VHB 2026 Errata

I think another problem is the definition of the artillery trait “ Artillery weapons shoot projectiles along a ballistic trajectory, allowing them to ‘lob’ shots at targets out of sight. When firing at a target that can be seen, Artillery weapons follow the usual rules for ranged attacks.” While it’s true Artillery can fire directly it does so poorly while some direct fire weapons can also fire indirectly (cannons, some auto cannons it varies). I think we need to redefine the artillery trait giving it a -6 when trying to fire directly and a Indirect fire trait for cannons that are capable but with a extra -2 since they are not artillery.
 
On page 115 and 116, on the stat tables for energy weapons.
  1. the AP and Blast values for the fusion guns make no sense. The rapid fire x and y variants gain armor pen, while the rf variant of z stays the same, and there is a MASIVE jump in armor pen and blast radius from y to z. Having armor pen and blast radius increase by 2, and then by 12 makes no sense when the RF variants have each gun increase their AP and blast radius by 5.
    I just can't imagine those values where on purpose. I mean the RF versions are way more expensive and a TL higher, but even comparing RF guns to the guns of their same TL, the RFX(TL14) has higher armor pen than the Y gun (also TL 14). Why would shooting a less powerful shot more often make each shot better at armor pen?
    (Suggestion) Give standard guns the same AP as the RF versions(Maybe the same damage and range too). So you trade higher cost and TL for the auto rating. So both X and RFX have AP 10, Y and RFY have AP 15, and Z and RFZ have AP 20. And since the blast values of the non RF guns are equal to their AP in the book, the blast values would be updated too (EG: RFY would have blast 10, Y would have blast 15)

  2. Again with the Fusion guns. The non RF variant's ranges range from 2 to 10 km, but the RF variants all have a range of 5km. So the RFX gun has over double the range of the X gun, while the RFZ gun has half the range of the Z gun. Makes no sense.

  3. The prices (in Mcr) of the different rapid fire plasma guns goes 2, 3, 34. I assume the price of the RFC plasma gun is supposed to be 4 Mcr, not 34.
 
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On page 132, I am confused by the wording of the Fast Regenerator Trait's price.
"Each application triples the Cost per Space of the vehicle."
It says 'cost per space of the vehicle' not the base cost, so does it triple the cost per space of the vehicle including all the price modifiers added to it? I came across the trait while making a three space biotech walker, and I wished to give it Fast Regeneration three times, but with all the traits and camouflage and such I'd added to the vehicle, the cost per space of the vehicle was 55,333 Cr. Would giving it Fast Regeneration 3 multiply the cost per space by 3 cubed? That would make the walker cost 1.49 million credits per space. Or would it only add the base cost per space of the walker (10k) multiplied by 3 cubed, making the walker cost 325,333Cr per space?
Even that lower value still seems extremely high for the value given.

The Self-Repairing Hull (Page 64) is extremely similar, but it's price is +50Kcr per space. Much simpler, but the price is the same whether it is on a building or a grav vehicle which doesn't seem right. If the price was +some percentage of the base cost (like 500% or 1000%), like most of the Features, i think it'd make more sense.
 
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On page 132, I am confused by the wording of the Fast Regenerator Trait's price.
"Each application triples the Cost per Space of the vehicle."
It says 'cost per space of the vehicle' not the base cost, so does it triple the cost per space of the vehicle including all the price modifiers added to it? I came across the trait while making a three space biotech walker, and I wished to give it Fast Regeneration three times, but with all the traits and camouflage and such I'd added to the vehicle, the cost per space of the vehicle was 55,333 Cr. Would giving it Fast Regeneration 3 multiply the cost per space by 3 cubed? That would make the walker cost 1.49 million credits per space. Or would it only add the base cost per space of the walker (10k) multiplied by 3 cubed, making the walker cost 325,333Cr per space?
Even that lower value still seems extremely high for the value given.

