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T5 Errata Thread

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Suggestion for the actual errata file

I suggest that it would be nice to have the PDF file in the first post of this thread include a date nearby. That way, we will know whether to re-download it or not.
 
Trade Classification tables on page 492

In both TC tables on page 492, all of the following Trade Classifications appear to be out of alphabetical order (need to be shifted to the left):

Ba
Di
Ga
Ph
Pi
 
Console clarifications/typos

On p521, the text says "Advanced Control Console-9 still computes its C-5 [should be C=5] S=4 based on TL-9 but is built at TL-12. It is subject to mod +3,..." but table of Consoles which can be built at TL-10 has Advanced Console-7 with C+S 10 and a mod +3 (and the success probabilities seem to bear out it's being more capable), and the explanatory text above the table agrees, saying "...and produce Ultimate Console-6 with its additional features (still C+S= 10, plus Mod +4...". These seem contradictory.

Also in "Early Control Console-9 still computes its C=5 and S=4 based on TL-9, but it is built at TL-8. ... it's advantage is C=5 S=1 versus C=4 S=0" I *know* it can't have both C=5 S=4 and C=5 S=1. I'm assuming it should end with C=5 S=4 versus C=4 S=4"
 
Page 431: Elements of System Data: W Worlds: Correction/Clarification required

- On page 431 W includes stars, the sample on page 430 and the formula on page 437 do not.
- On page 431 W excludes worldlets, but the sample on page 430 and the formula on page 437 do just generate the number of additional worlds with 2D and the type is determined afterwards. The type determination does not say that worldlets do not count against the number of other worlds in-system generated with 2D.
 
On p. 533, TRADITIONAL PSIONIC ACTIVITY EQUIVALENCIES table, the fourth line from the bottom has a displaced word "Vision" and should read as "Remote Viewing [new column] Psi-Vision".

I made a mistake: the displaced word is "Viewing". The line should still read as "Remote Viewing [new column] Psi-Vision".
 
Pg 491, Trade Class Effects table

On the Va line in the right-hand table, the entry in the De column is In. I suspect this is a typo, but which way should it go? Move the In value to the In column? Or, change it to De where it is?
 
Pg. 358

The Far Trader should probably be TL 11 instead of 10. TL-11 is the minimum TL for Jump-2.

It also lists its cargo capacity as '78 tons, plus passenger staterooms'. In CT it was listed as both 46 and 61 in Supplement 7 (I assume that the 46 is a mistake. The map would actually cover 88 tons but that can be resolved by modifying ceiling/floor heights), 61 tons in MT, and 55.1 tons in TNE, so that is a big step up (so much that it makes it very difficult to approximate the old T&G map without serious overtonnage). Given that the cargo capacity is only 4 tons less than the Free Trader (and it lacks a mail vault) it seems hard to understand why anyone would chose the Free Trader over the Far Trader with its extended jump distance.
 
Career Change Options not given

On p. 74, it says, "Changing Careers. A character may avoid the Continue
roll by selecting one of the Career Change Options for
which he is eligible."

However, no Career Change Options are given on the career tables. The information appears to be in a page in the Old Master Text: p. 93.
 
Which is why I said 'probably' :)
There's also other solutions that could be used to make it a TL-10 ship such as experimental drives. However since the errata bumped up the TL of the Scout/Courier I'm guessing they'll want to bump up the level of the Far Trader as well.
 
During testing of my GunMaker implementation I may have found some errata:

p.240: GunMaker Output Samples: Correction

The PC-6 seems to be incorrect, should be:

PC-6 PoisonDart Carbine - 6
M=3.0kg Cost=Cr360

The XRSMg-4 seems to be incorrect, should be:

XRSMg-4 Experimental Recoilless Sub Machinegun - 4
Cost=Cr32,400

The ACR-10 seems to be incorrect, should be:

ACR-10 Advanced Combat Rifle - 10
Effects=Bullet-4 Frag-2 Cost=Cr1,500

The ACC-10 seems to be incorrect, should be:

ACC-10 Advanced Combat Carbine - 10
Effects=Bullet-3 Frag-2 Cost=Cr1,200

The GC-12 seems to be incorrect, should be:

GC-12 Gauss Carbine - 12
R=4 Effects=Bullet-4 Cost=Cr800

The MslL-7 seems to be incorrect, should be:

ML-7 Missile Launcher - 7
M=22.0kg Cost=Cr5,000

The RAML-8 seems to be incorrect, should be:

RAML-8 RAMGrenade Launcher - 8
M=10.0kg

The GmL-9 seems to be incorrect, should be:

GrmL-9 Grenade MultiLauncher - 9
M=6.4kg

The FPj-8 seems to be incorrect, should be:

HPj-9 Fire Projector - 9
R=1

The APj-9 seems to be incorrect, should be:

APj-9 Acid Projector - 9
Effects=Corrode-3 Pen-0
==> Acid is not on the Effects table of page 251, but Corrode is. The table on page 252 is missing a value for Pen in the Acid row.

The LD-12 seems to be incorrect, should be:

LD-12 Laser Designator - 12
Cost=Cr12,000


p.240: GunMaker Output Samples: Clarification

I can't seem to find a way to generate the GMP-6 as Guns always have a subtype...
Same for GaC-7, aCT-9
==> Maybe for Artillery the (blank) line is missing on table 04 GunMaker, page 252?

ShPj-9 lists Effects=Elec-2 Pain-2; based on samples and my general understanding of GunMaker I implemented my App based on the assumption that p.251, Table 03, H1 * means add D1 to D2 whatever H2 on p.252, Table 03 is. Therefore, I think, it should be Effects=Elec-3 Pain-2. Or I need a better explanation of how H1, H2, H3, D1, D2, D3 should interact.

Same for FPj-8 (see also above), listed: Effects=Burn-2 Pen-1, expected: Effects=Burn-3 Pen-2.

When an effect lists 1-2-3 as damage I chose to use the middle ground (2) for stats. If the samples use the lowest value (1) FPj-8 is correct (concerning effects) and ShPj-9 should probably be listed as Effects=Elec-2 Pain-1.

Same for SPj-12.
 
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Page 254, 06 GunMaker, Clarification: How is recoil calculated exactly, i.e. if more than one table entry applies?

For my implementation I set:
No = 0
Yes = 1
Hi = 2

and multiplied all relevant results, interpreting them as follows:
0 = no recoil
1 = recoil
2+ = high recoil
 
Page 254, 06 GunMaker, Correction:

The following descriptors are unknown:
- AT Rocket
- Spray
- Tranq

The following descriptors are missing:
- AntiFlyer
- AntiTank
- Assault
- Battle
- Combat
- Machine
- Sub
- Survival

EDIT: The Burden entries are incomplete, too.
 
Page 247, 249, 253, Clarification: Vehicle Mount or Tank Mount

Should be "Vehicle Mount", I guess. That matches the descriptive text on page 247.
 
Page 253, 05 GunMaker, Portability, Correction/Clarification:

Portable lists a range modifier of "1", other entries use a sign explicitly. I guess, Portable should apply "-1" to range... (why should it be better than the stationary Crewed).


EDIT: Why is the mass range of 200 to 500 kg (aka Turret) penalized with a TL increase? (same page, bottom left)
 
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When an effect lists 1-2-3 as damage I chose to use the middle ground (2) for stats. If the samples use the lowest value (1) FPj-8 is correct (concerning effects) and ShPj-9 should probably be listed as Effects=Elec-2 Pain-1.

You use the lowest value the other 2 are for the higher settings from the controls table.
 
Page 254, 06 GunMaker, Clarification: How is underwater range calculated exactly, i.e. if more than one table entry applies?

e.g. RAM Grenade Launcher: RAM Grenade is R=1 and Launcher is No - who wins?

