Couple of questions for y'all,
1/ Disease, pg. 76. This section seems to cover recovery from an illness or bio-weapon, but not the liklihood of being effected, thoughts?
SOLVED: Transmission is effectively considered to be automatic - if the first effect roll is a success then maybe you lucked out.
2/ Armour, pg. 94. Is the skill requirement example here correct? It seems like the penalty should be -6 (-2 each for skill levels 0, 1, and 2). Or is it intended that a requirement of level zero is only there to catch out the unskilled?
SOLVED: Ignore level 0 requirements unless unskilled.
3/ Fast & Slow drugs, pg. 109. What is the duration of these drugs per dose? Two months and one day respectively seem inferred, but it isn't clear?
4/ Closed Vehicles, pg. 132. Just to be clear here, according to the cover bullet-point, a vehicle with armour 10 applies a DM of - 10 to attack rolls against the crew? And if hit, presumably no vehicle armour applies (shot through a vision slit, firing loop or whatever)?
SOLVED: Use the normal Cover rules (-2DM), but apply additional armour equal to the vehicles armour level.
5/ Open Vehicles, pg. 132. Do these really provide no cover benefit? It seems like the sides of the air raft should at least afford the standard DM -2 cover penalty to attacks?
SOLVED: Normal Cover rules apply if appropriate.
6/ Air Raft, pg. 138. Should this have the "Open Vehicle" trait?
7/ Far Trader, pg. 166. Under the fuel tanks entry, should this be "4 weeks operation, one jump-2"?
SOLVED: The Fuel Tank Entry should be "4 weeks operation, one jump-2"
8/ Vacuum and Suffocation, pg. 78. The last paragraph of the life support entry seems to imply that it should be used in addition to the vacuum damage? If this is not the case then vacuum damage seems contradictory (as vacuum damage here is listed as 1d per turn and the damage listed under vacuum is 1d/2d/3d/... each turn?
9/ Vacuum radiation damage, p78. Do these apply to suited characters too? It seems like this should be an entry on the Radiation Exposure table?
SOLVED: Yes it does, however, the rules here seem to be in need of tweaking.
10/ Radiation, p77. Is the Radiation Effects table correct? It seems like the look-up values for immediate exposure should be smaller than those on the cumulative exposure parts of the chart?
11/Radiation and radiation armour, pg. 77. Exposures are across several differing time-frames - how do I apply armour consistantly? A "minor reactor leak" at 2d rads/hr is just as good at getting through radiation protection as a "major reactor leak" at 2d/20 minutes when logic suggests that the major leak should be worse?
SOLVED: Just apply armour each time and try not to think about it....
12/ High Gravity, pg. 76. The DM-1 should only apply to physical skills, right? Like the low-g section does?
13/ Fuel use, pg. 147. Gaining fuel is discussed, and individual ships have some notes on fuel use, but there is little detail? How much fuel do I use mooching around a solar system for example?
SOLVED: Fuel use other than for jump is part of general use and is effectively ignored - power plants seem to use one ton of fuel per month?.
14/ Modular Cutter, pg. 191.The fuel and open modules seem to cut off all access to the engineering section? Is this right? I'd expect at least an access tunnel. The engineering section doesn't even have its own airlock, so you can't even spacewalk to it?
15/ LabShip, pg. 171. The lab ship pinnace seems to be of a completely different design to the one shown on pg. 190? Does it use the same stat block?
16/ Ship-Ship missile strikes, pg. 162. The effect of multiplying damage by the attack roll effect is that attacks with an effect of zero effectively miss? Is this intentional? Maybe the wording should be "If the attack roll had an effect of 1+ then multiply..."?
SOLVED: Just an oddity of the system (also applies to point defence and electronic warfare) - the effect is the number of hits, and if the effect is zero, zero missiles hit.
17/ Aerospace Defence Laser, CSC, pg 128. What does the "Track" trait do? I can't find it in the CSC or the core rules?
18/ Berthing Costs, pg. 226. What is the interval for berthing costs? Is it per day? Per week?
