Errata Starter Traveller

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This AAB article covers errata for Starter Traveller.

  • This is a specific Errata page.

Description (Specifications)[edit]

The following Errata has been copied from the various Errata's that have been compiled over the years.

Starter Traveller (251, 1983 edition)[edit]

Page Heading Description Type
Rules Booklet
Page 15 first column, Jack of All Trades The last paragraph was dropped: “Jack of All Trades, however, is never sufficient for an individual to achieve standing in another skill. Use of the skill in medical situations does not imply medic skill. Use of the skill to pilot a ship in an emergency does not imply pilot skill.” Omission
Page 16 first column, Ship’s Boat The DMs in the Referee section are misprinted. The corrected section should read, “Throw 10+ for the pinnace to Escape on contact and avoid the attack; DM +2 based on the skill. Throw 8+ to avoid being hit by enemy fire if the escape attempt fails; DM +2, again based on the skill. Alternate these throws until either escape succeeds or the craft is hit.” Correction
Page 21 Wounding and Death Wounds from a second combat should be tracked separately from those from an earlier combat (since they will heal at different times), unless the characteristic goes to zero; if that happens, just use the newest injury for healing times. Clarification
Page 21 Wounding and Death, first column, third paragraph, First Blood The so-called first blood rule applies to the first wound a character receives in each combat. Entering a combat wounded from a previous combat does not make you immune to the first blood rule. Clarification
Page 21 Wounding and Death, second column Characters who are wounded when a combat ends but never go unconscious (because no characteristic ever is reduced to zero) have their characteristics reset to halfway between the wounded and full strength values (round fractional characteristics down). The individual is considered to have sustained minor wounds. For example, a character with a strength of 8 who is wounded to a strength of 4 (and remains conscious throughout the combat) becomes strength 6 at the end of the combat and remains so until recovered. A return to full strength for the character requires medical attention (30 minutes with a medical kit and an individual with at least medical-1 skill) or three days of rest. Clarification and Addition
Page 21 Wounding and Death, second column, first paragraph For unconscious characters with only one characteristic reduced to zero, a return to full strength for the character requires medical attention (30 minutes with a medical kit and an individual with at least medical-1 skill) or three days of rest. However, unconscious characters with two characteristics at zero, do not receive the halfway reset after regaining consciousness. In this case, the rule in this paragraph applies: “Their characteristics remain at the wounded level (or 1, whichever is higher). Recovery is dependent on medical attention (a medical facility and an individual with Medical-3 skill; recuperation to full strength without medical attention is not possible).” Such medical attention should require between 5 and 30 days (5D days) to complete. Clarification and Omission
Page 21 Effects of Characteristics The statement “wounds do not affect characteristics as they are used to influence blows, swings, or shots” applies only to a single combat. When a character is out of combat and has wounds applied, the resulting wounded levels do apply to any future combats after receiving such wounds. The intention of this rule was to not slow the game down during a combat to deal with such changes. The intention was not that already wounded characters could operate in future combats prior to recovery (or even treatment) as if they were uninjured. Clarification
Page 23 Morale, second paragraph Valiant parties may have a lower throw (in other words, a higher chance of success). Correction
Page 25 second column, Folding Stocks When a folding stock is folded, the weapon is less accurate (DM –1 at all ranges). When the stock is extended, there is no effect. Omission
Page 24 Special Considerations, Reloading Both the body pistol and the automatic pistol are designed to be used with pre-loaded magazines. These are inserted into the pistol when it is empty, requiring one combat round for this reloading procedure to occur. Magazines for the two weapons are not interchangeable. Omission
Page 26 Special Considerations, Weapon Length Effects Polearms (spear, halberd, and pike) and similar long weapons use the Short range modifier only on the first combat round at short range. Thereafter, use the Close range modifier (even if the actual range remains Short). Omission
Page 31 The Hull, first column, first paragraph The last sentence is incorrect; it should read, “An 800-ton hull equipped with jump drive-K can produce jump-2.” Correction
Page 35 Scout/Courier (type S) Missing notation that this design uses a standard hull. Correct cost should be MCr 29.43 (after discount). Correction and Omission
Page 35 Free Trader (type A) Missing notation that this design uses a standard hull. The fuel sentence should read, “Fuel tankage for 30 tons supports the power plant and one jump-1.” Correction
Page 35 Subsidized Merchant (Type R) Missing notation that this design uses a standard hull. There is 15 tons reserved for drive upgrades, and 0.5 tons available in the main hull. The correct cost should be MCr 100.035 (after discount). Correction and Omission
Page 35 Subsidized Liner (type M) Missing notation that this design uses a standard hull. There are 2 tons reserved for drive upgrades, and the correct cost should be MCr 245.97 (after discount). Correction and Omission
