
-------- TML Message #163 --------

Subject: MegaTraveller Errata from Group Digest
Date: 01 Aug 88 01:08:43 CDT (Mon)
From: (Michael Rossow) rossow@umn-cs.cs.umn.edu
Archive-Message-Number: 163


This is the MegaTraveller Errata sheet as posted to Delphi
by Group Digest.  I thought this would be of interest.

                                        - Mike 

- --------
MegaTraveller Errata as of 04/01/88

Players' Manual

   Page 13, Homeworld Description Codes table (omission): Add the
following DM to the DM list at the bottom of the Tech Code column:
Starport X, -2.
   Page 13, World Profile Code Equivalents table (correction): Below is the
correct table:
                       WORLD PROFILE CODE EQUIVALENTS
Value Size     Atmos    Hydro       Pop      Law Code Tech Code
 0    Asteroid Vacuum   Desert Wrld Low Pop  Low Law  Pre-Industrial
 1    Small    Vacuum   Dry World   Low Pop  Low Law  Pre-Industrial
 2    Small    Vacuum   Dry World   Low Pop  Low Law  Pre-Industrial
 3    Small    Vacuum   Wet World   Low Pop  Low Law  Pre-Industrial
 4    Small    Thin     Wet World   Mod Pop  Mod Law  Industrial
 5    Medium   Thin     Wet World   Mod Pop  Mod Law  Industrial
 6    Medium   Standard Wet World   Mod Pop  Mod Law  Pre-Stellar
 7    Medium   Standard Wet World   Mod Pop  Mod Law  Pre-Stellar
 8    Large    Dense    Wet World   Mod Pop  High Law Pre-Stellar
 9    Large    Dense    Wet World   High Pop High Law Early Stellar
10    Large    Exotic   Water World High Pop High Law Eary Stellar
11             Exotic                        Ext Law  Avg Stellar
12             Exotic                        Ext Law  Avg Stellar
13             Exotic                        Ext Law  Avg Stellar
14             Exotic                        Ext Law  High Stellar
15             Exotic                        Ext Law  High Stellar

   Page 25, Mustering Out Benefit Objects, Corsair (correction): When a
pirate character receives a Corsair ship as a benefit, it is wholly owned
upon the first receipt of the benefit - no payments are ever made. No
matter how many times the Corsair is received as a benefit, only one ship
is received. This is consistent with the statement made on page 19
second column, under Starships.
   Page 28, middle column, Economic skill (correction): Economic (includes)
Admin, Broker, Legal, Trader.
   Page 38, left column, Rifleman Skill (addition): Rifleman (Includes
Autorifle, Carbine, Rifle, Shotgun).
   Page 51, Military Occupational Specialty Table (correction): Die roll 2
under Infantry, Commando, and Ship's troops should be Cbt Rifleman skill,
not Gun Cbt.
   Page 53, left column, Assignment Resolution, Survival (correction):
Combat missions are battle, siege, and strike - not police action, 
counterinsurgency, or raid.
   Page 54, Assignment table (correction): Change die roll 3 from Shore
Duty to Frozen Watch. This makes the table consistent with the Frozen
Watch paragraph under Special Rules on    Page 53.
   Page 60, left column, Initial Activities, Draft (correction): Delete the
reference to the draft. In MegaTraveller, Merchant characters never enlist
via the draft. Flyers (a military career) have replaced Merchants (a
non-military career) in this regard.
   Page 63, Skill Tables, Free Trader, Business column (correction): Change
the die roll 5 entry from Steward to Pilot. With this change, a Free Trader
can now acquire pilot skill.
   Page 63, Skill Table Notes (omission): Merchant Life available to all
characters. Shipboard Life available to all (including Free Traders) except
Sales and Admin Departments. Officer Skills available to rank O0+.
Merchantile Skills available to all (including Free Traders) except
Engineering Department. Master Skills open to Deck Department rank O4+.
   Page 63 (omission): The information on Special Duty resolution was
omitted:

            SPECIAL DUTY
Die  Deck Hands    Officers
1    Security Trng Trade Station
2    Trade Station Command School
3    Helm Trng     Deck School
4    Drive Trng    Engineer School
5    Steward Trng  Purser School
6    Commission    Business School
7    Commission    Department Test
DMs:If EDU 9+, DM+1.
    If rank O4+ and not in Deck Department, DM +1.

