Small Craft Catalogue: Errata

Technetium 98

Banded Mongoose
Commercial Craft
  • Page 15, Civilian Hopper
    • Systems, Fuel Scoops should be removed. It's not streamlined, and it'd more than double the cost of the craft.
    • Software, Intellect should be removed: it's TL11.
    • Cargo should be 2t.
  • Page 16, Advertising Boat
    • Software, Intellect should be removed.
  • Page 20, Fast Shuttle
    • M-Drive should be 2.7t, MCr5.4.
    • Common Areas should be MCr1.7002.
    • Total/Purchase Cost should be MCr20.882, Maintenance Cost should be Cr1740/month.
  • Page 22, Trade Shuttle
    • M-Drive should be MCr10.8.
    • Total/Purchase Cost should be MCr22.48, Maintenance Cost should be Cr1873/month.
  • Page 24, Extended Range Passenger Shuttle
    • Aerofins should be 4.75t, MCr0.475.
    • Power Plant should be MCr2.
    • Fuel Tanks should be 1.2t.
    • Cargo should be 9t.
    • Total/Purchase Cost should be MCr19.205, Maintenance Cost should be Cr1600/month.
    • Power, Manoeuvre Drive should be 19.
Working Craft
  • Page 27, Automated Lifeboat
    • '...for a cost of MCr0.36' should be '...for a cost of MCr0.36.'
    • Systems, Fuel Scoops should be removed.
    • Software, Intellect should be removed.
    • Cargo should be 0t.
  • Page 28, Freight Handler Pod
    • '... with the use of two grappling arms and these...' should be '... with the use of a grappling arm. These...'.
    • Systems, Fuel Scoop should be removed.
    • Systems, Tow Cable should be 0.06t, MCr0.0003.
    • Cargo should be 1t.
  • Page 29, Transporter
    • For 2x 25t capacity:
      • M-Drive should be Thrust 1 (60t). There's more-or-less standard notation for this in High Guard - and if it's to be a TL9 design, it can't go above Thrust 1. Maybe add a comment about it being limited to 1G for close manoeuvring?
      • Systems, Fuel Scoops should be removed.
      • Tow Cable should be 0.1t, MCr0.0005.
      • Total/Purchase Cost should be MCr4.3155, Maintenance Cost should be Cr360/month.
      • Footnote should be removed.
    • For 2x 30t capacity (I like this one better!):
      • M-Drive should be Thrust 1 (70t), 0.7t, MCr1.4.
      • Systems, Fuel Scoops should be removed.
      • Tow Cable should be 0.1t, MCr0.0005.
      • Total/Purchase Cost should be MCr4.5155, Maintenance Cost should be Cr376/month.
      • Power, Manoeuvre Drive should be 7.
      • Footnote should be removed.
  • Page 30, Utility Pod
    • Fuel Tanks should be 2 weeks of operation.
    • Tow Cable should be 0.1t, MCr0.0005.
    • Cargo should be 1t.
    • Total/Purchase Cost should be MCr4.1055, Maintenance Cost should be Cr342/month.
    • Power, Manoeuvre Drive should be 2.
  • Page 31, Tradesman's Gig
    • System, Fuel Scoops should be removed.
  • Page 32, Belter Launch
    • Fuel Tanks should be 0.1t.
    • Cargo should be 12t.
    • Power, Weapons should be 3.
  • Page 33, Customs Launch
    • Tech Level should be 10.
    • Software, Intellect should be removed.
    • Power, Weapons should be 3.
  • Page 34, Lifeboat
    • Total Cost/Purchase Cost should be MCr3.73, Maintenance Cost should be Cr311/month.
  • Page 35, Medical Launch
    • Power, Medical Bay should be 3. Maybe swap it with the Sensors entry.
  • Page 36, Rescue Boat
    • Power, Basic Ship Systems should be 6.
    • Power, Manoeuvre Drive should be 18.
    • In light of the higher power requirements...
      • Power Plant should be Fusion (TL12), Power 30, 2t, MCr2.
      • Cargo should be 1t.
      • Total/Purchase Cost should be MCr22.8965, Maintenance Cost should be Cr1908/month.
  • Page 37, Modular Skiff
    • Tech Level should be 10.
  • Page 38, Research Pinnace
    • Cargo should be 4t.
  • Page 39, Customs Patrol Boat
    • Firmpoints can't be upgraded to double turrets, only single. Keeping the double turret...
      • Tech Level should be 11.