The Self-Repairing Hull (Page 64) is extremely similar, but it's price is +50Kcr per space. Much simpler, but the price is the same whether it is on a building or a grav vehicle which doesn't seem right. If the price was +some percentage of the base cost (like 500% or 1000%), like most of the Features, i think it'd make more sense.
Options that add to the cost per space do not apply to systems or components. In the spreadsheet, prior to adding anything else, you can see that it is acting on the base cost, and adding systems like controls, sensors or weapons do not have their costs increased by healing.
Self-repairing Hull is a layered system to seal holes. The flat rate reflects a cost per abstracted surface area unit. There is no reason it should care about what sort of surface area it is covering. I could see wanting to differentiate between light and reinforced hulls, but not grav vehicle/ATV/building. All are mass produced to resist whatever atmosphere (or relative lack of) the user needs and you already pay extra for that.
 
Options that add to the cost per space do not apply to systems or components. In the spreadsheet, prior to adding anything else, you can see that it is acting on the base cost, and adding systems like controls, sensors or weapons do not have their costs increased by healing.
Self-repairing Hull is a layered system to seal holes. The flat rate reflects a cost per abstracted surface area unit. There is no reason it should care about what sort of surface area it is covering. I could see wanting to differentiate between light and reinforced hulls, but not grav vehicle/ATV/building. All are mass produced to resist whatever atmosphere (or relative lack of) the user needs and you already pay extra for that.
Ah, right. The self-repairing hull can't reduce crits, so it can't fix damaged components, only the hull. It'd not be able to repair a grav drive, so a vehicle having a grav drive that the self repair doesnt interact with shouldn't make it more expensive. Makes sense.

As to the cost of Fast Regenerator, i was questioning if the cost applies to Features, Options, and anything else, whose prices add or subtract to/from the cost per space of the vehicle (such as camouflage, Hull options, auxiliary drives, etc.), not items whose prices are independent of vehicle spaces, such as controls. None of the examples you gave effect cost per space except for some weapons (like innate biotech weapons).

So, would Fast regenerator affect the price of the camouflage equipped on the vehicle? Would it affect the cost of, say, the Agile feature? If it only affects the base cost of the vehicle, why is base Cost not mentioned? The lack of the term made me think it was specifically saying it was not based on base cost.
 
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Hmmm. Well, just saying "Each application triples the base Cost per space of the vehicle" would also be confusing, since so many things in the book base their cost on the base Cost, so then you end up with the same problem of there being confusion if that increases the cost of those things too.

Maybe something like "Fast regenerator costs +300% base Cost, further applications triple the cost each time."
 
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It multiplies the cost per space. That would be the base cost per space, additive multiples, not multiplying by numerous multiples one on top of another. So (healing + healing + healing + camo) x base.
 
Okay... So the multiplyer of 3x fast regen is 9x, not 27x, and the cost of the cammo (and other cost per space stuff?) is affected by the Fast Regeneration? But... multiplying the cost of the camo by the base cost... you'd end up with a crazy large number and square credits.

Do you mean (healing+healing+healing)x(Base+camo[and other cost per space stuff])?
So the cost of the example walker would be 497,997 cr per space (9x55,333)?
 
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Ah ok. So the cammo (and other per-space priced stuff) is not made more expensive by the healing.
So the cost of the Fast Regen is just +300% Base cost, and you can take it up to three times.

So, for a 3-space biotech Walker, Fast Regen 3 would cost 270 thousand credits? (Base price of a walker is 10k. +3xbase cost + 3xbase cost + 3x base cost, so the cost per space of fast Regen 3 is 90k, times 3, since there are 3 spaces)
 
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On page 115 and 116, on the stat tables for energy weapons.
  1. the AP and Blast values for the fusion guns make no sense. The rapid fire x and y variants gain armor pen, while the rf variant of z stays the same, and there is a MASIVE jump in armor pen and blast radius from y to z. Having armor pen and blast radius increase by 2, and then by 12 makes no sense when the RF variants have each gun increase their AP and blast radius by 5.
    I just can't imagine those values where on purpose. I mean the RF versions are way more expensive and a TL higher, but even comparing RF guns to the guns of their same TL, the RFX(TL14) has higher armor pen than the Y gun (also TL 14). Why would shooting a less powerful shot more often make each shot better at armor pen?
    (Suggestion) Give standard guns the same AP as the RF versions(Maybe the same damage and range too). So you trade higher cost and TL for the auto rating. So both X and RFX have AP 10, Y and RFY have AP 15, and Z and RFZ have AP 20. And since the blast values of the non RF guns are equal to their AP in the book, the blast values would be updated too (EG: RFY would have blast 10, Y would have blast 15)

