pistol, page 109: The range stated is "20", as good as the Gauss Pistol, which is surprising, considering this is a relatively low-tech shotgun-type pistol. Should the range be "2" as with the Shot Pistol?

Thanks for any answers you can provide!
 
Jump Dave said:
4. Core Rules, Sensors, page 150: Two questions:

a. Passive Radar/Lidar is not listed in the Sensor Detail table. Would it be the same as Active Radar/Lidar? (in which case, that column could just be labeled "Radar/Lidar")

b. Visual sensors have the same Sensor Detail listed at each Detail level (full, limited and minimal) as Active Radar/Lidar, but with better range than active radar/lidar. Since the use of active radar/lidar makes a ship easier to see (+2 DM on other ships' sensors rolls to detect it), it would seem foolish not to use just use visual sensors over active radar/lidar in all cases. Is there an unstated intent that radar/lidar (whether active or passive) can allow you to acquire unknown targets, but visual sensors have to be trained a specific direction, making them only useful for gaining additional detail on targets that have already been acquired?

Very good questions, I had the same reaction and interrogation when I saw the "Sensor Detail" table.

Would anyone have lights on that point ? Or the table is wrong ?

Thanks for any help !

Sincerely,
JN
 
Using the Starter Set.

The benefits for Free Trader and Yacht throw me.

Free Trader says to roll 1D times on the Quirks table. So no roll on the Outdated Ships table?

Yacht says 1D times on the Old Ships table.... Is this supposed to be the Quirks table like the Free Trader or should we roll on the Outdated Ships table? What is the Old Ships table?

Above you mention the party can only have one ship. Where is that in the Starter Box rules so I can reference it?
-current group rolled a Yacht (with Boat, raft and atv) and a Free Trader-

Also, when staying in the same career, do you need any roll for re-enlistment? Does it say anywhere?
 
msprange said:
39. Pg 207. Why do Passage costs leap hugely when travelling 6 parsecs? Also, Low Passage is more expensive than Basic Passage at 5 and 6 Parsecs travelled, is this intentional?

* It is an oddity of ship design - we all questioned it during playtesting, but the maths are solid (big, big spreadsheet). That last leap is really expensive. Similar situation on low passage - it is just more efficient to do things in certain ways on certain ships.

Pg 207 again. If a Jump-1 ship with lots of fuel needs to cross long distances in deep space (the Byrni-Villane route would require 5 jumps/weeks, for example), do you pay for a single Jump (Byrni-Villane is 5 parsecs, Cr34000 for a Middle Passage five weeks long), or you need multiple Jump-1 tickets (Cr6200x5=31000 for five Jump-1 Middle Passages, and five weeks stuck in the Void consuming the same ship supplies as above but at lower prices)?
 
If it's the same interstellar lines, I'd see if I could get a discount for a multi ticket package.

It may be more of an issue of time than space, in terms of cost, not to mention that starship that can leapfrog five parsecs is inherently more expensive per tonne than a monojumper.
 
Hey, my group stumbled upon some stuff, too. We are mostly new to Traveller (some of us played GURPS Traveller a long while back) and we luckily found the unofficial errata list. I wish, there was an official document, especially on changes in the PDF which seems to have gotten an update compared to the print edition. Here are some questions we couldn't solve ourselves. Some of these might be actual Errata-worthy, some might be misunderstandings by our side and some are just stuff which might need clarification:

1. Accelerator Rifle, according to Central Supply Catalogue Range is only 25m, that can't be true? Several other stats in Central Supply Catalogue seem to have changed. Another notable difference I noticed were Skill Augments (50000 Core Rulebook vs 150000 Central Supply Catalogue), which would affect Benefits (Combat Implant) during character creation. Which stats take precedence? In the case of Augments we decided to use Core Rulebook prices during character creation and Central Supply Catalogue prices during actual play.

2. The Repair system action during Space Combat allows for a cumulative DM bonus. Would you be able to roll every combat round with an increasing DM modifier until you beat the check, or would you have to invest several rounds without rolling the dice until you decide your DM modifier is sufficient to risk a dice roll?

3. Does a Computer need to have at least the same TL as a software it's running, or can you run for example TL14 software on a TL12 computer, as long as you've got the bandwith?

4. Are you able to copy and share software, for example: One traveller buys a training software for Melee weapons, so he can copy it to the other Travellers and everyone's got it?

5. Speaking of training software, how does it work with specializations? Would you need a training software for every specialization of a skill? Like one science trainer for all the science specializations?

6. Law Level 3 bans Military weapons. In the first edition (of Mongoose Traveller) it was heavy weapons, which is a rules term (there are weapons definitely defined as heavy weapons). What exactly is a military weapon? For example, do automatic rifles, Gauss weapons or monofilament blades count as military weapons? They probably aren't made for hunting... In general, do these bans assume that you still would need to get a license, don't need to get a license or that getting a license would be just a formality, or in other words: Even if a weapon type is not banned, would you still need to register your weapons?
 
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