Pirates of Drinax 2nd Ed: Typos, Errors, Bugs, Gremlins, Etc.

AndrewW said:
GarethL said:
So, just to be clear,
...
So, reinforced, light and special hulls will adjust armour cost but rad shielding, Stealth, etc do not?
Reinforced and Light don't.
They don't?

According to the book they modify hull cost, just like configuration, whereas e.g. Stealth is a separate component with a separate cost.

I assumed that reinforced modified hull cost, and hence armour.
 
Cool, thanks again Andrew, I've updated the harrier worksheet accordingly (high guard could have been a lot clearer here).

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Book one, pg. 173, sour jump

Do you mean "well inside the one - hundred diameter limit"? Dropping outside the limit would allow them to immediately jump away to escape (fuel-depending I guess)? Dropping inside the limit deprives them off this escape (though closer to help if it is availible).

Incidentally, I recall that jumping to your current coordinates is a risky route hopeless used for a quick escape - how much fuel does a jump - zero jump cost though?
 
AnotherDilbert said:
AndrewW said:
GarethL said:
So, just to be clear,
...
So, reinforced, light and special hulls will adjust armour cost but rad shielding, Stealth, etc do not?
Reinforced and Light don't.
They don't?
I wold like to draw your attention to the Heavy Fighter HG, p102:

Hull cost: 50 × 0.05 × 120%[streamlined] × 150%[reinforced] = MCr 4.5
Armour cost: Hull cost × 8% × 15 = MCr 4.5 × 0.08 × 15 = MCr 5.4

So, Reinforced Hull certainly increases the cost of the armour on the Heavy Fighter at least.
 
Book one, pg. 140, the assassins

Given their tasks, perhaps the assassin profile should include the Stealth skill?

This paragraph :
• If targeting Rachando, the assassins might:
Should not have a bullet point.
 
Book one, pg. 183, the unveiling

This sentence :
If the Travellers do not have the Drinaxian delegate on board, they are challenged as soon as they enter the system
Infers that the challenge only comes of they have no delegate! Clearly it should read :
The Travellers are challenged as soon as they enter the system. If the Travellers do not have the Drinaxian delegate on board
It might also be worth mentioning what happens if they show in the harrier (a ship with Stealth, a design likely known in light of its age to be a commerce raider, and at this point in the campaign, likely a known pirate ship! It'll also tip GeDeCo to a link between Drinax and the supposedly unaffiliated pirate players)
 
Book one, pg. 13, Upgrading and repairing ships

This section :
Extra ships can be placed under the control of nonplayer characters, and can either take part in the Travellers’ attacks or else sent off to conduct their own raiding. By default, a pirate admiral takes 10% off the top of any loot taken by subordinate ships.
Probably belongs in the section on divvying up spoils (pg. 12).

Speaking of, it'd be cool if there was some mechanic for quickly determining the outcome of deploying an NPC crew to another system for a little piracy?

Book one, pg. 10, crew (also recruitment on the same page)
Hiding and firing: How many crew are availible if the roll is successful? How do we determine their skill levels? How do the players assess their suitability? Some random tables would be cool here? Maybe an admin versus advocate roll or something?
 
Book one, pg. 21 SDB

Since these are going to come up, perhaps you could mention some suggested books for these?

Given the nature of the reach I'm guessing that the two designs in high guard are unlikely to crop up much (other f that at GeDeCo Worlds anyway) as they're dedicated designs and of high TL.

So, what are the players likely to meet? Heavy Fighters? Deployment shuttles? Refitted light freighters? Some hints would be nice?

Similarly for warships, what are local planets likely to be able to scrape up?
 
Does it say anywhere how big the Floating Palace actually is?

Hope I've not got a blind spot, but I don't see a scale on the map.

Thanks,

Dan.
 
Book one, pg. 183, the unveiling
According to its designers, Vorito Highport is a rotating dodecahedron with reconfigurable docking arms extending from each primary vertex
I'm pretty sure all of your art shows the docking arms extending from each face of the dodecahedron, not each vertex.
 