      • Fuel Tanks should be 12 weeks of operation.
      • Bridge should be Holographic Controls.
      • Staterooms should be MCr1.
      • Software should include Intellect.
      • Total/Purchase Cost should be MCr22.6575, Maintenance Cost should be Cr1888/month.
      • Power, Weapons should be 7.
    • Changing to two single turrets - though this'll mess with the art & deckplans.
      • Tech Level should be 11.
      • Fuel Tanks should be 12 weeks of operation.
      • Bridge should be Holographic Controls.
      • Weapons should be Single Turrets (Beam Laser) x2, 2t, MCr1.4.
      • Staterooms should be MCr1.
      • Software should include Intellect.
      • Cargo should be 3t.
      • Total/Purchase Cost should be MCr22.5575, Maintenance Cost should be Cr1880/month.
      • Power, Weapons should be 8.
    • Power could also be dropped to 40, but I leave that judgement to you.
  • Page 40, Fast Cutter
    • Manoeuvre Drive should be 3t, MCr6.
    • Cargo should be 3t.
    • Total/Purchase Cost should be MCr15.93, Maintenance Cost should be Cr1328/month.
    • Hull should be 20.
  • Page 41, Ship-To-Ship Shuttle.
    • Tech Level should be 10.
    • Fuel Tanks should be 0.2t.
    • Bridge should be MCr0.5.
    • Sensors should be 0t, MCr0.
    • Loading Belt should be MCr0.003.
    • Cargo should be 32t.
    • Total/Purchase Cost should be MCr8.033, Maintenance Cost should be Cr669/month.
    • Remove Sensors (4) from deckplan.
  • Page 42, Traffic Control Router
    • I have concerns with this design, so it's a bit of a rejig. Changes are as follows:
      • Chemical plant to Fusion plant: for this configuration, it'd use five tons of fuel. I can't adapt that.
      • Cockpit to Bridge: Cockpits only have 24 hours of life support.
    • '... a chemical-based power plant for emergencies.' should be '... a fusion power plant for emergencies.'
    • Power Plant should be Fusion (TL8), Power 5, and 0.5t.
    • Fuel Tanks should be 40 weeks of operation OR Fuel Tanks should be 0.0125t.
    • Bridge should be (Blank), 3t, MCr0.5.
    • Sensors, Improved Signal Processing should be 1t, MCr4.
    • Systems, Fuel Scoops should be removed.
    • Total/Purchase Cost should be MCr39.7, Maintenance Cost should be Cr3308/month.
    • Power, Sensors should be 13.
  • Page 43, Heavy Modular Cutter
    • Hull, Modular Hull should be MCr1.8.
    • Cargo should be 7t.
      • That's one hell of a change from deckplans. Maybe add Aerofins? That seems like an easier option, while still being - theoretically - useful.
    • Total/Purchase Cost should be MCr21.33, Maintenance Cost should be Cr1778/month.
Fighters
  • Page 36, Homeshield Mini-Fighter
    • R-Drive, High-burn Thruster (Thrust 2) should be removed.
    • Power Plant should be Chemical (TL7), Power 1, 0.2t, MCr0.05.
    • Fuel Tanks should be 1 week of operation, 2 hours Thrust, 0.85t.
    • Total/Purchase Cost should be MCr1.33, Maintenance Cost should be Cr111/month.
  • Page 47, Cyclone Ground Attack Fighter
    • Armour should be 2.4t, MCr0.48.
    • M-Drive should be Thrust 5.
    • Weapons, Fixed Mount (Medium Autocannon) should be MCr0.03
    • Weapons, Fixed Mounts (Anti-Tank Missile) x2 should be MCr0.046
    • Software, Evade/2 should be Evade/1 and MCr1 - not enough bandwidth to run both.
    • Total/Purchase Cost should be MCr12.816, Maintenance Cost should be Cr1068/month.
    • Power, Manoeuvre Drive should be 5.
  • Page 48, Moray Antique Fighter
    • Fuel Tanks should be 2 weeks of operation, 2 hours Thruster, 3.05t.
  • Page 49, Sentinel Escort Fighter
    • Armour should be Crystaliron, Armour: 5, 2.5t, MCr0.5.
    • Fuel Tanks should be 0.8t.
    • Total/Purchase Cost should be MCr10.095, Maintenance Cost should be Cr841/month.
    • Power, Weapons should be 4.
  • Page 50, Junker
    • Tech Level should be 10.
