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T5 Errata Discussion Thread

Vehicle Fittings are found on p286 and their presence is defined by the designer or specified by the vehicle description ie. this is what you expect to find in a certain vehicle.

Items beyond basic fittings such as sensors are built with ACS or ThingMaker and have associated cost and volume.

Clarification is needed on whether Crew receive a "free" Control Console or if Control Consoles must be installed.

Please, help me! Where does the book/PDF state this? I read the whole VehicleMaker chapter and parts of ArmorMaker but did not find any hints on this. Yes, I saw the fittings on p.286 and these got me wondering where their values are. But I cannot find instruction to build them myself with ThingMaker.
 
Please, help me! Where does the book/PDF state this? I read the whole VehicleMaker chapter and parts of ArmorMaker but did not find any hints on this. Yes, I saw the fittings on p.286 and these got me wondering where their values are. But I cannot find instruction to build them myself with ThingMaker.


Okay the Fittings on p.286 don't have a cost or volume associated with them. They are more like background detail for the designer to include to help players understand the inherent capabilities of the vehicle.

For example: Notice how the description for Controls states "All vehicles include at least rudimentary manual controls." Then it details what manual controls are. Next it says Medium, Heavy and VHeavy vehicles have powered controls.

Essentially its saying these are built in already so you don't have to worry about including them. The extra detail helps you as a designer flesh out your vehicle and helps players understand what to expect from different vehicles.

Communications: This shows the basic types of communication system that a vehicle might be fitted with. In real life if you were buying a car would you expect to have to buy a basic FM radio with CD Player separately? No its included in the price. But if you want to fit a media center and huge speakers you need to get the dealer to fit it or a specialist to build it in for you.

From p.286 under Communicators there is a Standard option. You can expect every vehicle that is fitted with a communications system to have an open channel radio broadcast system to Range=5. Think about the vehicle you create, an old TL5 Ground Car probably has no communications fitted as standard but a Grav Carrier built as a mobile command post will have at least have the Battlefield Command radio system fitted and probably the Relay option.

Some things in T5 are assumed to be there, built in when you build something so they have no cost or volume. For example ACS assumes all ships have comms, radar, and viewports on p.383

What VehicleMaker does not include is Sensors, Defenses or other fittings. To design sensors for a vehicle consult ACS p341 select the sensor and choose a mount that will fit on your vehicle. If the sensor is too large you can use ThingMaker p599 Range Effects to create a "Transportable" version of the sensor. This works for some types of Defenses too especially screens.

You can also use the Payload section of ACS p347 or the Equipment chapter p608 to further fit out your vehicle.

But remember MOARN :)

sorry for taking up the Errata thread but this sort of counts as clarification.
 
No problem Thalassogen, I know the feeling.

My design process is now:

1. Set out a Concept for what the vehicle is or does (realworld references are good)

2. Design it with VehicleMaker

3. Look at what I've designed and introduce a dose of imagination.

I'm compiling some of my notes and house rules from other threads and I'll post them in the next few days.
 
I got another one: "Hold your breath" (page 66) - this one will enable C3=12+ Characters to hold their breath indefinitely and even C3=11 has a chance of holding it for 30 minutes.

My personal house ruling is to roll every combat round (as defined on p.66) but add another die each CR after the first:

1st CR: 2D < C3
2nd CR: 3D < C3
3rd CR: 4D < C3
...

Without activity this can be shortened to C3 / 3 minutes (rolling gets a chance of approx. 0% after this time).

This seams more appropriate to me.
 
Generating random cargo

I was trying the random cargo rules and setup, and chose to start with the world I received a card for: Suvfoto

Suvfoto 0211 D95488A-6 S Pa Ph 304 Im K6 V

Working from pg 491:

In terms of trade goods, neither Pa (pre-agricultural) or Ph (pre-high) have notable value. So the basic trade goods from Suvfoto would be 3000 + (TL * 100) = 3600Cr, recorded as:

6 - Pa Ph Cr3,600

Starport is listed at the top, but doesn't appear to be referenced anywhere in the rules. I suspect that's something that disappeared and is no longer needed on the page.

