Traveller errata

From the Errata dcoument

"Page 150, Space Combat, Damage (clarification): Personal damage and vehicle damage both add effect to damage rolls, but starship damage does not"

This clarification bothers me. Why does the starship combat system not use the MGT effect system that the rest of the rules include?
In High Guard Barrage Damage, the higher the die roll the more damage is done, that seems to be a reflection of how a higher die roll Core Rulebook space combat would do more damage due to effect (how else can the 500% barrage weapon damage be explained?).

This will no doubt annoy my players, makes the situation with starship armour vs weapons worse. Beam lasers and standard missiles under this rule are trivial to stop with armour, where as a well placed shot (a good roll with effect) could overcome the issue.

Three questions:
Is this a final ruling?
Can it be reconsidered?
What breaks if we allow effect to be added to damage?
 
At the moment, everything in the errata can be 'reconsidered', at least to some extent. And like all of the Traveller legacy errata, not everyone is going to agree that one item might even be a problem.
 
donm61873 said:
At the moment, everything in the errata can be 'reconsidered', at least to some extent. And like all of the Traveller legacy errata, not everyone is going to agree that one item might even be a problem.

All good. If there is a good explanation of reasons behind a descision I tend to be satisfied.

I am hoping all this fine work you are doing well make it into a revised rule set one day.
 
Errata needs errata :P

The errata for High Guard states the following
"Page 74, Barrage Attacks, Example (correction): The missile barrage example should read 10-Missile-Long-1d6*1d6."

However, I don't think this is correct.

I believe it should be

120*1d6 -Missile-Long-1d6

My Reasoning?

Barrage Damage description is as follows

  • (Number of Dice)–(Weapon Type)–(Range)–(Individual Weapon Damage In Dice)

We have 10 * 50 ton bays, which is 12 missile per bay, each doing 1d6 Dice of Damage. So 120*1d6 for the Number of Dice.

And individual Weapon Damage in Dice is as per page 51.
 
Actually, at the time I created it, the errata document only had errata for the Traveller Core Rulebook (TCR). However, since then the errata document has been expanded, so the title should probably change...
 
donm61873 said:
Actually, at the time I created it, the errata document only had errata for the Traveller Core Rulebook (TCR). However, since then the errata document has been expanded, so the title should probably change...

In that case. A total rewrite of the Barrage rule explanation is in order [High Guard]. It is mind numbingly written. I have yet to meet a player that could comprehend it in only one or two reads.
 
sideranautae said:
donm61873 said:
In that case. A total rewrite of the Barrage rule explanation is in order [High Guard]. It is mind numbingly written. I have yet to meet a player that could comprehend it in only one or two reads.

Ok, is there a generally accepted rewrite of the rule available?
 
Not sure if this is within the scope of this thread, but:

I'd like to see clarification on software in ship computers. Can they only contain software up to their rating, or run that much at once? Assuming they can store 'any' number of programs but only use up to rating at once, how long does it take to swap active programs, and what is required to do so?

Since a ship-scale game turn is 6 minutes long, could different programs be loaded for different phases without trouble, such as fire control during the combat phase and repair software during the action phase?
 
donm61873 said:
sideranautae said:
donm61873 said:
In that case. A total rewrite of the Barrage rule explanation is in order [High Guard]. It is mind numbingly written. I have yet to meet a player that could comprehend it in only one or two reads.

Ok, is there a generally accepted rewrite of the rule available?

I've heard tell that MGT Trillion Credit Squadron is good on those rules. I personally don't know as I haven't read that one yet. BUT, if not there, it doesn't exist in a formal MGT product. And, I haven't seen a single write up by a fan that fits the bill.
 
For missile racks you might want to specifically call out each launcher can have one in the tube and 2 more in the feed system, they displace 0 tons and are considered stored in the turret. Any additional missiles must have space/tonnage allocated.

Not sure how to define the same with missile bays. Those and torpedo's should be addressed as they cause endless arguments about their makeup and configuration.
 
Page 138 of the core rule book under repairs and it states that maintenance cost 0.1% (1/1000). I'm guessing it should read .001%.

Cheers
 
phavoc said:
For missile racks you might want to specifically call out each launcher can have one in the tube and 2 more in the feed system, they displace 0 tons and are considered stored in the turret. Any additional missiles must have space/tonnage allocated.

Not sure how to define the same with missile bays. Those and torpedo's should be addressed as they cause endless arguments about their makeup and configuration.

What? You can store extra missiles within the turret? Cool, I did not know that :-)
So, a triple missile turret can store up to 9 missiles, 3 of which are loaded and ready to fire?

In that case, yes, it would be a very good idea if this was stated clearly in the rules, for both turrets and bays - and torpedoes. Rail guns are clear with this, make it happen with other projectiles also :-)
 
Annatar Giftbringer said:
What? You can store extra missiles within the turret? Cool, I did not know that :-)
So, a triple missile turret can store up to 9 missiles, 3 of which are loaded and ready to fire?

No. That isn't per MgT RAW. It is on a wish list.

Here is the rule in MGT: "Missile racks are launchers for small anti-ship missiles. The damage of a missile depends on the type of missile used. Missile racks need ammunition – twelve missiles take up one ton of space."

Missile racks in turrets hold no extra missiles in MGT.
 
sideranautae said:
No. That isn't per MgT RAW. It is on a wish list.

Here is the rule in MGT: "Missile racks are launchers for small anti-ship missiles. The damage of a missile depends on the type of missile used. Missile racks need ammunition – twelve missiles take up one ton of space."

The RAW are not explicit, as what you quoted departs from the turret to the storage volume of spare missiles.

Now if you hit that after years of playing traveller you read it as status quo for the launcher and the 12 missiles that could be in ready storage in the turret as well are now in their own magazine.

Add into the question the hit and miss proofreading, editing and layout choice of the manuscript the RAW become vastly subjective.
 
Infojunky said:
The RAW are not explicit,

The RAW lists NOTHING for spare missile turret storage. Pretty explicit. If there was a grav bike that listed no additional storage space, that would also be explicit...


Infojunky said:
as what you quoted departs from the turret to the storage volume of spare missiles.

??? Please quote the rule it departs from.
 
sideranautae said:
Infojunky said:
as what you quoted departs from the turret to the storage volume of spare missiles.

??? Please quote the rule it departs from.

I quote;
sideranautae said:
"Missile racks are launchers for small anti-ship missiles. The damage of a missile depends on the type of missile used. Missile racks need ammunition – twelve missiles take up one ton of space."

While they are declarative sentences they don't completely cover the topic, especially in light of earlier weapon descriptions in the book as well as the mass of History of the game.
 
Infojunky said:
sideranautae said:
Infojunky said:
as what you quoted departs from the turret to the storage volume of spare missiles.

??? Please quote the rule it departs from.

I quote;
sideranautae said:
"Missile racks are launchers for small anti-ship missiles. The damage of a missile depends on the type of missile used. Missile racks need ammunition – twelve missiles take up one ton of space."

While they are declarative sentences they don't completely cover the topic, especially in light of earlier weapon descriptions in the book as well as the mass of History of the game.

Nothing earlier in the book says anything about excess storage in the turret that I've read. (cite please)

History? If you go that route you will rewrite most of the rules to match earlier versions. That isn't what errata is about.

It is a WISHED for change in the MGT RAW. The game works just fine with out changing the existing rule.
 
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