Errata Basic Traveller 1981 Edition
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The following Errata has been copied from the various Errata's that have been compiled over the years.
Basic Traveller (301, 1981 edition)
CHARACTERS AND COMBAT (Book 1, 1981 edition)
- Page 17, Blades and Polearms and Guns tables (correction): The –DMs listed for the Cutlass and the Submachinegun are incorrect. They should be Cutlass, 6–, Submachinegun, 5–. These are correct on the Weapons table on page 45.
- Page 18, Electronics Skill (addition): Add the following paragraph to the Referee section: “To generate a specific throw, the referee analyzes the specific circumstances and selects a number to be thrown (usually throw that number or greater to succeed). DMs allowed should be the level of electronics skill, +1 for intelligence above some level (say, 10), +1 for education above some level (say, 9), and appropriate values for lack of tools (perhaps –5) or poor conditions (maybe –3). The throw is then made, and success is determined by the result. Such throws are restricted to one per specific time period, an hour, four hours, a day, or a week, as appropriate.”
- Page 19, Gunnery Skill (correction): The statement “The basic skill of gunnery is covered on page 13” is incorrect. The basic skill is covered on page 17.
- Page 22, Vehicle Skill (clarification and addition): Change the second and third sentences of the explanation to read, “The groups available are: Aircraft (select Helicopter, Propeller-driven Fixed Wing, or Jet-driven Fixed Wing), Grav Vehicle, Tracked Vehicle, Wheeled Vehicle, and Watercraft (select Small Watercraft, Large Watercraft, Hovercraft, or Submersible). In the case of Aircraft and Watercraft, other similar vehicles within the group may be operated by the individual at skill level minus 1.”
- Page 23, Other Skills, Maximum Skills (omission): This rule (included in The Traveller Book and Starter Traveller), was left out of Book 1: As a general rule of thumb, a character may have no more skills (or total of levels of skills) than the sum of his or her intelligence and education. For example, a character with UPP 77894A would be restricted to a total of 13 combined skills and levels of skills. This restriction does not apply to level-0 skills.
- Page 27, Merchant Captain Alexander Jamison (correction): Jamison should have Cr31,200 in starting cash instead of Cr33,200.
- Page 30, Combat Procedure (clarification and addition): The following procedure is clearer for combat:
- COMBAT PROCEDURE
- Determine facts of the encounter.
- Which party has surprise?
- Initial encounter range?
- Escape or avoidance?
- Begin combat round.
- Individual movement status.
- Individual targets and attacks.
- Attacker’s DMs.
- Defender’s DMs.
- If attack succeeds, determine wounds inflicted at end of the round.
- Roll for morale if unit has taken 25% casualties.
- Begin new round (go to 2).
- When combat ends, attend to the wounded and regroup forces.
- Page 31, Surprise DMs (omission): The table entry “Battle Dress . . . . +2” was left off the table. This DM is given if any member of either party is wearing Battle Dress.
- Page 32, Escape and Avoidance (omission): The –1 DM if short range also applies to close range for escape.
- Page 33-34, Wounding and Death (clarification): 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.
- Page 34, third paragraph, First Blood (clarification): 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.
- Page 34, Wounding and Death, fourth paragraph (clarification and addition): 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.
- Page 34, Wounding and Death, fourth paragraph (clarification and omission): 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 the fifth paragraph on page 34 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.
- Page 34, Effects of Characteristics (clarification and omission): Wounds do not affect characteristics during a single combat as they are used to influence blows, swings, or shots. 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.
- Page 36, Untrained Weapon usage, first sentence (correction): The sentence should read, “+3 when defending.”
- Page 36, Morale, second paragraph (correction): 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).
- Page 38, Body Pistol (omission): One line was dropped from the description of the body pistol. “A body pistol can be fitted with a silencer.”
- Page 38, Automatic Pistol (omission): One line was dropped from the description of the automatic pistol. “An automatic pistol can be fitted with a silencer and a detachable shoulder stock.”
- Page 38, Revolver (omission): One line was dropped from the description of the revolver. “A revolver can be fitted with a silencer and a detachable shoulder stock.”
- Page 39, Carbine (omission): One line was dropped from the description of the carbine. “A carbine may be fitted with telescopic or electronic sights, and with a folding stock.”