SPECIAL DUTY RESOLUTION
   Business School: Throw 5+ on 1D for: Admin, Computer, Legal, and
Liaison. Confers a DM+1 on the exam (when taken) for Senior Line Captain
and Line Commodore. Transfer to Sales Department.
   Command School: Throw 5+ on 1D for: Admin, Leader, Legal, and Ship
Tactics. Transfer to Deck Department.
   Commission: Receive rank O0 (rank O1 in the Free Traders) and
Department Assignment (determine specific assignment and resolve
normally). Must pass an examination for 4th officer within 4 years or
revert to enlisted rank.
   Deck School: Throw 5+ on 1D for: Communication, Computer, and Gunnery.
Transfer to Deck Department.
   Department Test: Individual may take a Department test for promotion
without regard for skill requirements.
   Drive Training: Throw 5+ on 1D for: Electronics, Engineering, Gravitics,
and Mechanical. Transfer to Engineering Department.
   Engineering School: Throw 5+ on 1D for: Admin, Computer, Electronics,
Engineering, Gravitics, and Mechanical. Transfer to Engineering
Department.
   Helm Training: Throw 5+ on 1D for: Navigation, Pilot, Sensor Op, and
Ship's Boat. Transfer to Deck Department.
   Purser School: Throw 4+ on 1D for: Admin, Computer, and Liaison.
Transfer to Purser's Department.
   Security Training: Throw 4+ on 1D for: Zero-G Environ, Vacc Suit,
Brawling, and Computer.
   Steward Training: Throw 4+ on 1D for: Admin, Liaison, and Steward.
Transfer to Purser's Department.
   Trade Station: Receive Trader skill. Throw 4+ on 1D for: Broker, and
Liaison. Transfer to Adminstration Department.

   Page 67, left column, Surprise (correction): In the referee's paragraph of
the task for determining surprise, change "If any mishap occurs..." to "If
exceptional failure occurs...". Thus if the attacking party gets exceptional
failure on the surprise task roll, the defending party has surprise instead.
   Page 67, Definitions Sidebar, Distance Scale (correction): The last line
of the Distance Scale definition should read: "Therefore this weapon's
danger space is one square in the 15m scale."
   Page 68, left column, Interrupts (correction and clarification): The
sentence should read: Unintelligent animals never perform an intelligent
interrupt. An animal that by nature leaps at its prey will interrupt by
jumping at a man, even though that man is fully protected by combat
armor. An animal that by nature flees at loud noises will interrupt to run
away from a defenseless human who is yelling at the top of his lungs.
   Page 69, right column, hand-to-hand combat tasks (suggestion): If you
prefer, you can combine the two hand-to-hand combat tasks into this
single task:

To hit another unit with a hand-to-hand attack:
Routine, Off=Wpn skill, Str; Def=Wpn skill, Wpn Def (confrontation)
Referee: If the attacker is unskilled, increase the difficulty of this task
by one level; if the defender is unskilled, decrease the difficulty of this
task by one level.
   The defender may use his weapon (whatever weapon he currently has) for
defense. Note that the defender may later conduct a hand-to-hand attack
with his weapon if he has not yet taken his turn. The defender may
attempt to preempt the attack by interrupting the attacker (note: use Dex
in place of movement speed as the DM when interrupting a hand-to-hand
attack in this manner). The defender may not attempt to interrupt anyone
other than the attacker.
   Failure means the defender blocked or otherwise avoided the attack.

   Page 70, left column, hand-to-hand interrupts (clarification): A unit
undergoing a hand-to-hand attack can try to interrupt the attacker; in this
case, use the interrupting unit's Dex as the DM in place of movement speed.
In effect, two units locked in hand-to-hand combat may interrupt each
other, but no other units.
   Page 72, weapon enhancements (addition): A character who remains
stationary for the combat round and can brace against something may use
the gyrostable difficulty profile when firing his weapon.
   Page 74, Personal Armor table (correction): The Reflec armor value
should be [10], indicating that the armor value applies only against laser
fire.
   Page 74, Large Blades table (omission): The block missing values are:
Sword 3, Cutlass 2, Broadsword 2.
   Page 76, Slug Throwers (correction): The following are the correct
entries (the corrections are underlined):

                       Ammo      Pen/      Max    Auto Dng          Diffiulty
                      Notes Rnds Atten Dmg Range  Tgts Sp Sig Recoil As
- ----------------------------------------------------------------------------
Rifle, Bolt Action (7mm)      6  3/2    3  V. Long          M M/R   Rifle
- ------------------------     --  ---   --  -------          - ---   -----
Rifle (7mm)                  20  3/2    3  V. Long          M M/R   Rifle
                                 ---
Rifle (9mm)                  20  4/2    3  V. Long          M M/R   Rifle
                                 ---
                       tranq 20  1/-    1  V. Long          M M/R   Rifle
Hunting Rifle (13mm)          2  5/2    4  Long             H  H    Rifle
                                 ---
                       tranq  2  3/-    2  Long             H  H    Rifle
...

Shotgun              pellets 10  1/1    4  Medium      1.5  H  M    Rifle
                     bullets 10  3/1    4  Medium      1.5  H  M    Rifle
                     ------- --  ---    -  ------   -  --- -- --   -------
                       tranq 10  1/-    1  Medium      1.5  H  M    Rifle
                       gas   10   Q     1  Medium   3       H  M    Rifle
                                                    -  -
Auto Shotgun         pellets 20  1/1    4  Medium   2  1.5  H  M    Rifle
                     bullets 10  3/1    4  Medium   2  1.5  H  M    Rifle
                     ------- --  ---    -  ------   -  --- -- --   -------
                       tranq 10  1/-    1  Medium   2  1.5  H  M    Rifle
                       gas   10   Q     1  Medium   2  3    H  M    Rifle
                                                    -  -
...