Pages 35-36 Yacht (type Y) Missing notation that this design uses a standard hull, and 13 tons of cargo space. The yacht does not require a steward unless it is used in commercial service. Correct cost should be MCr 51.057 (after discount). Clarification and Omission
Page 36 Mercenary Cruiser (type C) Missing notation that this design uses a custom hull. The correct cost should be MCr 429.804 (after discount) and the ship takes 28 months to build. Correction and Omission
Page 36-37 Patrol Cruiser (type T) Pulse lasers are installed. The correct cost is MCr 229.59 (after discount), and the ship takes 16 months to build. Correction and Omission
Page 37 Lab Ship (type L) Missing notation that this design uses a standard hull. Power plant should be D, and the fuel tankage 100 tons, which supports the power plant and one jump-2. The ship can carry 15 passengers (35 if double occupancy). Cargo capacity should only be 13 tons, but there is 7 tons of space reserved for drive upgrades. The cost of lab space is MCr 0.2 per ton. Correct cost is MCr 128.16 (after discount). Correction and Omission
Page 37 Safari Ship (type K) Missing notation that this design uses a custom hull. No steward or navigator is required as crew. The cost of the capture tanks is MCr 0.1 per ton. Correct cost is MCr 80.19 (after discount). Correction and Omission
Page 41 Ordnance Launch, third paragraph, Missile Movement The end of the last sentence should read, “missiles move as if they were ships with maneuver drive-5”. This matches the standard missile from SS3 Missiles in Traveller. Correction
Page 42 Special Situations, Decompression, second paragraph, last sentence The sentence should read, “Throw Dexterity or less to put on a vacc suit…”. As written, the rule makes this task inexplicably harder for those with better Dexterity. Correction
Page 43 Gas Giants This section notes that refueling in this fashion (skimming from a gas giant) generally requires a week. This contradicts page 29, which notes that the procedure takes approximately eight hours. Assume that the discussion on page 43 includes system travel time to and from the gas giant, while page 51 describes specifically the skimming process. Clarification
Page 47 Animal Wounds Contrary to the example in this section, the Weapons Range Matrix in Rules and Charts (page 6) shows teeth as inflicting 2D hits, not 1D. The example should be corrected to use 2D rather than 1D. Correction
Charts and Tables Booklet:
Page 3 Acquired Skills Tables, Service Skills Table The skill results for a roll of “1” for Marines, Army and Scouts should be “Vehicle”, rather than “ATV” (Marines/Army) or “Air/Raft” (Scouts). Correction
Page 4 Weapons and Equipment, Automatic Pistol The Advantageous Dexterity DM for Auto Pistols was misprinted as –1 instead of +1. Correction
Page 6 Weapons and Range Matrix The modifier for Dagger at Short range should be –1 instead of +2. The modifier for Foil against Combat armor should be –6 instead of –8. Body Pistol should have a Wound Inflicted of 2D. A footnote is missing for Ablat armor: Each time that laser fire hits ablat armor, it decreases the ablat’s DM by 1. Correction
Page 7 Wounding and Death, Critical Hits The critical hits rule applies to the first wound a character receives in each combat. Entering a combat wounded from a previous combat does not make you immune to the critical hits rule. This is referred to as First Blood in the Rules Booklet. Clarification
Page 7 Wounding and Death, Unconscious Characters who are wounded when a combat ends but never go unconscious (because no characteristic ever is reduced to zero) have their characteristics reset to halfway between the wounded and full strength values (round fractional characteristics down). The individual is considered to have sustained minor wounds. For example, a character with a strength of 8 who is wounded to a strength of 4 (and remains conscious throughout the combat) becomes strength 6 at the end of the combat and remains so until recovered. A return to full strength for the character requires medical attention (30 minutes with a medical kit and an individual with at least medical-1 skill) or three days of rest. Clarification and Addition
Page 7 Wounding and Death, Unconscious For unconscious characters with only one characteristic reduced to zero, a return to full strength for the character requires medical attention (30 minutes with a medical kit and an individual with at least medical-1 skill) or three days of rest. However, unconscious characters with two characteristics at zero, do not receive the halfway reset after regaining consciousness. In this case, the rule in this paragraph applies: “Their characteristics remain at the wounded level (or 1, whichever is higher). Recovery is dependent on medical attention (a medical facility and an individual with Medical-3 skill; recuperation to full strength without medical attention is not possible).” Such medical attention should require between 5 and 30 days (5D days) to complete. Clarification and Omission
Page 10 Software List The Library Program was dropped off the list; it requires 1 space, and costs 0.3 MCr. Omission
Page 13 Starship Encounters Table Since naval bases can only be in systems with class A or B starports, the C and D starport columns of the table should have no entry for rolls of 14 or 15. Correction
Page 15 World Generation Checklist, step 6D While the World Creation section (rules booklet, page 44) shows the Hydrographics formula as 2D–7+atmosphere, the checklist incorrectly shows the Hydrographics formula as 2D–7+size. Correction
Page 22 Trade and Speculation Table, Quantity The quantity for petrochemicals should be 6Dx5. Correction
Page 22 Trade and Speculation DMs The entry for Non-Agricultural world is incorrect; it should read, “Non-Agricultural: Atmosphere 3–, hydrographics 3–, population 6+.” Correction
Page 24 Psionic Ranges Add Far Orbital to the list of ranges, with the following values in the table: 7, 5, –, 6. Addition

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