Many thanks for any thoughts,
1/ Disease, pg. 76. This section seems to cover recovery from an illness or bio-weapon, but not the liklihood of being effected, thoughts?
SOLVED: Transmission is effectively considered to be automatic - if the first effect roll is a success then maybe you lucked out.
2/ Armour, pg. 94. Is the skill requirement example here correct? It seems like the penalty should be -6 (-2 each for skill levels 0, 1, and 2). Or is it intended that a requirement of level zero is only there to catch out the unskilled?
SOLVED: Ignore level 0 requirements unless unskilled.
3/ Fast & Slow drugs, pg. 109. What is the duration of these drugs per dose? Two months and one day respectively seem inferred, but it isn't clear?
4/ Closed Vehicles, pg. 132. Just to be clear here, according to the cover bullet-point, a vehicle with armour 10 applies a DM of - 10 to attack rolls against the crew? And if hit, presumably no vehicle armour applies (shot through a vision slit, firing loop or whatever)?
SOLVED: Use the normal Cover rules (-2DM), but apply additional armour equal to the vehicles armour level.
5/ Open Vehicles, pg. 132. Do these really provide no cover benefit? It seems like the sides of the air raft should at least afford the standard DM -2 cover penalty to attacks?
SOLVED: Normal Cover rules apply if appropriate.
6/ Air Raft, pg. 138. Should this have the "Open Vehicle" trait?
7/ Far Trader, pg. 166. Under the fuel tanks entry, should this be "4 weeks operation, one jump-2"?
SOLVED: The Fuel Tank Entry should be "4 weeks operation, one jump-2"
8/ Vacuum and Suffocation, pg. 78. The last paragraph of the life support entry seems to imply that it should be used in addition to the vacuum damage? If this is not the case then vacuum damage seems contradictory (as vacuum damage here is listed as 1d per turn and the damage listed under vacuum is 1d/2d/3d/... each turn?
9/ Vacuum radiation damage, p78. Do these apply to suited characters too? It seems like this should be an entry on the Radiation Exposure table?
SOLVED: Yes it does, however, the rules here seem to be in need of tweaking.
10/ Radiation, p77. Is the Radiation Effects table correct? It seems like the look-up values for immediate exposure should be smaller than those on the cumulative exposure parts of the chart?
11/Radiation and radiation armour, pg. 77. Exposures are across several differing time-frames - how do I apply armour consistantly? A "minor reactor leak" at 2d rads/hr is just as good at getting through radiation protection as a "major reactor leak" at 2d/20 minutes when logic suggests that the major leak should be worse?
SOLVED: Just apply armour each time and try not to think about it....
12/ High Gravity, pg. 76. The DM-1 should only apply to physical skills, right? Like the low-g section does?
13/ Fuel use, pg. 147. Gaining fuel is discussed, and individual ships have some notes on fuel use, but there is little detail? How much fuel do I use mooching around a solar system for example?
SOLVED: Fuel use other than for jump is part of general use and is effectively ignored - power plants seem to use one ton of fuel per month?.
14/ Modular Cutter, pg. 191.The fuel and open modules seem to cut off all access to the engineering section? Is this right? I'd expect at least an access tunnel. The engineering section doesn't even have its own airlock, so you can't even spacewalk to it?
15/ LabShip, pg. 171. The lab ship pinnace seems to be of a completely different design to the one shown on pg. 190? Does it use the same stat block?
16/ Ship-Ship missile strikes, pg. 162. The effect of multiplying damage by the attack roll effect is that attacks with an effect of zero effectively miss? Is this intentional? Maybe the wording should be "If the attack roll had an effect of 1+ then multiply..."?
SOLVED: Just an oddity of the system (also applies to point defence and electronic warfare) - the effect is the number of hits, and if the effect is zero, zero missiles hit.
17/ Aerospace Defence Laser, CSC, pg 128. What does the "Track" trait do? I can't find it in the CSC or the core rules?
18/ Berthing Costs, pg. 226. What is the interval for berthing costs? Is it per day? Per week?
Many thanks for any thoughts,