Looking through the random Trade Goods tables (pg 486 through 489), there's tables for: Ag, As, Ba, Fl, Ic, Na, In, Po, Ri, Va, and Cp. But Suvfoto slips through all of those. Is there a table that should be used as a default if the others all fall through? Or a missing table?

Suggestions?
 
Missing you say?

/snippers-snips/ Or a missing table?

Suggestions?
Yeah, the one with Big World (Bw), Ocean (Oc) and Hellworld (He)!

Join me in my Petition to His Imperial Majesty to get them their own tables so I don't have to make the darned things. I mean I will if I bloody well have to, I just don't want to. Please fellow Citizen. Help out a lowly Baron in the Moot. Let His Majesty know that you agree with the fine Baron from Regina that all the Trade Classification should have a Random Trade Good table to roll on!

EDIT: I mean they are called Trade Classifications for a reason, one has come to expect that reason was it indicated what they had to trade.

Who knows maybe we can get you some decent trade and commerce too. :cool:
 
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6 Turbo Encabulators.

Turboencabulators are available only on TL6 and lower worlds (to a minimum of TL4) but are dependent upon the availability of appropriate conductors and fluxes. TL7, 8 and 9 worlds can provide Retroencabulators as magneto-reluctance and capacitive directance are in widespread use. TL10+ can provide Retroproto-Turboencabulators.

:file_22:
 
No love for "Home System". As it is, everyone has to be from the main world of a system even if it has multiple significant settlements.

I guess that you may also be from just one world from within your system, i.e. not the mainworld. My first T5 sample char was from a Twilight Zone world that only had very few people on it so that I declared it a scientific colony, and later I developed the whole system and found that the mainworld was much more densely populated.
 
I found that the system/world building rules create:

a) many empty orbits and sometimes
b) planetoid belts (not just rings) around gas giants.

Is this the intended behavior?
 
Edition Update

All,
Is there schedule for an update either in print or electronic format for a release of T5 with all the corrections and errata?


Regards,
 
All,
Is there schedule for an update either in print or electronic format for a release of T5 with all the corrections and errata?

Not a full release, but you can find the current errata document attached to the first message of this thread (Don updates it periodically)
 
sophont creation and beastmaker errata

Not sure if this is strictly errata or not. pg 569 in sophont creation references the body profile table, and it's included on that, but determining which profile to use is not. Its not clear if that's referee choice, or something that can/should be rolled for generation. The table is 21 entries long, making me think it might a 3D roll with possible mods.

The beast maker has a similiar (more limited) table rolled using Flux (no mods).

Also on the beast maker body structure tables, it references mods for agility and grace in determining symmetry, but those characteristics aren't defined in beastmaker tables on page 582. Sophont creation for characteristics on pg 550 looks like it could be used though.

On page 581, although attack and flee are asserted as "No" on table 8 (reactions), there appears to be no way to tables 4, 5, 6, or 7 to encompass stationary producers. I'm suspecting that there could be an additional flux table to determine mobile vs. stationary for both baskers and collectors, as the example text makes them sound like static or slow moving, perhaps drifters in liquids.

On page 582 the DM's for body features seem like they might be reversed. Flyers seem like they should trend towards exoskeletons and shells over cartilage interiors and fluid sacks, and swimmers the reverse. Current DM has swimmer +1 on this table, flyers -1.
 
On page 582 the DM's for body features seem like they might be reversed. Flyers seem like they should trend towards exoskeletons and shells over cartilage interiors and fluid sacks, and swimmers the reverse. Current DM has swimmer +1 on this table, flyers -1.

I think they're correct as written: once you are talking about creatures larger than bugs, you are much more likely to see aquatic creatures with exoskeletons (e.g., crabs, crawfish, shrimp, and lobsters) and segmented shells (e.g. turtles and many prehistoric sea creatures) than you are to see flying creatures with either of these features. Compared to bone or cartilage, exoskeletons are excessively heavy for larger animals; I can't think of any non-insect flyers that have exoskeletons or shells. While fluid interior sacks don't make a lot of sense for flyers either, you might be able to generalize it by extending the description to include interior gas sacks (e.g., dirigible or blimp animals).

