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T5 Errata Discussion Thread

I'm still going with what I wrote as it's what makes sense to me (whatever 156/159/169 says) :)

Having Knowledges as subskills (or fractions) was how I saw it too until I noticed Grav. In preveous versions of Traveller, Grav was a skill in its own right. It didn't matter if you were over ground, over the sea, or in the air, it was all the same.

And remember, some Knowledges don't exist as part of ANY Skill. The sciences, world knowledge, career knowledge, etc. This further undermines the idea of Knowledges being subskills, though not conclusively.

So, yeah, we need Marc to explain and give us a ruling.
 
On p. 549, following the errata correction, I'm not sure how to apply the DM table to the B. NATIVE TERRAIN AND LOCOMOTION rolls. Are they applied on the initial Flux roll for terrain, or on the 1D roll to consult the terrain row? Does Hydrographic 9+ use both the +1 mod for Hyd 9+ and the one for Hyd 6+ to make a total of +2??

Apologies for raising a zombie, but I haven't found an answer to Draconian's query yet.

I ran into this this week when working on my Common Lisp T5 utilities. I finally decided that the modifiers should be applied to the Initial Flux roll, as there is a bias towards watery terrain in the positive Flux, which would fit with the positive modifiers for high Hydrographics.

I think the 6+ and 9+ modifiers must be cumulative, otherwise they make no sense as presented.

However, I run into another question: when told to keep the initial roll as Environmental DM, do I keep the modified roll, or the unmodified Flux roll?
 
skills and Knowledges

OMG, I've just realised there is another wrinkle!

Suppose that Turret-0 as a default makes sense, that you gain the Knowledge and 'protection' from the null skill without actually getting the Skill. What are we to make of Fighting-0 as a default?

Up until now, I think most of us have assumed that actually meant the charcter got Fighting-0 and all the included Knowledges. But normally when you gain a Skill that has Knowledges, the first two skill points get you Knowledges instead. What if the same thing is supposed to happen here? What if Fighting-0 means "pick a Knowledge (such as Unarmed, Blade, or Slug Thrower) and gain that at level zero"?

I think that's still consistent with the rules as written AND gets around the issue of characters automatically getting Battledress-0 as a default. (And personally I'd house rule it differently but before doing that I want to understand the RAW.)
 
Well I don't know.

I take 'default' skills and knowledges as the right to try a related task. I think they're defined for playability. The TIH! rules will apply to all tasks.

To me that means that a default skill at 0 gives you a chance to use any knowledge related. I don't have a problem with Battledress at all. What's the problem with it?
 
Scout Ship Deckplans

Are the deckplans for the scout ship that were included on the CD intentionally blank? I mean, they're not *totally* blank, but pretty close.
 
Missing rows for less than 1 on Medals table

Page 109 the Medals table has values for C-R from 1 through 12+, but nothing for zero. Zero (or less) is success when comparing only the characteristic and the roll. If the characteristic is 6, the mods for the rewards are +2, and the roll is 8, then it's a success and the results for this table would be -2.

That's assuming that succeeding at the rewards roll when on the specified operations means you get a medal, which may not be the case. If it isn't, then this should be clarified by saying that if the rewards roll succeeds this gives the character a *chance* to get a medal.
 
Disablility Discharge Needs Clarification

For some careers failing the risk roll means possibly getting a permanent injury. From the Scout career:

Service May End. Permanent injury of 3 points or more (even if from more than one injury) requires a disability discharge. Roll 1D for years served in the current term (maximum 4 years) and receive double mustering out benefits.

Only the scout career mentions rolling the 1D to see how long was served.

Only the scout and merchant careers mention that the 3+ permanent injuries may come from more than a single wound.

If you roll the 1D and end up serving the full term, do you get any skills?

Are you still eligible for a promotion before being forced to quit (like in reality)?
 
Some answers.

For some careers failing the risk roll means possibly getting a permanent injury. From the Scout career:



Only the scout career mentions rolling the 1D to see how long was served.

Only the scout and merchant careers mention that the 3+ permanent injuries may come from more than a single wound.

If you roll the 1D and end up serving the full term, do you get any skills?

Are you still eligible for a promotion before being forced to quit (like in reality)?
Nice catch on the Injury notes.

As to Skills, I let the player roll for what ever years they are in. So, of they are Injured and get a DD (Disability Discharge) and get the full four years, then they get all four Skills. If they only get one year, then they only get one Skill.

Ouch. Not sure, right now I would rule they may only roll for Promotion if the Injury occurs in the third or fourth year. If they get Injured in the first or second year, no. But that is straight asspull so, don't take it as official or anything.