  2. Again with the Fusion guns. The non RF variant's ranges range from 2 to 10 km, but the RF variants all have a range of 5km. So the RFX gun has over double the range of the X gun, while the RFZ gun has half the range of the Z gun. Makes no sense.

  3. The prices (in Mcr) of the different rapid fire plasma guns goes 2, 3, 34. I assume the price of the RFC plasma gun is supposed to be 4 Mcr, not 34.
Yea there some serious fixes needed in weapons across the board. For example I’ve mathematically shown that the Meson artillery is three times the size it should be and even the largest historical siege gun was no where near 2.5 Scout Couriers in size. Most of the artillery is vastly oversized the Field Guns are about right but the bombards are vastly over sized. A light Bombard is 50 times the size of a light Field Gun in fact at 400 spaces it’s the size of a scout courier. There is just absolutely no reason for this inflation of there weapons size.
 
At the risk of thrashing a dead horse, it is because there is no standardised house design system. Numbers for things are just assigned by authors on a That Looks About Right basis.

As a military-oriented Traveller gamer, I've long looked at MGT books like CSC with a mixture of horror and amazement.
 
1 space is 2 spaces, you only build inside the 1 space though. So the 1 space bike is really 2 spaces and thus requires half a displacement ton for shipping.
 
Which doesn't alter that fact that a 1 space vehicle is really 2 spaces. There is a lot of stuff in that 1 space that you can not modify or build with.
 
Yes. However, the Open Frame feature halves shipping tonnage.
Page 25: Fractional spaces are not allowed.
Halving the spaces for an open frame vehicle occurs prior to doubling it for shipping. Same goes for any other space saving/wasting features.
Half of one rounds back to one, doubled to two, for a shipping volume of .5 dtons.
 
Page 25: Fractional spaces are not allowed.
Halving the spaces for an open frame vehicle occurs prior to doubling it for shipping. Same goes for any other space saving/wasting features.
Half of one rounds back to one, doubled to two, for a shipping volume of .5 dtons.
My understanding was that the 0.5 multiplier to shipping does not halve the effective number of spaces in a vehicle, but that it simply changes the vehicle's shipping volume per space stat.
For example, the areoplane type has a default shipping volume stat of 1dT per space, so an open-frame airplane has a shipping volume of 0.5 dT per space. The grav vehicle type has a shipping volume of 0.5 dT per space, so an open-frame grav vehicle has a shipping volume of 0.25 dT per space.
 
My understanding wasn't that it halved the effective number of spaces in a vehicle, but that it simply changed the vehicle types' shipping volume per space stat. For example, the areoplane type has a default shipping volume stat of 1dT per space, so an open-frame airplane has a shipping volume of 0.5 dT per space. The grav vehicle type has a shipping volume of 0.5 dT per space, so an open-frame grav vehicle has a shipping volume of 0.25 dT per space.
It is based off rated spaces. You cannot have fractional spaces. You do not halve the volume per space. You halve the spaces, which is really only possible for a size 2 open frame. You are looking at an effective size 1 or size 2.
 
It is based off rated spaces. You cannot have fractional spaces. You do not halve the volume per space. You halve the spaces, which is really only possible for a size 2 open frame. You are looking at an effective size 1 or size 2.
Why? That's just a worse system (It is more complicated math wise, and it leads to odd situations where a two-space bike and a one-space bike take up the same amount of room, or a 1-space bike and a micro car.), and not what is written in the book. It says "Shipping x0.5", how are you not supposed to interpret that as halving the shipping stat of the vehicle types?
 
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