The legend at the bottom of this table is definitely wrong. I suspect it should read:
DM +1 if Swimmer, DM -1 if Flyer

The block of text to the right of Table B should have a heading "Body Feature Terms"
 
Playing with GunMaker I get weird results (yes, I know, those were hinted at in the text before the tables, but it should at least do "standards" right, I guess). E.g. if I compare SMG and MP I would expect similar results or at least I would expect to see the SMG in the lead. See for yourself below. What am I doing wrong? Is this errata? Someone ever tried this before?

SMg-5 Sub Machinegun - 5
R=2 M=2.4kg QREBS=5 0 0-1 0 Effects=Bullet-3 Cost=Cr2,700

MP-5 Machine Pistol - 5
R=3 M=1.3kg QREBS=5 0 0 0 0 Effects=Bullet-3 Cost=Cr225
 
Interesting.

Playing with GunMaker I get weird results (yes, I know, those were hinted at in the text before the tables, but it should at least do "standards" right, I guess). E.g. if I compare SMG and MP I would expect similar results or at least I would expect to see the SMG in the lead. See for yourself below. What am I doing wrong? Is this errata? Someone ever tried this before?

SMg-5 Sub Machinegun - 5
R=2 M=2.4kg QREBS=5 0 0-1 0 Effects=Bullet-3 Cost=Cr2,700

MP-5 Machine Pistol - 5
R=3 M=1.3kg QREBS=5 0 0 0 0 Effects=Bullet-3 Cost=Cr225
The only problem I see is that the Range one would think would be better with the SMG, but otherwise since they both fire a pistol cartridge, the damage and other stats seems fine.
 
Playing with GunMaker I get weird results (yes, I know, those were hinted at in the text before the tables, but it should at least do "standards" right, I guess). E.g. if I compare SMG and MP I would expect similar results or at least I would expect to see the SMG in the lead. See for yourself below. What am I doing wrong? Is this errata? Someone ever tried this before?

SMg-5 Sub Machinegun - 5
R=2 M=2.4kg QREBS=5 0 0-1 0 Effects=Bullet-3 Cost=Cr2,700

MP-5 Machine Pistol - 5
R=3 M=1.3kg QREBS=5 0 0 0 0 Effects=Bullet-3 Cost=Cr225

At first glance you might expect there to be a clearer division between the two. I agree that the Range is the hard bit to explain. The Machine Pistol should always have the shorter barrel and therefore the shorter range.

Other bits are down to creative interpretation. The Machine Pistol doesn't have to be what it says on the tin, you could call it a compact sub-machinegun. You could call the Sub-Machinegun a fully automatic carbine and explain its poor range that way.

The sub Machinegun has B -1 so it's easier to handle than the Machine Pistol and feels like it weights only 1.4Kg. I think I'd choose the Sub-Machinegun first despite the price tag.

The price you could explain by saying the Sub-Machine gun comes with more stuff (spare magazines, cleaning kit, sling, cover, case, maybe throw in a flashlight).

You could add a simple reflector sight with option j on the Installable Weapons Options Table to the Sub-Machinegun for +1 Range and -2E. Such sights are common enough on sub-machineguns and carbines.
 
Knighthoods and Titles.

So, I am involved in a discussion over on Google+ with a gent about whether or not getting a Knighthood more than once also means you get elevated and not just a better Social Standing.

It seems to me if you can just stay in any Career that grants you a Knighthood long enough that you can use your DM to keep getting that Knighthood result and get bumped up the Noble ladder then that really dilutes the Noble career bunches. I mean why bust my nuts with all those Intrigues and roll above current Social if everyone else can just coast through 4+ Terms of Career X and get the same results and benefits (Land Grants and Votes (which seem pretty useless if all they can vote on is the new Emperor or dissolving the Imperium))?

This seems especially cruel as the Core Rules do make a point that Soc and Title are not the same thing (see pages 52 and 67).

What's the deal here?
 
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