Book one, pg. 198, The Hunters Quarry
This :
He knows that if he captures the boy, he will have leverage over the hatred, treacherous earleatrais. He knows that he needs a ship, but does not have one – the Travellers do.
Contradicts this :
If the Travellers take him with them, then they can use his ship (see Kasiyl’s Ship, page 81).
From page eighty.

Maybe he needs a stealthy ship or something instead?
 
Book one, pg. 205,the second phase

The word "wye’oiheasarl" (plasma streamer) has been pasted into this paragraph several times over other words.
 
Book one, pg. 209

Aslan guides range in cost from Cr25 to Cr250 per day; they have a Reaction Table DM of +0 to +4, and a cost of their DM + 1D x Cr50.
These numbers don't add up, and you omitted the needed brackets (as written the roll is: DM + [1D x 50], giving a cost per day of 50-304Cr!)

If you use the (corrected) printed random die roll then the cost is 50-500Cr,

If you want the noted range then the die roll should be: (DM + 1D) x 25Cr.

If they find a guide (streetwise roll?), how should his DM be determined? How can they assess the quality of a guide before he leads them into trouble?
 
Book one, pg. 211,finding Lokharl
It is exceedingly difficult for the Travellers to find Lokharl on their own.
Surely a high profile figure like a diplomat would be easy to find, but virtually impossible for bums like the players to get an audience with or contact directly... Doubly so if he values his privacy, and his engagements are handled by a PA or similar? Especially if they don't wish to broadcast their nasty little scheme.
 
Book one, pg. 211, Socialising

This section seems garbled :
After the test, roll 2D; on an 8+ and the test was successful, the Traveller gets an introduction. On a failure, or on a 7- on the second roll, the Traveller takes that much damage from potent Aslan liquor or bar brawls.
I think you mean something like this :
Regardless of the outcome of the first test, make an Average (8+) Carouse (SOC) check. If both tests are successful then the Traveller gets an introduction. If either or both tests fail, then the Traveller gets no introduction. If the second check is a failure, the Traveller suffers the Effect in damage from potent Aslan liquor or bar brawls.
 
Book one, pg. 218, AHROAY’IF

What does Kasiyl recommend? He's the aslan character the players have the closest ties with and the one they're most likely to go to for advice on how to proceed. Auals opinion is interesting, but unlikely to be the players first port of call when seeking advice.
 
Book one, pg. 227

it releases a cloud of spores. Anyone near the Vole who is not...

Obvious question, how near is near? I guess it'll vary a little according to the environment, weather conditions, etc, but it's be nice to have a baseline.
 
Book one, pg. 230
– unless the Travellers have an Imperial Standing of 6+, in which case change one Neutral die in the Ambassador’s Wing to whatever faction they support. If their Standing with the Imperium is 20+, then change 3 Neutral Dice there to support the Travellers.
Is that an additional three dice (for a total of four) or change a total of three dice?
For clarity maybe rewrite like this :
– unless the Travellers have an Imperial Standing of 6+, in which case change one Neutral die in the Ambassador’s Wing to whatever faction they support. If their Standing with the Imperium is 20+, then change a further three Neutral Dice there to support the Travellers.
(or a further two dose of that's what you meant).
 
Book one, pg. 231

Roll all your faction dice on that location.
Just to be clear, you get one action per full two dice, but for each action you may roll all of your dice in that zone?

There seem to be plenty of bonuses to rolls, but no penalties, is this intentional? Rolls will typically be on 2-3d6, potentially with a skill level on top, and in some cases additional bonuses, needing an 8+ to succeed.

If it is intended to be a very mobile and dynamic then I get this, but on the face of it the rolls seem too easy.

I think, reading between the lines, it is intended that each die be rolled a maximum of once, but this isn't clear (and the text saying "roll all your faction dice" seems to contradict this.
 
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