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Old October 1st, 2017, 04:22 PM
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Default Post your MgT2 errata

Hey Everybody,

I thought we could start a thread for Mongoose Traveller version 2 errata. I've found a couple of things.

pg. 145
last paragraph says:
Quote:
Encounters in bold cannot be ignored
But when you turn to the next page (pg. 146), there are no Encounters in bold on the Space Encounters table.

pg. 147
The Asteroid Mining table has Uncommon Ore in the the most common spot on the table - a roll of 7. I'd switch it with the 3-4 roll (2D x 20 tons of Common Ore). That way, Common Ore is more common.

Go ahead and post what you find.
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Old October 6th, 2017, 12:14 AM
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This one is a little bit 'personal opinion' since I sent Matt the power to begin with.

I think the Psionic ability 'Mink Link' (which I called 'Mind Speak' when I sent it) should only be one Task Difficulty less that 'Send Thoughts' - Average (+8). It's easier, but it shouldn't be THAT easy.

I also sent them 'Suggestion'. They rewrote them a bit to make them more usable in the game, but it's really cool to see stuff I've worked on show up in a book.
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Old October 29th, 2017, 07:06 AM
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Quote:
Originally Posted by Spinward Scout View Post
Hey Everybody,

I thought we could start a thread for Mongoose Traveller version 2 errata. I've found a couple of things.

pg. 145
last paragraph says:

But when you turn to the next page (pg. 146), there are no Encounters in bold on the Space Encounters table.
IMO the items that are meant to be bold (Ive put an asterisk against them in my book) are items 2, 11, 16, 21, 23, 24, 36, 42, 51, 56, 61, 71, 75, 86, 93 and you could feasibly also add items 63, 95 and 96 to those depending on your ship size and mission.

Overall there is very little errata in this book and I am very happy to see Mongoose producing stuff of this quality.
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Old December 7th, 2017, 03:27 PM
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Explosives: Doubling the amount adds a Die to the damage. Plastic and TDX do not have any weights listed to calculate "amounts."
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Old December 7th, 2017, 03:54 PM
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Initiative: "The effect of the Initiative check determines initiative order."
Why have a check, when you get the same thing with a direct roll, and avoid the 8+ math?
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Old December 7th, 2017, 04:14 PM
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Encumbrance:
Pg.92
A Traveller can carry equipment totaling a number of kilograms equal to combined STR and END, plus ranks in athletics, without penalty.

(This should be average of STR+END in Kg.)

Rationale:

An average PC with 7 STR and 7 END would by this rule easily carry 14kg without penalty. That's 30lbs of gear. I guarantee you aren't going to be running or doing anything without penalty with a 30lb backpack or sack of dog food on your back.

The same PC could carry up to 60lbs with a Bane. I have seen Many common soldiers with rucks up to 110 lbs, and not one of them had exceptional stats.

An exceptional PC with 10 STR and 10 END could carry 20kg, or 44 lbs. 88lbs with a Bane.

The unencumbered value is too high, and the max load value is too low.

"the mass of armor is distributed...You can reduce the mass of armor...by 75%"
Id suggest this applies to all properly carried and stowed gear, such as any backpack, gear attachments, etc.
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Old December 7th, 2017, 04:23 PM
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Battledress: pg.96

BD Increases STR and DEX by +4, at TL 14 both are +6.

That's essentially +4Kg (8lbs) and 6 kg (13lbs) respectively. Pretty weak exoskeleton.

CT had Battledress double STR (and effectively double lifting capacity)

I suggest Battledress should simply double the lifting capacity of the wearer, and double the number of hours of heavy labor (END) per the Fatigue rules on pg 76.

ex: BD doubles STR and END of the wearer for STR and END based skill checks and lifting and fatigue. At TL 14, STR and END are multiplied by 1.5. Dex is unaffected.
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Old December 7th, 2017, 04:55 PM
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Vehicles pg. 130

A vehicle may change its current speed by one speed band at the start of every combat round (6 seconds), if travelling at Fast or less. Or by one speed band every minute (10 rounds) if travelling faster.

This means ALL vehicles can accelerate from 1-20kph in 6 seconds. This equates to 0.93 M/S/S, and a travel distance of 16m. That's 1/10th of a G.

To get to 90 kph (60 mph) which is Slow Speed, ALL Traveller vehicles will require 6 seconds to get to Idle, 6 seconds to get to Very Slow and 6 seconds to get to Slow.
That's 18 seconds.

So the fastest any Traveller vehicle can accelerate is 0-60 in 18 seconds.


A Tesla Model S can get to 60mph in 2.39 seconds and is pulling 1.14g.

A semi-truck around 80,000 lbs takes 2-5 minutes to get to 60 mph.

Shouldn't individual vehicles have their own Acceleration sorry "Movement" characteristics?

Heavy truck, 1 speed band every 15-30 rounds .
Average civilian car 1 band per round.
Sports car/motorcycle, aircraft: 2-4 speed bands per round.

At higher speeds, for example from Very fast to Subsonic, 800kph to 1200kph takes one minute.

An unloaded F16 takes 25 seconds to reach Mach 1, at 1200 kph. That's half again faster than the suggested 6 seconds per band! (6x8 = 48 seconds per rules).

Did anyone even consider real world capabilities?
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Old December 7th, 2017, 05:01 PM
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Vehicles Combat Pg. 132

Closed Vehicles. "Closed vehicles grant cover to visible occupants with a bonus equal to the armor value." I assume this means a negative DM to be hit equal to the AV of the vehicle.

So the driver of a moving van would have a DM -2 to be hit by gunfire.

Open vehicles grant no cover. So an Air/Raft driver has no cover? Even though half of his body is obscured?

I suggest:

Enclosed vehicles provide a DM of double the AV, minimum of 2 for unarmored vehicles to visible occupants.

Open topped vehicles provide a DM equal to the AV of the vehicle, with a minimum of DM -1.

Ridden vehicles that do not obscure the occupants provide no cover.
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Old December 7th, 2017, 05:05 PM
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Vehicle Weapons pg. 133

All weapons mounted on a closed vehicle may not be used to attack targets within 5% of the weapons range."

I think this is the only instance where the players have to do any kind of real math.
Simplified, this means that these weapons cannot be used against adjacent targets. much simpler.


Damaging Vehicles. I note that most vehicles have less armor (2 AV) than the typical traveler in Cloth armor (8 AV).

I suggest that only laser, machine guns and grenades can damage vehicles, and have their damage reduced by half, and all other small arms cannot damage vehicles at all.
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