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MegaTraveller Discuss of the MegaTraveller ruleset and the Rebellion Milieu

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  #21  
Old July 29th, 2006, 02:47 PM
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Oh? I'll check that out.
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  #22  
Old July 30th, 2006, 01:18 AM
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I traded my copy of 101 vehicles for a copy of MTJ#4 a few years back. While definitely a good thing, it doesn't help now.

Any way you could scan or e-mail me the fixes? I'll add them...
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  #23  
Old July 31st, 2006, 11:53 AM
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Quote:
Originally posted by DonM:
I traded my copy of 101 vehicles for a copy of MTJ#4 a few years back. While definitely a good thing, it doesn't help now.

Any way you could scan or e-mail me the fixes? I'll add them...
Sure; I can do that.
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  #24  
Old August 1st, 2006, 02:30 PM
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I've looked at the first two pages of 101 vehicles, and that errata is already in the document.

Unless there's errata elsewhere in 101 Vehicles (not counting the redone vehicles)?
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  #25  
Old August 2nd, 2006, 06:59 AM
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Ok... I'll take and mirror it some time this week.
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  #26  
Old August 4th, 2006, 01:34 AM
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Might want to grab it again; just posted v2.1.
Found two items in Knightfall for the Trade and Commerce rules, presented as an "enhancement" but really are errata.
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  #27  
Old August 11th, 2006, 08:31 PM
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Mirror up...
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Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
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Wil Hostman 0602 C539857-9 S A724
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  #28  
Old August 12th, 2006, 03:46 AM
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Going to have to add it again, I've cleaned up two tables, added the stuff from Challenge 68 that I originally thought was new stuff but is actually missing...

v2.2 is up!
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  #29  
Old August 12th, 2006, 03:56 AM
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Yey, grenade launchers [img]smile.gif[/img]

Thanks Dom [img]smile.gif[/img] [img]smile.gif[/img] [img]smile.gif[/img]

(you may want to look at the format of the table on page 28 though )
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  #30  
Old August 13th, 2006, 07:50 AM
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Ok, I've got a few things that might count for errata purposes (and a couple that are kind of fuzzy, but I think could do with some clarification!). These all come from the Player's Manual:


1. p68. Interrupts. The task is described as:

Routine. Movement speed (safe)

Whose movement speed, the interupter's or the interruptee's? And should it be a negative modifier?

Also, the text says:

"If this task is successful, it becomes the interrupting unit's turn. The interrupted units's turn is considered spent."

This seems at odds with the earlier wording in that section, which says "a unit can choose to interrupt another unit's turn and take it's turn in the middle of that unit's turn", and the example, which explicitly says that Dur Telemon will get to continue his movement after the other unit has interrupted.


2. p75. Treatment. The task "to treat an injury" is defined as:

Difficult, Medical, Int, 10 min

Given the descriptive text, I think it should be

[Difficulty], Medical, Int, 10 min


3. p28 & 34. Gauss Pistol doesn't seem to be listed, it should presumably come under Handgun, and also as it's own skill.


Ok, now a couple of things that I think are ambiguous and could do with some clearing up:


p72 & 73 : Danger Space. These seem a bit weird in several ways:

- there is no method given for converting between the 1.5m and 15m scales, and halving the penetration "per square" would mean that the effect of the blast would change depending on the scale being used.

- The rules suggest that to see which targets in the danger space are hit, you roll for a hit on them. It doesn't really explain how. If you use the original task that was used to check for a hit, that means that the effect of the blast is determined by the range to the target, etc, which seems screwy. Also p 94 (RH column, near the top) mentions "All units within the danger space use the explosive detonation 'to hit' task covered under indirect fire". However, the only task given on p73 under "indirect fire" is that for hitting a targeted location with indirect fire. I believe that there is some rule or rules missing that cover being hit while in the danger space of an explosive/burst effect.


p73 : Autofire. There seems to be no benefit to autofire unless the target has adjacent targets. Earlier versions of Traveller allowed 2 "to hit" rolls vs the main target on autofire. Is this missing, or intentional?

Hope those make sense!

Thankss for all your hard work on these errata Don, it's really great to see them all being pulled together. Now if I could only get round to retyping the rules with the errata included...

cheers,

Mark
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