Assault Rifle (5mm)          30  2/2    3  V. Long  2       M  M    Rifle
Assault Rifle (7mm)          30  3/2    3  V. Long  2       M  M    Rifle
Accelerator Rifle (6mm)      15  3/*    3  Medium   2      M/R L    Rifle
Adv Combat Rifle (7mm)       20  3/3    3  V. Long  2       M  M    Rifle**
                       DS    20  4/3    3  V. Long  2  1.5  M  M    Rifle**
                       tranq 20  2/-    1  V. Long  2       M  M    Rifle**
Adv Combat Rifle (9mm)       20  4/3    3  V. Long  2       M  M    Rifle**
                       DS    20  6/3    3  V. Long  2  1.5  M  M    Rifle**
                       HE    20  3/3    4  V. Long  2  1.5  M  M    Rifle**
                       tranq 20  3/-    1  V. Long  2       M  M    Rifle**
                                                    -
...

Light Assault Gun      HE     5  3/-    4  V. Long     1.5  M  H    Rifle
                       KEAP   5  8/3    4  V. Long     1.5  M  H    Rifle
                       Flech  5  2/3    2  Long        30   M  H    Rifle
                       tranq  5  2/-    1  Long        30   M  H    Rifle
                                                       --

   Page 87, Corridor Sidebar (correction): Varian is incorrectly identified
as the acting emperor. Varian's younger brother Lucan is in fact the acting
emperor; Varian lost his life in the ensuing struggle following emperor
Strephon's assassination.
   Page 93, Armor Values (correction): The values for starships are
incorrect. The correct values are: Starship Interior Bulkhead, 30; Starship
Exterior Hull, 40.
   TAS FORM 2 , Homeworld Summary, Starport column (correction): Starport
D/F should be C/F.
   TAS FORM 2 , Homeworld Summary, Law Level column (correction): Add a
block below "High" labeled "Extreme."

Referee's Manual
   Page 16, Universal World Profile Diagram (correction): The Gas Giants
and Planetoid Belts labels have been switched. Planetoid belts comes
first, then Gas Giants. In the example shown, Roup has 2 Planetoid Belts
and 3 Gas Giants.
   Page 22, World Size table (correction): The column headings should be:
General Description, Minimum Diameter, and Maximum Diameter.
   Page 22, World Atmosphere table (correction): The column headings
should be: General Description, Minimum Pressure, and Maximum Pressure.
   Page 23, World Physical Data table, Code Hydrographics (correction): The
second entry Desert (code 1) should be Dry World instead.
   Page 26, Step 9 (correction): Rather than determining the companion
star's orbit distance in AU, roll 1D+13 to determine the companion star's
orbit number (see the Orbital Distances table, below).
   Page 26, Step 10 (addition): When returning to step 3 from step 10,
apply a DM of -1 to the die roll on the System Nature table.
   Page 28, Step 22 (correction): The step should be labeled Gas Giants, not
Empty Orbits.
   Page 29 (omission): The Orbital Distances table (for reference only: used
to convert an orbit number to an actual orbit distance in AUs or in
kilometers) was inadvertently omitted. Here it is.

  ORBITAL DISTANCES
Orbit      Million
Nbr   AUs  Kilometers
 0     0.2      29.9
 1     0.4      59.8
 2     0.7     104.7
 3     1.0     149.6
 4     1.6     239.3
 5     2.8     418.9
 6     5.2     777.9
 7    10.0    1495.9
 8    19.6    2932
 9    38.8    5804
10    77.2   11548
11   154     23038
12   307.6   46016
13   614.8   91972
14  1229.2  183885
15  2548    367711
16  4915.6  735363
17  9830.8 1470666
18 19661.2 2941274
19 39322   5882488

   Page 34, Step 1 (correction): The Basic World Data table, Atmosphere
column, is incorrect. The correct values for this column are:

  UWP Atmosphere
   0  Vacuum
   1  Vacuum
   2  Vacuum
   3  Vacuum
   4  Thin
   5  Thin
   6  Standard
   7  Standard
   8  Dense
   9  Dense
   A+ Exotic