- Page 39, Rifle (omission): One line was dropped from the description of the rifle. “A rifle may be fitted with telescopic or electronic sights, and with a folding stock.”
- Page 39, Automatic Rifle (omission): Some pricing details were dropped. The last line should read, “Base price: Cr1000 (loaded magazine: Cr20; complete 100-round belt: Cr120).”
- Page 39, Shotgun (correction and omission): The correct tech level for the shotgun is TL 4, not TL 5. A shotgun may be fitted with a folding stock.
- Page 39-40, Submachinegun (omission): Some details were left out of the submachinegun description: Length: 450mm. Weight, unloaded: 2500 grams (loaded magazine: 500 grams). Base price: Cr500 (loaded magazine: Cr20).
- Page 41, Folding Stocks (omission): 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.
- Page 42, Special Considerations, Throwing Blades (addition): Polearms (spears, pikes, and halberds) may be thrown using the above procedure, but the thrower must have a Strength characteristic equal to triple the weight of the thrown weapon, in kilograms. Throwing a blade or polearm counts as a combat blow or swing.
- Page 42, Special Considerations, Weapon Length Effects (omission): 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).
- Page 42, Special Considerations, Reloading (omission): Technically, guns reload themselves after each shot. However, when the magazine capacity of a gun is exhausted, then the shooter must reload the gun with a fully loaded magazine. Unless otherwise stated, the process of reloading a gun with a full magazine takes one combat round, during which time the shooter is treated as evading. Revolvers do not use magazines, and so take two combat rounds (one combat round if not simultaneously evading) to reload. Empty magazines are, of course, reusable. Ammunition for such magazines can be purchased for approximately half the price of a full magazine. The tedium of reloading empty magazines requires that it be done at leisure, rather than in combat. The process takes several minutes for each magazine. Laser carbines and laser rifles do not use cartridges; their power packs must be recharged upon being exhausted. Such a laser weapon may be returned to service by replacing the power pack. Recharging a spent power pack requires approximately an hour at a high-energy power source. When done commercially, there is a cost of Cr200 or Cr300 for the service. Generally, such power packs can be recharged at a ship’s power plant at no cost.
- Page 42, Special Considerations, Armor (omission): With the exception of reflec, no armor may be worn with another type of armor. If reflec is worn in conjunction with another armor type and the wearer is attacked, the better type of armor provides the DM.
- Page 42, Special Considerations, Darkness and Night (omission): Poor lighting conditions may restrict the ability of an individual to see and attack. Total darkness restricts engagements to close and short range. Gun attacks at greater than short range are subject to DM of –9. Partial darkness (moonlit night, distant illumination, or other weak light sources) reduces visibility range to medium, and attacks with guns are subject to DM of –6. Electronic sights eliminate negative DMs due to darkness and poor lighting.
- Page 42, Special Considerations, Cover and Concealment (omission): Cover is any solid object between an attacker and defender capable of protecting the defender from a weapon attack. Concealment is any object that prevents viewing or sighting of the defender. Cover may also be concealment, concealment is not necessarily cover. Targets are considered under cover if they are behind a solid object which a shot cannot penetrate (such as a wall, rock, or heavy bulkhead). An individual under cover cannot be attacked; an individual in concealment cannot be attacked unless the attacker has some reason to shoot into the area. A target may be partially concealed by walls, objects, atmospheric conditions, or darkness. Targets are considered concealed if they cannot be viewed by an attacker. If fully concealed, a target cannot be attacked. Individuals who attack from cover become visible and may themselves be attacked; because they retain partial cover they are eligible for a defending DM of –4. Individuals who attack from concealment provide reason to believe they are present, and may be attacked; because they remain partially concealed, they are allowed a defending DM of –1.