Page 109 the Medals table has values for C-R from 1 through 12+, but nothing for zero. Zero (or less) is success when comparing only the characteristic and the roll. If the characteristic is 6, the mods for the rewards are +2, and the roll is 8, then it's a success and the results for this table would be -2.

That's assuming that succeeding at the rewards roll when on the specified operations means you get a medal, which may not be the case. If it isn't, then this should be clarified by saying that if the rewards roll succeeds this gives the character a *chance* to get a medal.
Yes, that would be a needed clarification as I have already discussed this with Marc and he said if they don't get a medal, they don't get a medal, life is like that (not a quote, but a summation). They still get their Campaign Ribbion though. Just no gong.
 
Jump Fuel Consumption

Possible Clarification Issue:

[FONT=arial,helvetica]I cannot find a clear T5 reference as to whether or not Jump fuel is used proportionately by Jump# attempted for a given J-Drive, or consumed completely regardless of Jump#.

(e.g. Does a J3-Drive use all of its Jump-Fuel, or only one-third of its fuel if it is attempting Jump-1?)

Have I just missed it, or does a clarification note need to be added to the errata?
[/FONT]
 
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Missing Sophonts

While not errata specifically - more like an oversight - the major and important minor races are not included. Those unfamiliar with the Traveller universe may not be able to create them from just the pictures and are sure to be at least a little frustrated when they try and then purchase the expansion that details these beings in a very different way than they imagined for their current campaign.

It's also a little frustrating for us who are wanting to test out how to create a chimera only to find that we first have to read through and understand how to create a sophont before we can use two of them to create the chimera.

I do appreciate having the rules to create things so that I'm not limited to a default list, but not also including the list is a little like saying "here's the rules for how to create all your own items from basic equipment to advanced starships...you have to first use these to make everything in your universe so that you have what you need to go adventuring. Then you can play the game."

I think a list (even of just the major races) needs to be added.
 
ACS Ship design clarification regarding Armor, Layers, and Coatings

While going through the ship design process and arriving at Armor, Layers, and Coatings, I could not find a specific example stating how coatings are actually handled. Can multiple coatings be applied? Can there only be one coating for all armor layers, one coating per layer, or multiple coatings per layer, or some other combination not listed?
I can see arguments for each case, but no design example that shows how it really is intended to work.
An argument could be made that multiple coatings would be ineffective (stealth + ablative as an example)
Enlightenment would be appreciated....
 
Is it me or are there no prices for drives ion T5 (I assume MCr 0.5, 2 and 4 for M, P and J respectively. But war about the other type?

Fred
 
Max # of GG's

It looks like the maximum number of gas giants is 4 per system (2D /2 -2 = 0 to 4). Is that right? Previous editions have had higher maximums (TNE was 5), so I'm just wondering if this is right and and system information should be adjusted to meet the new standard, or if it's possibly an error.
 
It looks like the maximum number of gas giants is 4 per system (2D /2 -2 = 0 to 4). Is that right? Previous editions have had higher maximums (TNE was 5), so I'm just wondering if this is right and and system information should be adjusted to meet the new standard, or if it's possibly an error.

4 gas-giants maximum is right. Note that the average is a little less than 2 because you must "convert every second SGG Small Gas Giant to IG Ice Giant (same size)." (p. 437)
 
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Redundant Fillforms

Are there any of the Fillforms in T5 that strike you as redundant? If a Fillform has no spaces that are different from the final "finished page" (made up of 2 old-format 6"x4" index-cards), and if there are no significant arithmetic operations to reach a derived result, couldn't some of the fillforms have been dispensed with altogether?
 
Soldier career clarifications

A couple of quick questions/clarifications regarding the Soldier Career. I searched this thread but found no reference to these so here goes.

1- removed (found the answer elsewhere)

2- B Eligibility table: "term skills must be taken on the corresponding Operation column of the Soldier Skills Table": Which column are used for Garrison, Battle, and Insurgency?

3- The Army Career: "Ratings redetermine Branch when promoted; Officiers may not change branch". Aside from the typo, what are ratings?
Thanks!
 
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A couple of quick questions/clarifications regarding the Soldier Career. I searched this thread but found no reference to these so here goes.

1- removed (found the answer elsewhere)

2- B Eligibility table: "term skills must be taken on the corresponding Operation column of the Soldier Skills Table": Which column are used for Garrison, Battle, and Insurgency?

3- The Army Career: "Ratings redetermine Branch when promoted; Officiers may not change branch". Aside from the typo, what are ratings?
Thanks!

rarings means enlisted men. it is a naval term.
 
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