    • Fuel Tanks should be 4 weeks of operation, 2 hours Thruster.
  • Page 51, Kashu Multirole Fighter
    • Hull, 20 tons, Streamlined, Reinforced should be MCr1.8.
    • Armour should be Bonded Superdense, Armour: 10.
    • Weapons, Fixed Mount (Pulse Laser) should be MCr1.1.
    • Weapons, Fixed Mounts (PGHP-14) x2 should be MCr0.21.
    • Total/Purchase Cost should be MCr51.5, Maintenance Cost should be Cr4292/month.
    • Power, Weapons should be 3.
  • Page 52, Jester Covert Operations Fighter
    • Hull, 25 tons, Streamlined should be MCr1.5.
    • Armour should be 2.25t, MCr0.45.
    • Power Plant should be Fusion (TL12), Power 30, and MCr2.
    • Power Plant, Emergency Power System should be MCr0.2.
    • Weapons should be 1t.
    • Total/Purchase Cost should be MCr41.385, Maintenance Cost should be Cr3449/month.
    • Power, Weapons should be 4.
  • Page 53, Vanguard Assault Fighter
    • The armour calculation was way off, I'd seriously recommend taking another look at this one - as built, it has like 14.7t of cargo space. I'd recommend tacking on a High-Burn Drive, but either way it's going to need new deckplans.
The Military
  • Page 55, Space Surveillance Boat.
    • Power Plant should be Fusion (TL12), Power 15.
    • Cargo should be 0t.
  • Page 56, Carrier Support Craft
    • Tech Level should be 12.
    • Hull should be 20 tons, Streamlined.
    • Fuel Tanks should be 4 weeks of operation, 0.1t. It's got room, that's the only reason.
    • Computer should be Computer/10, MCr0.16.
    • Cabin Space should be MCr0.075.
    • Total/Purchase Cost should be MCr13.745, Maintenance Cost should be Cr1145/month.
  • Page 57, Fast Launch
    • Tech Level should be 11.
    • Power, Weapons should be 3.
  • Page 58, Fighting Launch
    • Tech Level should be 11.
    • Armour should be Crystaliron, Armour: 10.
    • Power, Weapons should be 3.
  • Page 60, SEW Boat
    • Hull, Radiation Shielding should be MCr1.
    • Power Plant should be MCr3.
    • Fuel Tanks should be 2 weeks of operation, 0.15t.
    • Total/Purchase Cost should be MCr114.775, Maintenance Cost should be Cr9565/month.
    • Power, Sensors should be 6.
    • Power, Weapons should be 1.
  • Page 61, Strike Boat
    • 'A blistering fast craft...' should be 'A blisteringly fast craft...'.
    • Again, the armour calculation's off. It'll need a redo, same as the Vanguard Assault Fighter. High Burn Drive would be good in this one, especially.
  • Page 62, System Defence Rock
    • Hull should be 17.5t.
    • Power Plant should be 2t, MCr2.
    • Fuel Tanks should be 36 weeks of operation.
    • Extension Net should be 1t, MCr1.
    • Weapons, Single Turret (Pulse Laser) should be MCr1.2.
    • Cargo should be 5t. Might need a deckplan tweak - maybe cut that sticky-out bit on the Common Areas?
    • Total/Purchase Cost should be MCr26.575, Maintenance Cost should be Cr2215/month.
    • Power, Weapons should be 4.
  • Page 63, Boarding Shuttle
    • Systems, Fuel Scoops should be removed.
    • Staterooms, Acceleration Benches x30 should be Acceleration Benches x20, MCr0.2.
    • Software, Evade/3 should be Evade/2, MCr2.
    • Cargo should be 3t.
    • Total/Purchase Cost should be MCr44.675, Maintenance Cost should be Cr3723/month.
    • Power, Weapons should be 4.
  • Page 65, Cargo Transport
    • Armour should be 10.752t, MCr5.376.
    • Software, Evade/3 should be Evade/2, MCr2.
    • Cargo should be 39t.
    • Total/Purchase Cost should be MCr35.251, Maintenance Cost should be Cr2938/month.
    • Power, Weapons should be 4.
  • Page 67, Planetary Assault Barge
    • Armour should be Bonded Superdense, Armour: 6, 7.776t.
    • Fuel Tanks should be 0.0875t.
    • Software, Evade/3 should be Evade/2, MCr2.
    • Total/Purchase Cost should be MCr45.188, Maintenance Cost should be Cr3766/month.
  • Page 69, System Defence Craft
