• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

T5 Errata Thread

Status
Not open for further replies.
GunMaker - Range errata

Not sure if this has been covered before.


p.252 Table 04 GunMaker

Under the column for Range figures are given with an equals sign (=)

The following note found in the Master Text Old which explains the implementation is missing. It should read:
= (the Range shown replaces the range for the weapon Type).


p.253 Table 05 GunMaker

Under the column for Range the figures for Body, Snub, and VHeavy all appear with an asterisk (*).

I submit that the asterisk is supposed to be an equals sign (=) with the same effect as detailed above.

The result of this would be to set the maximum range of weapons (unless modified by Stage) with the descriptors as follows:

Body maximum range =1
Snub weapons maximum range =2
VHeavy weapons maximum range =5
 
On page 341, under section 13 (Sensors) Step F states "Install a control panel for each sensor"

As I understand it, each sensor type requires a control panel, and multiple control panels may be installed on a single console.

On page 383, in the "How sensors work" chapter, the table at the bottom of the page states "Each sensor requires a 1-ton console on the Bridge"

The table specifically lists several tech levels of sensors, each requiring a dedicated console.

Which is correct - 1 sensor per control panel and multiple panels per console, or 1 console per sensor?? Personally I favor the first...
 
VehicleMaker p.300

VehicleMaker p.300 Table 12 Enhancers

Under G Options, Redundancy has no associated perk or explanatory text.

I suggest that Redundancy should have a benefit to Reliability in QREBS or a positive mod in the case of an "Immediate Action" in an emergency.
 
Cy Colony

p. 494 There is an explanation of Trade Codes with abbreviation first, then full name. However, "Colony" is missing the abbreviation "Cy" in front of it.
 
VehicleMaker pp.298-299

VehicleMaker pp.298-299 Calculating vehicle Quality

The formula for calculating vehicle Quality is

Quality = 5+Motive TL minus Actual TL.

This results in zero and minus Quality ratings as Actual TL goes up.

For example a GravCar is TL10 resulting in Q=5
(Q= (5+10)-10)

But an Advanced GravCar produced at TL14 has Q=1
(Q= (5+10)-14)

If further options are taken that increase TL the Quality will drop to 0 and into minus figures.

Either the formula should be: Q=5+ Actual TL minus Motive TL

or

Actual TL is not the same as final TL (ie. am I doing it wrong?)
 
Hop drive base tech level

On page 321, HOP DRIVE is given a TL of 18. On page 338, the Tech Level Availability table shows Hop base tech level as 17.
 
Hydrographic=Flux+Atm

In case this wasn't mentioned before, the errata corrected p. 80 to change "Hydrographics: Flux+Size" to "Flux+Atm"

But the correction should also have been made on

p. 430 Regina example,
p. 431 Worldgen checklist, right side,
p. 432 "SAHPGL-T (Next Pages)" table bottom right, and
p. 548 Sophont generation, table E.
 
Jump mishaps - exit points

The info on page 374 regarding the random exit point isn't really clear - the example doesn't seem to match what the text is showing.

The "Dice = jump number times 1D" seems straightforward - roll one die, multiply by the jump number, and roll that number of dice for distance. The example seems to indicate an initial die roll of 3. I'd therefore expect the example to have a final roll of 3d6 times jump. The final word in the example should be "dice" instead of "hexes" to match the formula given.

Of course, the other possibility is that the formula should be "Hexes = jump number times 1D" instead. This could yield a maximum of 42 hexes for jump 7.

I still like "1d6 times 1d6" to yield a number in the range 1-36; then multiply by 1 for jump, by 10 for hop, 100 for skip and so on.

Dalthor
 
According to the v.71 errata, a size A world with hydrographics A would be tagged as both a Water World and as an Ocean World.
 
Personal Combat (penetration and damage)

  • The weapon effect vs armour and protection table (and the accompanying text) uses “turns” when it should say “rounds”.

  • If a weapon effect successfully penetrates armour value, it destroys the armour. But if it overwhelms a protection it doesn’t. Fair enough. Except the ‘Pain’ effect can be defended against by armour value or by ‘Sealed’ protection. I assume that it will get through whichever is easier ... and regardless, if it exceeds armour value the armour is destroyed. BUT ‘Pain’ causes stun damage and has no effect on objects. How can it potentially destroy armour but have no effect on objects?
 
Nuclear dampers inconsistency

pg 343 under defense notes it states --

* Nuclear Damper requires TWO separate mounts

BUT

pg 395 gives an example in column 1 under standard mounts --

For example a Standard Nuclear Damper-12 R=5 is one-ton. It is fitted into an Internal one-ton mount.
 
I'm not sure this is errata Dalthor.

The baseline device detailed on p.395 only affects a sphere of R=5 (a sphere of radius 1000m) where as to have R=7 requires two mounts operating together and combining their effects for +2 to range. See p.397 "Directed" option.

R=7 is the standard range to which range effects are applied on Table 15.

There is a slight mismatch between Table 15 Defenses and How Screens Work. If in doubt use Table 15 for ACS ships and the table on p.394 for personal and vehicle mounted devices.


Other errata from p.343 Defenses

There are two notes under Defense Notes which don't appear on the accompanying tables.

** versus Weapon Mount (but not its fire).
*** also Gravity-based Drives G M Z N.

I assume *** refers to the Grav Scrambler. Does ** refer to the Mag Scrambler?
 
While it may not seem like clear errata, it definitely needs clarification. I eventually reached the same conclusion you did, but only after quite a bit of paging back and forth, reading, interpreting, and guessing at what was meant.

Yes, one installation requires 1 hardpoint. Can a single instance be a bolt-in? This is implied by the defense table mount types, and would make sense when used as a screen.

2 installations requires two hardpoints, and allows it to be used against a target, rather than being centered on the originating ship.

The defenses segment on pg 343 does not have a default range listed - steps D and E explain about applying range effects.

Even if it isn't errata, lets clarify the notes on 343 to give accurate information.

Thanks!
 
Actually, an even better idea --

In segment 14 (weapons, pg. 342) add nuclear damper to the table, specify two mounts, and baseline R=7.

In segment 15 (defenses, pg. 343) remove the note about two hardpoints, and add a note that as a screen it uses one hardpoint (or bolt-in).

Dalthor
;)
 
Please post only errata items with page numbers in this thread. If you want to discuss things, that's what the errata discussion thread is for. Posts which are discussion here will get moved to the errata discussion thread.
Thanks!

Everyone, please note the above by Don from page 1. There shouldn't be discussion of errata here.
 
Last edited:
And everything to here is in Marc's hands.

NOTE: Marc has been reviewing Combat, Beastmaker, Combat, Gunmaker, and Combat. Marc has also had to deal with some personal issues (and will be out for a chunk of October, unfortunately).

Note that if an item is already listed here, it's in the queue. If it isn't already listed in the errata, it's either a red item, a blue item for the next update, or Don left it off (it happens :file_28:).

Also reviewed the Errata Discussion thread for clarification items.
 
Hold Breath

p. 66, Endurance (C3) table: gives a characteristic check "Hold Your Breath" that was not mentioned before in the Characteristics chapter. It was expected that it would be mentioned along with other checks on p. 62. (Texts and tables for all characteristics should be consistent.)
 
Sophont Characteristics values

p. 550 Sophont Characteristics 06, Table B, Characteristic Values, says "C5 (Edu/Tra): Always 2D for sophonts." If this is meant to allow Flux rolls -4 and -5 giving 1D only for sophonts with Ins, it should be made a little clearer.
 
Status
Not open for further replies.
Back
Top