Errata The Traveller Book

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This AAB article covers errata for The Traveller Book.

  • 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.

Page Heading Description Type
Page 25 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 26 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 27 second 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 35 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 35 Wounding and Death, 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 36 Wounding and Death, first paragraph 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 36 Wounding and Death, second 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 36 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 37 second column, Morale The point in time when a party must begin making morale throws should be 25%, not 20%. Valiant parties may have a lower throw (in other words, a higher chance of success). Correction
Page 40 Guns, Body Pistol and Automatic Pistol 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 43 first 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 43 Special Considerations, Throwing Blades, second paragraph The Strength characteristic requirement for throwing polearms is equal to triple the weight of the thrown weapon in kilograms. Correction
Page 43 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 44 Weapons and Equipment, Automatic Pistol The Advantageous Dexterity DM for Auto Pistols was misprinted as –1 instead of +1. Correction
Page 45 first column, Terrain DMs One row is missing, and one is misprinted. The correct entries are: Arctic, +2; City, –4. Correction and Omission
Page 46 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. Note that this is listed correctly on page 25. 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 48 Archaic Firearms A section on Archaic Firearms in the 1981 edition of Characters & Combat was left out of The Traveller Book: The guns shown previously are those available in interstellar societies and which travelers granted free choice might want to purchase. Firearms, however, are also available at lower tech levels in less developed forms. Adventurers on primitive worlds may encounter them, and may conceivably be required to use them. A few types of archaic firearms are given below. Prices are extremely variable.
  • Hand Cannon (5000 grams; TL 2): Literally a small, hand-held, muzzle-loading cannon, it takes 2 rounds to load with powder and a ball, and is fired by holding a flame to the touchhole. It fires as body pistol, but may not fire at close range.
  • Flintlock Musket (4000 grams, TL3): A long smoothbore weapon relying on sparks struck from a flint to ignite the powder. It requires 1 round to reload during which time the firer may not evade, and when fired may misfire (roll 4+ to avoid); if a misfire occurs, the weapon will not fire, but the firer may attempt to fire it in the next round. The musket fires as a carbine, but may not fire at very long range.
  • Percussion Rifle (4000 grams, TL4): A muzzle-loading rifle relying on an explosive cap to ignite the powder. Loading is the same as for a musket but there is no chance of a misfire. The weapon fires as a rifle.
  • Muzzle-loading Pistol (1500 grams, TL 3 or 4): A single-shot pistol, either flintlock or percussion (with the same loading characteristics as described above). It fires as a body pistol.
  • Percussion Revolver (1000 grams, TL 4): A six-shot revolver, with each chamber individually loaded with powder, ball, and a percussion cap. The gun may be reloaded in 8 rounds, or the cylinder may be detached and another, previously loaded cylinder may be put on in 2 rounds (cylinder weight: 300 grams). It fires as a revolver. All these weapons require that the owner also carry gunpowder and properly sized lead balls; percussion weapons also require a supply of percussion caps.
Page 51 Starship Malfunctions, Drive Failure The DM for being past the annual maintenance overhaul date is changed from +1 per week to +1 per month. Correction
Page 57 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 58 Software List The Library program was dropped off the list; it requires 1 space, and costs 0.3 MCr. Omission
Page 64 Scout/Courier (type S) Missing notation that this design uses a standard hull. Correction and Omission
Page 64 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 64 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 ship can only carry 9 low passengers, as there are only 9 low berths. The correct cost should be MCr 100.035 (after discount). Correction & Omission
Page 64-65 Subsidized Liner (type M) Missing notation that this design uses a standard hull. Part of the description is missing: Adjacent to the bridge is a computer Model/3. There are thirty staterooms and twenty low berths. There are 2 tons reserved for drive upgrades, and the correct cost should be MCr 245.97 (after discount). Correction & Omission