   Page 35, Step 10 (correction): The Animal Behaviors table, Omnivore
column heading should be To Attack, To Flee, Typical Speed. These
headings apply to Omnivores, Carnivores, and Scavengers.
   Page 42, Step 8 (addition): If a legal encounter occurs, go to step 10d.
   Page 42, Step 9 (addition): If a random encounter occurs, go to step 10d.
   Page 43, Step 10d (addition): After determining encounter range, if the
Encounter includes an NPC, go to step 11.
   Page 45, left column, Interpersonal Bribery (correction): SOC 2 should be
Social Standing squared.
   Page 50, Step 5 (clarification): Lot size is given in displacement tons.
To convert to kiloliters, multiply by 13.5. Optionally, use the following
rolls to get the lot size in kiloliters directly: Major Cargos: 150 + (1Dx10).
Minor Cargos: 80 + (1Dx10). Incidental Cargos: 1Dx10.
   Page 50, Step 6 (correction): The Trade Classifications table, Fl code
line should be Atmosphere A+, Hydrographic 1+. The Size entry should be
"Q".
   Page 53, Step 5 (addition): Add the following results to Negotiation:
Passive Uncooperation, +1000; Active Uncooperation, goods withdrawn
from sale. This adds some detrimental effects to negotiation,
representing the cargo purchaser's inability to drive a hard bargain.
   Page 62, Step 3 (correction): The price column is in thousands of credits
on the Small Craft Hull Table.
   Page 63, Step 5 (correction): Configuration 1 should be labeled
Needle/Wedge. The Airframe Column for Configuration 6, Dome/Disk
should be x3.0, not x0.5. The Price Mod column for Configuration 7,
Irregular should be x 0.5 not x.05.
   Page 63, Step 6 (clarification): The armor value mass factor is in fact
the armor value mod (refers to the Mod column on the Armor Table in step
9).
   Page 64, Step 11 (correction): The second and third sentences should
read: If the vehicle has a chassis UCP of 0.2 or less, it cannot be enclosed;
occupants must ride on its outside. If the chassis UCP is more than 0.2,
the vehicle is enclosed unless selected otherwise.
   Page 64, Step 1 (corrections and clarifications): The table heading is
misleading. The Power Out, Weight, and Price is per kiloliter of volume;
thus the Power Out, Weight, and Price of each table entry is for 1 kiloliter
of power plant volume. The volume column should be labeled Minimum
Volume, this is the smallest volume to which the power plant may be
built.
   The tech level 12 Fusion Power Plant Kl/Hour entry should be 0.003, not
0.005 as shown.
   The tech level 17 Antimatter Power Plant Kl/year entry should be 250.0,
not 25.0 as shown.
   Also, further testing of vehicle designs using the hydrocarbon fueled
power plants has revealed that they are too inefficient as given. More
acceptable values are given below:

                        ----Per Kiloliter-----  Minimum
 TL Description          Power Out Weight Price  Volume Kl/Hour Fuel Type
 5 Internal Combustion     0.25     1     1000   0.005  0.030  Hydrocarbons
 6 Improved Internal Comb  0.40     1     2000   0.001  0.025  Hydrocarbons
 7 Gas Turbine             0.60     1     5000   0.005  0.040  Hydrocarbons
 8 MHD Turbine             0.80     1    10000   0.001  0.035  Hydrocarbons

  Antimatter power plants use fuel pods: a special self-contained fuel
package that consists of a measured quantity of antimatter enclosed in a
strong artificial gravity "bottle". The bottle's gravity fields are maitained
by an array of superbatteries. Fuel pods are the heart of an antimatter
power plant, and they typically provide fuel for up to a year before needing
replaced. Fuel pods also have a minimum size to which they may be built:

    Minimum
TL  Volume (Kl)
17  2.000
18  0.800
19  0.200
20  0.050
21  0.005

  Antimatter power plant output increases dramatically as the ability to
safely contain a progressively larger anihilation mass occurs. This means
that a given fuel pod is "burned up" at a progressively faster rate,
however.
   On the Fuel Cells table, the headings for the two rightmost columns should
be: Price, and Fuel Liters/Hour.
   Page 64, Step 2 (correction): On the Small Plants Efficiency Decrease
table, the Volume column entry for Turbines is missing. It should be 0.10-.
   Page 65, Step 5 (clarifcation): An anti-grav unit requires a gravity well
to push against, so an anti-grav maneuver drive is less efficient at 10
diameters and beyond. The effective maneuver number of the craft drops
by 50% at 10 diameters and beyond; for example, a maneuver-2 drive drops
to a maneuver-1, and a maneuver-1 drops to a maneuver-0.5. Thruster
units do not suffer these effects.
   Page 66, Step 7 (correction): The minimum volume percentages should
be: Wheels: 1.5%, Tracks: 2.0%. Greater volume reduces ground pressure,
which in turn increases off-road speed.
   Page 66, Step 9 (correction): The Avionics table headings should be:
Volume, Weight, and Power - not Power, Volume, and Weight.
   Page 67, Step 4 (correction): The price note should say: If TL8, x2.
   Page 68, Step 3 (correction): The prices for Radar should be: Weight x
Cr1,000,000. All-weather Radar is Weight x Cr1,500,000.
   Page 68, Step 5 (clarification): An EMM package does not mask the
craft's emissions when it uses active electromagnetic sensors. Also, an
EMM package does not mask the craft from active sensor scans conducted
by other craft.
   Page 68, Step 7 (correction): The weights for tech level 10 and 11
regional Ladars are incorrect. They should be TL10, 0.016 and TL11, 0.008.
   Page 70, Step 15 (correction): The power requirement for the EMS Active
Array should be: Weight in tons x 10.
   Page 71, Step 3 (correction): The price column and hardpoints column for
the Meson Guns table are incorrect. The correct values are:

MESON GUNS (SPINAL MOUNT)
        Hard-
UCP MCr Points
A 10000  50
B 12000  80
C  3000  20
D  5000  50
E   800  10
F  1000  20
G   400  10
H   600  20
J   400  10
K 10000  80
L  3000  50
M   800  40
N   600  20
P  5000  80
Q  1000  70
R   800  50
S  2000  80
T  1000  70
U  2000  80
V  1200  70
W  1000  50
X  2000  80
Y  1200  70
Z   800  50

   Page 72, Step 6 (correction): The hardpoints for bays should be 10, not
100.
   Page 72, Step 8 (correction): The TL 9 column should be empty for the
Plasma Gun, Fusion Gun, and Repulsor. The prices for these weapons are
missing - the correct values are: Plasma Gun, MCr5; Fusion Gun, MCr8; and
Repulsor, MCr6.
   Page 73, Step 13 (correction): Each Plasma Gun Turret can have 1 or 2
weapons, not just 1.
   Page 74, Step 14 (correction): Each Fusion Gun Turret can have 1 or 2
weapons, not just 1.
   Page 74, Step 17 (clarification): Rate of fire applies in personal combat,
not in space combat. Each space combat round represents 20 minutes of
elapsed time - rate of fire is inconsequential in this case.
   Page 74, Step 18 (clarification): 100-ton bays hold 100 missiles; 50-ton
bays hold 50 missiles. The battery-round for one 100-ton missile bay is
100 missiles; The battery-round for one 50-ton missile bay is 50
missiles. ROF only applies during personal combat: in space combat, use
the battery-round.
   Page 75, Step 20 (clarification): The Indirect Fire range lists a range
band and a number in parentheses. The number in parentheses is the actual
range in kilometers. Where the range band indicates a general range band
for "effect", the exact range in kilometers is much more accurate. We
recommend you use either the range band or the exact range in kilometers
in a given combat session - don't use both. Mixing and matching range
methods can be confusing.
   Page 77, Step 22 (correction): The indirect fire range in kilometers for a
10cm bore is 20, not 22. Likewise, the indirect fire range in kilometers
for a 24cm bore is 60, not 90.
   Page 79, Step 33 (correction): Change the last sentence to read: If a
vehicle is open-topped or smaller than a UCP of 0.2, the weapon mount
must be Fixed or Open; Turrets or Cupolas are not allowed.
   Page 80, Step 2 (clarification): The price of Nuclear Dampers is given in
MCr.
   Page 80, Step 3 (correction): The Power column entries for optimized
Meson Screen Packs is incorrect. The correct entries are: TL16, .135;
TL17, .100; TL18, .065; TL19, .035; TL20, .015; TL21, .010.
   Page 80, Step 6 (clarification): The price of White Globes is given in
MCr.
   Page 81, Step 1 (correction): The volume and weight of Basic
Life-Support is incorrect. It should be 0.005, not 0.050.
   Page 81, Step 3 (clarification): The price of Computers is given in MCr.
   Page 82, Step 7 (corrections and clarifications): On the Engineering
Crew formula (Ce): L=Locomotion CP. On the Maintenance Crew formula
(Cm): A=Hull displacement divided by 100, H=Hull CP.
   Page 82, Step 8 (correction): The example incorrectly specifies a
43-person crew - the correct value is a 45-person crew.
   Page 83, Step 3 (clarification): The listed price of the fuel purification
plants is in credits. 
   Page 91, left column, Surprise (correction): In the referee's paragraph of
the task for determining surprise, change "If any mishap occurs..." to "If
exceptional failure occurs...". Thus if the attacker gets exceptional failure
on the surprise task roll, the defender has surprise instead.
   Page 92, right column, sensor lock (clarification): Each new combat
round, as long as the target unit does not move out of its square, the
sensor lock stays in effect.
   If the sensing unit uses active sensors for the scan and the enemy has any
functioning sensors, the sensing unit must automatically reveal itself to
the enemy (just as if the enemy had performed an exceptional success
sensor scan on the sensing unit).
   Page 93, left column, range DMs (clarification): Change all references
from "beyond planetary range" to "at far range".
   Page 94, left column, DMs for ship damage tables, second entry
(correction): Replace "If the weapon inflicting the hit has a UCP factor of
9 or less..." with "If the weapon inflicting the hit has a UCP factor of A or
more, apply a DM of +6."
   Page 95, right column, Special Rules (addition): A space vessel with an
anti-grav based maneuver drive has its maneuver drive number halved
when 10 or more squares away from a massive astronomical body. A
thruster based maneuver drive does not suffer these effects.
   Page 95, left column, Tractors (clarification): Tractor Pull V Target
Weight = Agility and Speed Loss (round fractions up).
   Page 97, (clarification): Change all references from "beyond planetary
range" to "at far range".
   Page 99, Attacking Beam Factor table (correction): The To Hit values are
incorrect. The correct values are:

        Attacking Beam Factor
        1   2   3   4   5   6   7   8   9   A   B   C
        ---------------------------------------------
To Hit: 3   4   4   5   5   6   6   7   7   8   8   9

   Page 100, Attacking Missile Factor table (correction): The table
headings may be confusing. The correct table is:

       Attacking Missile Factor
       1   2   3   4   5   6   7   8   9   A   B   C
       ---------------------------------------------
To Hit:4   4   5   5   6   6   7   7   8   8   9   9

   Page 100, Particle Accelerator table (omission): The particle
accelerator table was accidentally omitted. Here it is:

Attacking Particle Accelerator Factor
1 2 3 4 5 6 7 8 9 A B C D E F G H J K  L  M  N  P  Q  R  S  T  U  V  W  X  Y  Z
- -------------------------------------------------------------------------------
2 3 4 4 5 5 6 6 7 8 8 8 8 8 9 9 9 9 9 10 10 10 10 10 11 11 11 11 11 12 12 12 12

   Page 101, Starship Damage Tables (correction): The Die column is
incorrect. The corrected table is given below.

               SHIP DAMAGE TABLES
Die  Surface Exp  Radiation    Interior Explosion
(2D) Damage Table Damage Table Damage Table
- -2   No Effect    No Effect    No Effect
- -1   Weapon-1     Weapon-1     Power Plant-1
 0   Weapon-1     Weapon-1     Jump-1
 1   Fuel-1       Weapon-1     Screens-1
 2   Weapon-1     Weapon-1     Sensor-1
 3   Weapon-1     Weapon-2     Power Plant-1
 4   Fuel-1       Sensor-1     Jump-1
 5   Weapon-1     Computer-1   Screens-1
 6   Weapon-1     Weapon-2     Computer-1
 7   Fuel-1       Sensor-2     Power Plant-1
 8   Maneuver-1   Computer-2   Sensors-2
 9   Weapon-2     Weapon-4     Computer-1
10   Fuel-2       Sensor-2     Crew-1
11   Maneuver-1   Computer-2   Power Plant-2
12   Weapon-3     Computer-2   Jump-2
13   Fuel-3       Crew-1       Screens-3
14   Maneuver-2   Computer-3   Sensors-3
15   Int Explosn  Crew-1       Fuel Tanks Shattered
16   Int Explosn  Computer-4   Critical
17   Int Explosn  Crew-2       Critical
18+  Critical     Critical     Critical

Use this column   Use this     Use this column for:
for:              column for:
Fusion, Plasma,   Particle     Meson Guns and
Laser, Missiles,  Accelerator, Disintegrators.
Particle          Nuclear and 
Accelerator,      Antimatter
& Disintegrator.  Missiles and
                  Meson Guns.

Imperial Encyclopedia
   Page 20, Bilstein Yards (clarification): The library data printed in this
section is circa late 1120. Most of the Glisten subsector (and thus the
Bilstein Yards) was taken by the Aslan in late 1121.
   Page 67, Drugs (clarification): Here, in tabular form, are all the drug
prices:

Drug                   Per Dose
Single Disease Vaccine    Cr15
Multiple Disease Vaccine  Cr20
Antitoxin                 Cr20
Antibiotics               Cr50
Metabolics              Cr1000
Slow Drug                Cr500
Medical Slow             Cr100
Fast Drug                Cr200
Combat Drug              Cr750
Anagathics            Cr20,000
Truth Drug             Cr5,000
Slow Drug Antidote       Cr600
Fast Drug Antidote       Cr900

   Page 75, PGMP-13 (correction): The PGMP-13 volume and weight should
be 0.9, not 9.0.
   Page 75, PGMP-14 (correction): The PGMP-14 volume and weight should
be 9.0, not 1.0.
   Page 76, Ground Car , Wheeled AYV, Tracked ATV (correction): With the
changes in the hydrocarbon burning power plants, here are the revised
UCPs for the ground vehicles:

GROUND CAR
CraftID:Ground Car, TL 5, Cr3,100
   Hull:2/5, Disp=2, Config=4USL, Armor=4B,
        Unloaded=3.8tons, Loaded=5.0tons
  Power:1/2, IntCombust=0.1Mw, Duration=6 hours
   Loco:1/2, Wheels, Road=80kph, OffRoad=25kph
  Commo:None (some have a radio receiver)
Sensors:None
Off/Def:HardPoints=1
Control:Panel=Mechanical, Environ=basic env
 Accomm:Crew=1 (Operator=1), Seats=crampedx6
  Other:Cargo=1.0kliters, Fuel=0.072kliters
        ObjSize=small, EMLevel=faint
   The ground car is an ordinary self-powered vehicle, suitable for use in
civilized areas on low tech worlds.

WHEELED ATV
CraftID:Wheeled ATV, TL 6, Cr46,380
   Hull:9/23, Disp=10, Config=4USL, Armor=6B,
        Unloaded=28tons, Loaded=55tons
  Power:1/2, IntCombust=2.0Mw, Duration=4/12 
   Loco:1/2, Wheels, Road=100kph, OffRoad=35kph
  Commo:Radio=Regional
Sensors:None
Off/Def:HardPoints=1
Control:Panel=Mechanical, Environ=basic env, basic ls
 Accomm:Crew=1 (Operator=1), Seats=Roomyx17
  Other:Cargo=25kliters, Fuel=18kliters
        ObjSize=small, EMLevel=faint
   The wheeled ATV is a wheeled vehicle used on low tech worlds for
exploration.