    • Systems, Emergency Power System should be under Power Plant.
    • Weapons, Single Turret (fusion gun) should be MCr2.2.
    • Systems, Fuel Scoops should be removed.
    • Software, Evade/3 should be Evade/1, MCr1.
    • Total/Purchase Cost should be MCr116.015, Maintenance Cost should be Cr9668/month.
    • Hull should be 42.
    • Power, Weapons should be 10.
Luxury Craft
  • Page 72, Runabout
    • Cargo should be 0t.
  • Page 73, Protective Shuttle
    • Hull, Radiation Shielding should be MCr1.25.
    • Armour should be Crystaliron, Armour: 11, 16.5t, MCr3.3.
    • R-Drive should be 3t, MCr0.6.
    • Systems, Emergency Power System should be under Power Plant.
    • Fuel Tanks should be 4.55t.
    • Computer should be MCr3.
    • Systems, Re-Entry Capsule should be MCr0.02.
    • Cargo should be 0t.
    • Total/Purchase Cost should be MCr33.295, Maintenance Cost should be Cr2775/month.
    • Power, Weapons should be 3.
    • Power, Medical Bay should be 1.
  • Page 75, Pressurised Yacht
    • I'd prefer 'Pressure-Resistant Yacht', maybe 'Diving Yacht', or something. I'd hope that every spacefaring craft is pressurised!
  • Page 77, In-System Sailing Yacht
    • M-Drive should be 0.8t, MCr1.6.
    • Cargo should be 2t.
    • Total/Purchase Cost should be MCr20.21, Maintenance Cost should be Cr1684/month.
    • Power, Biosphere should be 4.
  • Page 79, Luxury Shuttle
    • Hull, Aerofins should be 4.5t, MCr0.45.
    • M-Drive should be 3.6t, MCr7.2.
    • Common Areas should be 46t, MCr4.6.
    • Total/Purchase Cost should be MCr28.33, Maintenance Cost should be Cr2361/month.
Aslan
  • Page 82, Yeawel Light Fighter
    • 'Khuilrakh' should be 'Khuilrakh'.
    • Weapons should be MCr0.85.
    • Total/Purchase Cost should be MCr7.29, Maintenance Cost should be Cr608/month.
    • Power, Manoeuvre Drive should be 4.
  • Page 83, Khuilrakh Light Fighter
    • Weapons should be MCr1.1.
    • Total/Purchase Cost should be MCr11.13, Maintenance Cost should be Cr928/month.
    • Power, Weapons should be 3.
  • Page 84, Yaeai Reconnaissance Pinnace
    • Tech Level should be 12.
    • Weapons, Single Turret (Beam Laser) should be 1t.
    • Common Area should be 7t, MCr0.7.
    • Cargo should be 1t.
    • Total/Purchase Cost should be MCr30.26, Maintenance Cost should be Cr2522/month.
    • Hull should be 24.
    • Power, Weapons should be 7.
  • Page 86, Akhoilaw Shrine Ship
    • Armour should be Crystaliron, Armour: 7, 14t, MCr2.8.
    • M-Drive should be 0.8t, MCr1.6.
    • Weapons should be 1t.
    • Total/Purchase Cost should be MCr18.88, Maintenance Cost should be Cr2007/month.
    • Power, Weapons should be 4.
  • Page 88, Faiyh Assault Craft.
    • Tech Level should be 12.
    • Weapons, Fixed Mounts (rotary autocannon) x2 should be MCr0.06.
    • Weapons, Fixed Mounts (gauss cannon) should be Fixed Mount (medium gauss cannon), MCr1.05.
    • Total/Purchase Cost should be MCr31.305, Maintenance Cost should be Cr2609/month.
    • Power, Weapons should be 4.
Sword Worlds
  • Page 91, Ship's Boat
    • Tech Level should be 12.
    • Software should include Intellect.
    • Total/Purchase Cost should be MCr8.26, Maintenance Cost should be Cr688/month.
  • Page 92, Baldr Attack Fighter
    • I have reservations with the high-burn drive, it's clearly just a way to bypass the TL restrictions.
    • 'Baldr' should be 'Baldr'.
    • R-Drive, High Burn Thrusters (Thrust 2) x2 should be MCr0.64.
    • Weapons, Fixed Mounts (anti-tank missile) x4 should be MCr0.092.
    • Weapons, Fixed Mounts (guided high-explosive bomb) x4 should be MCr0.029.
    • Weapons, Fixed Mounts (rotary autocannon) x2 should be MCr0.06.
    • Total/Purchase Cost should be MCr7.641, Maintenance Cost should be Cr637/month.
  • Page 93, Vanguard Fusion Boat
    • 'Vanguard' should be 'Vanguard'.