- Page 42, Special Considerations, Zero Gravity (omission): Virtually all weapons have recoil (except laser carbines and laser rifles) and in a zero-G environment, this recoil can disorient or render helpless individuals not trained to compensate for it. When fighting in a zero-G environment, any individual has a chance of losing control of his or her movement/position each combat round. Throw 10+ to avoid losing control.
| ZERO GRAVITY DMs |
|---|
| If firing a weapon –4 |
| If using a handhold +5 |
| If performing a swing or blow –6 |
| If Dexterity 9+ +2 |
| If Dexterity 11+ +2 |
- Page 46, Weapons Matrix (correction): The modifier for Dagger against Combat armor should be –7 instead of –5. The modifier for Foil against Combat armor should be –6 instead of –8. The modifier for Carbine against Ablat should be –1 instead of +1. The modifier for Rifle against Cloth should be –3 instead of –2; the modifier for Rifle against Reflec should be +2 instead of +3, and the modifier for Rifle against Combat should be –5 instead of –4. A footnote is missing for Ablat armor: Each time that laser fire hits ablat armor, it decreases the ablat’s DM by 1. Page 47, Range Matrix (correction): The modifier for submachineguns at Long range should be –3 instead of –6. Claws wound inflicted should be 2D; Cutlass wound inflicted should be 3D; Body Pistol wound inflicted should be 2D (note that cutlass and body pistol are listed correctly on page 17).
STARSHIPS (Book 2, 1981 edition)
- Page 6, Starship Malfunctions, Drive Failure (correction): The DM for being past the annual maintenance overhaul date is changed from +1 per week to +1 per month.
- Page 19, Scout/Courier (type S) (correction and omission): Missing notation that this design uses a standard hull. Correct cost should be MCr 29.43 (after discount).
- Page 19, Free Trader (type A) (omission): Missing notation that this design uses a standard hull.
- Page 19, Subsidized Merchant (type R) (correction and omission): 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).
- Page 19, Subsidized Liner (type M) (correction and omission): Missing notation that this design uses a standard hull. There are 2 tons reserved for drive upgrades, and the correct cost should be MCr245.97 (after discount).
- Pages 19-20, Yacht (type Y) (clarification and omission): 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).
- Page 20, Mercenary Cruiser (type C) (correction and omission): 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.
- Page 20, Patrol Cruiser (type T) (correction and omission): The fuel tankage should be 160 tons. Pulse lasers are installed. The correct cost is MCr 229.59 (after discount), and the ship takes 16 months to build.
- Page 21, Building Ships, Retrofitting Components (omission): The following paragraphs were omitted from the 1981 edition: Computers: Larger or 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 29, Laser Fire, Pulse Lasers (omission): 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.
- Page 34, Special Situations, Decompression, second paragraph, last sentence (correction): 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.
- Page 34, Special Situations, Expendables (omission): Details on expendables were dropped from the 1981 edition: 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 hits the target or is destroyed. Other types of missiles are possible (for example, bombs for attacks against planetary surfaces), but such require either specific alterations to ordinary missiles, 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 similar 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 35, Starship Encounters Table (correction): 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.
- Page 46, Trade and Commerce, Non-Agricultural world (correction): The entry for Non-Agricultural world is incorrect; it should be: Non-Agricultural: atmos 3–, hydro 3–, popul 6+.
- Page 47, Trade and Speculation Table, Base Price (correction): The base prices for the following items should be changed: Air/Raft, Cr600,000; All Terrain Vehicles, Cr30,000; Armored Vehicles, Cr70,000. The quantity for petrochemicals should be 6Dx5.
WORLDS AND ADVENTURES (Book 3, 1981 edition)
- Page 5, Gas Giants (clarification): This section notes that refueling in this fashion (skimming from a gas giant) generally requires a week. This should be considered to include travel time to and from the gas giant. The actual skimming procedure requires eight hours.
- Page 12, World Generation Checklist, step 6D (correction): While the World Creation section (page 7) shows the Hydrographics formula as 2D–7+atmosphere, the checklist incorrectly shows the Hydrographics formula as 2D–7+size.
- Page 17, Personal Equipment, Vacc Suit (correction): The reference to Book 1 should be to page 41.
- Page 30, Animal Wounds (correction): Contrary to the example in this section, the Weapons Range Matrix in Book 1 (page 47) shows teeth as inflicting 2D hits, not 1D. The example should be corrected to use 2D rather than 1D.
- Page 33, Animal Attributes table (correction): The correct DM for atmosphere 8+ should be +2.
- Page 46, Psionic Ranges (addition): Add Far Orbital to the list of ranges, with the following values in the table: 7, 5, –, 6.
History & Background (Dossier)
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