Pages 65 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 65 Mercenary Cruiser (type C) Missing notation that this design uses a custom hull. The description fails to mention that the eight turrets are triple turrets, and that eight tons has been reserved for fire control. The correct cost should be MCr 429.804 (after discount) and the ship takes 28 months to build. Correction & Omission
Page 66 Patrol Cruiser (type T) Pulse lasers are installed. 8 troops can be carried if the gunners and troops are at double occupancy. The correct cost is MCr 229.59 (after discount), and the ship takes 16 months to build. Correction & Omission
Page 66 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 & Omission
Page 66 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 & Omission
Page 67 Building Custom Ships, Retrofitting Components The following paragraphs were omitted from The Traveller Book:
  • Computers: Larger of smaller computer models may be installed or retrofitted to a starship, regardless of the model originally called for. In new construction, the different model is in lieu of the originally specified model; in retrofitting situations, the old model of computer can generally be traded in at 25% of original cost.
  • Turrets: Turrets may be installed after construction at hardpoints specified on the ship’s hull. Previously installed turrets may be removed and replaced by turrets of different sizes. Because they are options, they may be added to, or deleted from, the specifications of standard design ships. Used turrets removed in the case of renovation or retrofitting may be sold for 25% of their original cost. Turrets are considered to be streamlined.
Page 75 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 76 Laser Fire, Pulse Lasers Pulse lasers are less accurate but more powerful than beam lasers. A pulse laser fires with a DM of –1 to hit; however, if it hits the target suffers two damage rolls instead of one. Omission
Page 78 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 78 Special Situations, Expendables Details on expendables was dropped from The Traveller Book: Certain materials for starship (and non-starship) operation are not considered to be routine operating expenses, but nevertheless involve occasional purchases on an irregular basis, such as ammunition.
  • Missiles: Missiles for missile launch racks are expended when they are fired; replacements must be obtained for reloading purposes when the situation warrants. Basically, a missile is of the homing type, costing Cr5600 each. Such missiles are committed to a specific target when fired, and after launch, home towards that target until either the missile or the target is destroyed. Other types of missiles are possible (for example, bombs for attacks against planetary surfaces), but such require either specific alterations to ordinary torpedoes, or location of an arms supplier who deals in such items. Specific attributes of such non-standard missiles are the realm of the referee.
  • Sand: The abrasive particles used in the sandcaster are of a special composition, combining prismatic crystals and ablative particles, which allows interference with laser beams and pulses, as well as inflicting minor damage on ships which it touches. Ordinary sand or particles are not considered to be an adequate substitute. Sand must be procured from arms merchants, generally pre-packed in a sandcaster canister, weighing about 50 kilograms. Base price for a canister of sand is set at Cr400.
Page 80 Gas Giants This section notes that refueling in this fashion (skimming from a gas giant) generally requires a week. This contradicts page 51, which notes that the procedure takes approximately eight hours. Assume that the discussion on page 80 includes system travel time to and from the gas giant, while page 51 describes specifically the skimming process. Clarification
Page 85 World Generation Checklist, step 6D While the World Creation section (page 82) shows the Hydrographics formula as 2D–7+atmosphere, the checklist incorrectly shows the Hydrographics formula as 2D–7+size. Correction
Page 91 Animal Wounds Contrary to the example in this section, the Weapons Range Matrix in Personal Combat (page 46) shows teeth as inflicting 2D hits, not 1D. The example should be corrected to use 2D rather than 1D. Correction
Page 100 Legal Encounters The once per day throw to avoid legal encounters should be Law Level or greater, not Law Level or less. Correction
Page 105 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 115 Psionic Ranges Add Far Orbital to the list of ranges, with the following values in the table: 7, 5, –, 6. Addition
Page 152 Regina Subsector data Regina (0310) should have TL code of “C”. Roup (0407) should have a TL code of “7”. Yori (0510) should have a TL code of “A”. Kinorb (0602) should have a TL code of “8”. Correction

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