    • Bridge should be Small, MCr0.25.
    • Software, Fire Control/2 should be Fire Control/1, MCr2.
    • Cargo should be 1t.
    • Total/Purchase Cost should be MCr42.26, Maintenance Cost should be Cr3522/month.
    • Hull should be 31.
    • Power, Weapons should be 15.
  • Page 95, Vanguard-M Missile Boat
    • 'Vanguard' should be 'Vanguard'.
    • 'Vanguard-M' should be 'Vanguard-M'.
    • Bridge should be Small, MCr0.25.
    • Software, Evade/1 should be Evade/2, MCr2.
    • Cargo should be 2t.
    • Total/Purchase Cost should be MCr38.14, Maintenance Cost should be Cr3178/month.
    • Hull should be 31.
Vargr
  • Page 98, Belt Racer
    • Hull should be MCr0.18.
    • Power Plant should be Fusion (TL8), Power 4, 0.4t, MCr0.2.
    • Fuel Tanks should be 2 weeks of operation, 54 minutes of Thrust, 2.18t.
    • Total/Purchase Cost should be MCr0.804, Maintenance Cost should be Cr67/month.
  • Page 99, Gothta Ambush Fighter
    • R-Drive should be High-Burn Thruster, Thrust 4, 1.6t, MCr0.32.
    • Fuel Tanks should be 2 weeks of operation, 1 hour Thrust, and 2.1t.
    • Weapons, Fixed Mount (pulse laser) should be MCr1.1.
    • Staterooms, Cabin Space should be MCr0.075.
    • Total/Purchase Cost should be MCr24.625, Maintenance Cost should be Cr2052/month.
    • Power, Weapons should be 3.
  • Page 100, Nolrrgarrai Strike Fighter
    • Armour should be Crystaliron, Armour: 7, 6.3t, MCr1.26.
    • Fuel Tanks should be 1 week of operation, 1 hour Thrust.
    • Weapons, Fixed Mount (Beam Laser) should be MCr0.6.
    • Total/Purchase Cost should be MCr14.18, Maintenance Cost should be Cr1182/month.
    • Power, Weapons should be 3.
  • Page 101, Corsair Pinnace
    • Weapons, Fixed Mount (beam laser) should be MCr0.6.
    • Software, Fire Control/1 should be Fire Control/2, MCr4.
    • Total/Purchase Cost should be MCr23.87, Maintenance Cost should be Cr1814/month.
    • Power, Weapons should be 3.
Zhodani
  • Page 103, Tlatl Light Fighter
    • Hull, 8 tons, Streamlined should be MCr0.48.
    • Armour should be Crystaliron, Armour: 1, and MCr0.096.
    • Fuel Tanks should be 2 weeks of operation and 0.05t.
    • Computer should be MCr0.24.
    • Weapons, Fixed Mount (beam laser) should be MCr0.6.
    • Total/Purchase Cost should be MCr16.526, Maintenance Cost should be Cr1377/month.
    • Power, Weapons should be 3.
  • Page 105, Kia Heavy Fighter.
    • Weapons, Fixed Mount (fusion gun) should be MCr2.1.
    • Weapons, Fixed Mount (missile rack) should be MCr0.85.
    • Total/Purchase Cost should be MCr45.87, Maintenance Cost should be Cr3823/month.
    • Power, Weapons should be 9.
  • Page 106, Brechatsnech Belt Survey Vessel
    • Hull should be 60 tons, Standard and MCr3.
    • Hull should include Radiation Shielding, MCr1.5. Consistent formatting, I beg of you!
    • Bridge should be Small, MCr0.25.
    • Systems, Fuel Scoops should be removed.
    • Cargo should be 7t.
    • Total/Purchase Cost should be MCr37.07, Maintenance Cost should be Cr3089/month.
  • Page 108, Nieshetsienz Gas Giant Survey Vessels
    • Hull should be 60 tons, Streamlined, Pressure Hull and MCr36.
    • Hull should include Radiation Shielding, MCr1.5.
    • Hull, Aerofins should be 3t, MCr0.3.
    • Armour should be Armour: 4.
    • R-Drive should be High Burn Thruster (Thrust 3, fuel efficient x2), 3.6t and MCr0.9.
    • Fuel Tanks should be 3.5t.
    • Bridge should be 6t.
    • Total/Purchase Cost should be MCr65.5, Maintenance Cost should be Cr5458/month.
  • Page 110, Drabr Chtor Terrestrial Survey Vessel
    • Hull should be 80 tons, Streamlined and MCr4.8.
    • Hull should include Radiation Shielding, MCr2.
    • Bridge should be Small, MCr0.25.
    • Systems, Medical Bay should be MCr2.
    • Total/Purchase Cost should be MCr48.995, Maintenance Cost should be Cr4080/month.
    • Power, Medical Bay should be 1.
 