TRACKED ATV
CraftID:Tracked ATV, TL 6, Cr49,580
   Hull:9/23, Disp=10, Config=4USL, Armor=6B,
        Unloaded=47tons, Loaded=74tons
  Power:1/2, IntCombust=2.0Mw, Duration=4/12 
   Loco:1/2, Tracks, Road=80kph, OffRoad=50kph
  Commo:Radio=Regional
Sensors:None
Off/Def:HardPoints=1
Control:Panel=Mechanical, Environ=basic env, basic ls
 Accomm:Crew=1 (Operator=1), Seats=roomyx17
  Other:Cargo=25kliters, Fuel=18kliters
        ObjSize=small, EMLevel=faint
   The tracked ATV is a tracked vehicle used on low tech worlds for
exploration.

   Page 76, Open-top Air/Raft (correction): The configuration should be 4SL
instead of 1USL.
   Page 77, Enclosed Air/Raft (correction): The configuration should be 4SL
instead of 1USL.
   Page 77, GCarrier (correction): The configuration should be 4SL instead
of 1USL.
   Page 80, Scout/Courier (correction): Fuel=515 kliters.
   Page 80, Seeker (correction): Fuel=504 kliters.
   Page 83, Mercenary Cruiser (correction): Maneuver=3, Jump=3.
   Page 92, Step 6 (addition): Double the travel time if the vessel has an
anti-grav based maneuver drive.
   Page 93, Step 10 (addition): Double the travel time if the vessel has an
anti-grav based maneuver drive.






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-------- TML Message #164 --------

Date: Mon, 1 Aug 88 14:56 PST
From: ("Scott, part time fuzzy") SELLSWORTH%HMCVAX.BITNET@cunyvm.cuny.edu
Subject: Badly needed!
Archive-Message-Number: 164


  Hi folks!

  I need a new copy of the c program that generated star systems; mine died in
my last disk crash.

  I also need any source code that anyone out there has that takes care of
traveller details (ship design, world generation, system generation a la
Scouts, and similar...)

  Also, has anyone made any major modifications to the Merchant Prince system
that I should know about?

  (Just starting a new campaign, and my players are after me for information!)

  Thanks in advance, any help MUCH appreciated!
                                                       Scott
                                           Bitnet:     SELLSWOR@HMCVAX
                                             uucp:     muddcs!sellswor
  Bitnet preferable, it is more likely to be up.

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-------- TML Message #165 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Date: Tue, 30 Aug 88 09:29:19 BST
Subject: Starships
Archive-Message-Number: 165


This mailing list has been quiet lately. Too quiet. What's happened? Has
Strephon's assassination caused the second Long Night, and everyone's asleep?
Or are Vargr, Zhodani etc. intercepting all communications between the Core
(i.e. North America) and the outlying regions (i.e. U.K.)? :-) :-) :-)

Anyway, here are a few points to consider about starships. GDW starships in
particular.

1. In "Traders and Gunboats", we find the "Gazelle" class close escort. With
drop tanks fitted, it's 400 tons. (Ignore for the moment the fact that the
plans make it look smaller than the 200 ton "Empress" class far trader!)
Without those tanks, it's 300 tons. "High Guard" says you can have a hardpoint
for every 100 tons of hull, so with the tanks fitted, you have 400 tons, i.e.
4 hardpoints. So the "Gazelle" has two laser turrets, and two particle
accelerator barbettes. When it drops its tanks, the ship becomes 300 tons, and
one hardpoint is now invalid. Does it fall off too, or do the control links
just disappear? Incidentally, how does that ship burn the fuel from the drop
tanks, drop them, and THEN execute its jump 5?

2. In the same book, where are the power plant and computer on the Type S?

3. Whoever designed the "Kinunir" class cruiser should be shot. It has 8 dual
laser turrets, which some moron grouped into two batteries of 4 turrets, or 8
lasers, each. This gives it a High Guard USP factor of 4, boosted to 5 by
high tech. 3 turrets to a battery would do the same, leaving the other 2 free
for use as missiles or sandcasters. I also checked the energy calculations for
that ship.

Computer		7
16 lasers		16
2 partcle accelerators	10
Nuclear damper 5	50
Total			83

Power plant 7 gives 87.5 EP, so agility = (87.5-83)/1250 * 100 = 0.36 = 0
But then I looked in the back of "High Guard" where the design is shown, and
they give the damper 40 EP, which gives the ship enough EP for agility 1.
In fact, the damper is rated as 8 tons, MCr 30, 40 EP. And these are the
figures, not for a factor 5 damper, but for a factor 4. But the factor 4 is
TL 14, and "Kinunir" is TL15. Does the damper get a factor increase for this?
If so, why haven't I found a rule to that effect elsewhere in the book?