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Fast Cutter (p. 40)

The Maneuver drive should be 3 tons. Based on the description of the vessel, maybe the intent was to use a higher tech drive with reduced space, it even that wouldn’t come up with the numbers described in the book.
 
Apologies for the delay, we had a spot of illness in the office - but this has been updated, simply re-download from Drivethru or our website for the latest version!
 
Page 22, Trade Shuttle
  • M-Drive should be MCr10.8.
  • Total/Purchase Cost should be MCr22.48, Maintenance Cost should be Cr1873/month.
I can't figure out how these numbers work. I came up with 0.9 tons based on 1% of the hull and MCr 9 for the 500% prototype cost as per High Guard. Any help would be appreciated.
 
Prototype is 100% + 500% = 600%.

10.8/6 = 1.8
I am not a mathematician, but that makes no sense to me. Cost per ton is 2 MCr so 0.9 tons would be 1.8 MCr. 1.8*500%=9 MCr.

I take the numbers on the prototype/advanced table to mean all adjustments are made from the normal base. It seems odd that the numbers would be additive and then multiplied such as 600% and 1100% rather than a simple calculation of 500%, 1000%, etc. from the base.

My calculations for other examples in High Guard (such as the Jump Shuttle and Express Boat) match the printed examples as do the original versions of most of the ships in Small Craft and Adventure Class Ships. Perhaps the rule intention should be reviewed and the calculations checked again before the new books go to print.

Like so much with MGT, a few concrete examples of how to use a given rule would help immensely. It sure would cut down on multiple interpretations of how a rule is to be read.
 
Experience tells me that me that an auditor should follow the copy editor.

The text as written is additive, not multiplicative.

You could check against any other examples in the two new spacecraft books, I won't really know until I get them for the Christmas basket.
 
I've always read 500% as 5X the 100% cost, not in addition to it. I'm fairly sure that's the intent. At least it was the intent in the update CSC.

(or... I could be wrong. I did write it that way for the CSC (with explicit multipliers) , but in High Guard, it is +100% for the Early Prototype tonnage, and that does mean double tonnage, so, maybe 600% and 1100% is the intent. It is written that way, but I'll have to differ to others on what was meant.)
 
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I've always read 500% as 5X the 100% cost, not in addition to it. I'm fairly sure that's the intent. At least it was the intent in the update CSC.

(or... I could be wrong. I did write it that way for the CSC (with explicit multipliers) , but in High Guard, it is +100% for the Early Prototype tonnage, and that does mean double tonnage, so, maybe 600% and 1100% is the intent. It is written that way, but I'll have to differ to others on what was meant.)
I suspect the High Guard table should have been printed with x rather than + signs. I can't imagine 600% and 1100% was intentional...the formula is just too odd to be logical.
 
There's also a chance I've been reading Highguard page 71 (Updated version) wrong - or rather not reading it at all.

Where the Referee deems it appropriate, the same
Advantage or Disadvantage can be applied more than
once to a component, increasing or decreasing its
quality. All alterations are additive. For example, if two
+10% alterations are taken, the net modification is 20%.


I've always assumed, regardless of times applied, it was x1.1, then x1.25 for 2 advantages - even if the same - then x1.5 for 3. But no, if size reduction x3 is applied, it should therefore only be x1.3 rather x1.5. Hmm. Energy Efficient is a fun one too, because the subtractions are also 'additive' (that part I got), so Energy Efficient is 25% + 25% + 25% less power or (75% less power, one quarter the initial- that part I've been doing and the deep space bootstrap drive thingy seems to almost require it) but the cost should therefore only be x1.3, not 1.5. Which is consistent with the 'additive property'. If it was all multiplicative, the the reduction would be 0.75 cubed, or 0.421875 x the original power.​

Make sure to only recalculate per the description.
For example, when an Advantage or Disadvantage
increases or decreases the size of a component,
calculate the modified price based on the original size
of the item, not the modified size.


Okay, that I also missed. So, a size reduced x3 M-drive would be 0.7 x the original tonnage, and the cost would be 1.3 x the original tonnage, whereas I've been doing 0.7 x 1.5 which ends up being only 5% more expensive than the base price per unit of thrust... so I can see, in hindsight (not blinded by the formula), that perhaps that is not all that reasonable. So RAW, it gives and takes away, depending. Mostly it gives.​

Hmm.
 
Customization was specifically revised from the previous edition to try and eliminate any ambiguity, any deviance from the author's intent would be their fault.
 
I have looked at a number of recent ships in recent publications and all appear to support my understanding of cost calculations for customizations. One example being the Tigress in The Imperial Navy. Your initial post did catch many, many errors and I am grateful for that. But it also introduced new ones not consistent with previous publications. I hope Mongoose will soon correct these new errors in updated PDFs for the Small Craft and Adventure ship books.
 
Any feedback available from Mongoose staff regarding the cost calculation issues mentioned above? Will the latest two publications use a different model than previous publications?
 
There's also a chance I've been reading Highguard page 71 (Updated version) wrong - or rather not reading it at all.

Where the Referee deems it appropriate, the same
Advantage or Disadvantage can be applied more than
once to a component, increasing or decreasing its
quality. All alterations are additive. For example, if two
+10% alterations are taken, the net modification is 20%.


I've always assumed, regardless of times applied, it was x1.1, then x1.25 for 2 advantages - even if the same - then x1.5 for 3. But no, if size reduction x3 is applied, it should therefore only be x1.3 rather x1.5. Hmm. Energy Efficient is a fun one too, because the subtractions are also 'additive' (that part I got), so Energy Efficient is 25% + 25% + 25% less power or (75% less power, one quarter the initial- that part I've been doing and the deep space bootstrap drive thingy seems to almost require it) but the cost should therefore only be x1.3, not 1.5. Which is consistent with the 'additive property'. If it was all multiplicative, the the reduction would be 0.75 cubed, or 0.421875 x the original power.​

Make sure to only recalculate per the description.
For example, when an Advantage or Disadvantage
increases or decreases the size of a component,
calculate the modified price based on the original size
of the item, not the modified size.


Okay, that I also missed. So, a size reduced x3 M-drive would be 0.7 x the original tonnage, and the cost would be 1.3 x the original tonnage, whereas I've been doing 0.7 x 1.5 which ends up being only 5% more expensive than the base price per unit of thrust... so I can see, in hindsight (not blinded by the formula), that perhaps that is not all that reasonable. So RAW, it gives and takes away, depending. Mostly it gives.​

Hmm.

I reckon that section was just written poorly: the 10% modifications refer to Size Reduction or Energy Efficient, not to the cost modifications that Advanced/Very Advanced components give you. So picking Very Advanced will cost you +25%, but picking Size Reduction twice will decrease size by 20% (additive), not 19% (multiplicative).
 
I am not a mathematician, but that makes no sense to me. Cost per ton is 2 MCr so 0.9 tons would be 1.8 MCr. 1.8*500%=9 MCr.

I take the numbers on the prototype/advanced table to mean all adjustments are made from the normal base. It seems odd that the numbers would be additive and then multiplied such as 600% and 1100% rather than a simple calculation of 500%, 1000%, etc. from the base.

My calculations for other examples in High Guard (such as the Jump Shuttle and Express Boat) match the printed examples as do the original versions of most of the ships in Small Craft and Adventure Class Ships. Perhaps the rule intention should be reviewed and the calculations checked again before the new books go to print.

Like so much with MGT, a few concrete examples of how to use a given rule would help immensely. It sure would cut down on multiple interpretations of how a rule is to be read.
Look at the rest of the table. Am I to believe that picking Advanced reduces the cost by 90%? Or that Budget makes a component cost negative credits? Or that Early Prototype does exactly nothing to tonnage?

It's written oddly, yes, and I'd've preferred it to be +400% and +900% respectively - it's neater - but if I'm going to write errata, I'll write it based on rules that exist, rather than rules that don't.

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