Thanks for getting this far. Now back to sleep! :-) :-)


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-------- TML Message #166 --------

Date: Thu, 29 Sep 88 10:54:23 PDT
From: hplabs!ucbvax!violet.berkeley.edu!bpost@tektronix (Brad Post)
Subject: Traveller PBM
Archive-Message-Number: 166



Anyone interested$in playing a Traveller PBM?  If you are, follow these 
directions below very carefully:

	1)  It will not be held here, but on a BBS, the phone # is
		
			The Pyre (408) 226-2889

	2)  Just log in, and become a new user, after that is done

	3)  hit the '=' key and enter 19, hit return (This puts you in my
	    game group)

	4)  Leave a handle, and character description (If you have one rolled
           put him there, but I am only using Basic Traveller [no Merc, or
           High Guard, or Scout])

	5) E-Mail me if you want to to tell me you posted

The game turns will run about once every two weeks, or even as slow as a month
if people want that.


Check it out, the BBS, even if you are not interested.  Hope to hear from some
of you soon.

Brad Post
Handle on BBS:  Warlord Thorin

P.S.  The number of players is unlimited (so far  :-)


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-------- TML Message #167 --------

Date: Fri, 30 Sep 88 19:41:35 EDT
From: (Tim Thomas) tim@gondor.cs.psu.edu
Subject: test...
Archive-Message-Number: 167


This is a test to see by what paths I can reach the list and the list
administrator....

So that this is not totally a waste, does anyone wish to speculate on how
and what the TL-21 Matter Transport for startships would work (This may not
be the right title for the object, but it is the item which will allow
jumps in excess of 6 parsecs....

- --------------------------------------------------------------------------
Tim Thomas		tim@gondor.cs.psu.edu	*!psuvax1!gondor!tim

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-------- TML Message #168 --------

Date: Fri, 30 Sep 88 19:41:35 EDT
From: (Tim Thomas) tim@gondor.cs.psu.edu
Subject: test...
Archive-Message-Number: 168


This is a test to see by what paths I can reach the list and the list
administrator....

So that this is not totally a waste, does anyone wish to speculate on how
and what the TL-21 Matter Transport for startships would work (This may not
be the right title for the object, but it is the item which will allow
jumps in excess of 6 parsecs....

- --------------------------------------------------------------------------
Tim Thomas		tim@gondor.cs.psu.edu	*!psuvax1!gondor!tim

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List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #169 --------

Date: Sat, 1 Oct 88 15:14:54 EDT
From: (Tim Thomas) tim@gondor.cs.psu.edu
Subject: Tech Levels...
Archive-Message-Number: 169



Does anyone have any ideas for traveller at high Tech Levels
above 16 (in addition to that in Megatraveller....) as well as
explanations and/or descriptions of said items?

- --------------------------------------------------------------------------
Tim Thomas		tim@gondor.cs.psu.edu	*!psuvax1!gondor!tim

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-------- TML Message #170 --------

Date: Mon, 17 Oct 88 15:36:15 PDT
From: fpssun!spock!spock@tektronix.UUCP (Richard Johnson ext 2594)
Subject: re: Tech Levels
Archive-Message-Number: 170



In message #169 Tim Thomas asked if anyone had ideas for hi-tech traveller...

I found a number of interesting things, complete with modifiable descriptions
in FASA's *Space Opera* game.  I say modifiable, because their tech level
system is 0-10, vs our 0-18(or so).  Also, they make some assumptions about
availablility and use (etc) that do not hold for Traveller.

A big thing to look into is how they describe CT (antimatter) driven ships.
Comparing some of the ship design concepts from *Space Opera* with the new
hi-tech drive and power information in the MegaTraveller Referee's book
(I think that's the one) gave me some ides for TL17+ CT-powered jump ships.

Right now I have a lot of characters in my campaign on personal technology
quests.  Most of the players are experienced D&Ders and originally thought
of tech level in much the same way as a better weapon.  Slowly, they are 
learning that sometimes better technology is not worth the cost.

The costs are more than just MCr (but is is a good way to keep some of your
wealthier characters a little bit in check).  Often the character's education 
is lacking.  So is the character's responsibility.  Consider the CT ship:

	Ferd, a good pilot (ex scout, pilot 3, Nav 2, computer 2, ...) 
	stumbles accross a TL18 scout ship, for some reason peculiarly
	abandoned (lots of possibility for trouble here :-).  Ferd takes
	it to a good shipyard and promptly discovers that no one knows
	how to fix it, and no one knows where he can get any help.

	Finally, Ferd's ship is ready for take-off (assuming he/she didn't
	just dump it for some fast MCr).  Mission one is to fine some
	antimatter.

Well, you get the picture.

I enjoy having hi-tech things as well as lo-tech things around.  It gives
the campaign some color.  I'll see if I can find that write-up I did for
force blades, laser swords, and light swords from *Space Opera*.

Have fun.
Richard
- ---------------------------------------------------------------------------
Richard Johnson
FPS Computing, Beaverton Oregon				home:(503)640-9209
UUCP:  ...!tektronix!fpssun!spock			work:(503)641-3151

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-------- End of TML Messages --------