(in my implementation I weighted "No" higher than anything else, for now.)
 
p.240: GunMaker Output Samples: Correction

The C-5 seems to be incorrect, should be:

C-5 Carbine - 5
R=4

--

The XC-3 seems to be incorrect, should be:

XC-3 Carbine - 3
R=3

--

The ABR-9 seems to be incorrect, should be:

ABR-9 Advanced Battle Rifle - 9
Effects=Bullet-7

(Rifle D1=2, Battle D2=1, Advanced D=2 => (due to errata 0.71) D1=2+2=4, D2=1+2=3, H1=H2=Bullet => Bullet-7)

--

The ABC-9 seems to be incorrect, should be:

ABC-9 Advanced Battle Carbine - 9
Effects=Bullet-6

(CarbineD1=1, Battle D2=1, Advanced D=2 => (due to errata 0.71) D1=1+2=3, D2=1+2=3, H1=H2=Bullet => Bullet-6)

--

The AC-7 seems to be incorrect, should be:

AC-7 Assault Carbine - 7
Effects=Bullet-1 Blast-1 Bang-2

Effects change due to errata 0.71:
p. 252, 04 Gunmaker, Weapon Descriptors (correction): The Assault descriptor should be corrected to have Blast as H2 and Bang as H3.

Or maybe not only H2 and H3 should be switched but also D2 and D3???

--

The ShPj-9 seems to be incorrect, should be:

ShPj-9 Shock Projector - 9
Effects=Elec-1 Pain-1

Due to this:
You use the lowest value the other 2 are for the higher settings from the controls table.

To me it is unclear whether H1=* adds D1 to D2 no matter what H2 is or not. Originally I programmed GunMaker that way but removed it in the current version. Clarification needed.

--

The SPj-12 seems to be incorrect, should be:

SPj-12 Stench Projector - 12
Effects=Stench-1

To me it is unclear whether H1=* adds D1 to D2 no matter what H2 is or not. Originally I programmed GunMaker that way but removed it in the current version. Clarification needed.

--

And as I cannot edit the original post anymore, I am quoting it to update my original findings:

The PC-6 seems to be incorrect, should be:

PC-6 PoisonDart Carbine - 6
M=3.0kg Cost=Cr360 Effects=Bullet-1 Poison-1

The Effects update is due to this:
You use the lowest value the other 2 are for the higher settings from the controls table.

--

The XRSMg-4 seems to be incorrect, should be:

XRSMg-4 Experimental Recoilless Sub Machinegun - 4
Cost=Cr32,400 Effects=Bullet-5

The Effects update is due to errata 0.71:
p. 250, 02 GunMaker, Weapon FillForm (clarification): For the FillForm, the D value from GunMaker 05, Burden and Stage (page 253) applies to both D1 and D2.

Machinegun D1=4, Sub D2=-1, Recoilles D=1 => D1=4+1=5, D2=-1+1=0, H1 = H2 = Bullet => Bullet-5

--

The ACR-10 seems to be incorrect, should be:

ACR-10 Advanced Combat Rifle - 10
Effects=Bullet-4 Frag-4 Cost=Cr1,500

The Effects update is due to errata 0.71, D adds to D1 and D2, see above.

--

The ACC-10 seems to be incorrect, should be:

ACC-10 Advanced Combat Carbine - 10
Effects=Bullet-3 Frag-4 Cost=Cr1,200

The Effects update is due to errata 0.71, D adds to D1 and D2, see above.

--

The MslL-7 seems to be incorrect, should be:

ML-7 Missile Launcher - 7
M=22.0kg Cost=Cr5,000 Effects=Frag-2 Pen-2

To me it is unclear whether H1=* adds D1 to D2 no matter what H2 is or not. Originally I programmed GunMaker that way but removed it in the current version. Clarification needed.

--

The RAML-8 seems to be incorrect, should be:

RAML-8 RAMGrenade Launcher - 8
M=10.0kg Effects=Frag-2 Blast-2

To me it is unclear whether H1=* adds D1 to D2 no matter what H2 is or not. Originally I programmed GunMaker that way but removed it in the current version. Clarification needed.

--

The GmL-9 seems to be incorrect, should be:

GrmL-9 Grenade MultiLauncher - 9
M=6.4kg Effects=Frag-2 Blast-2

To me it is unclear whether H1=* adds D1 to D2 no matter what H2 is or not. Originally I programmed GunMaker that way but removed it in the current version. Clarification needed.

--

The FPj-8 seems to be incorrect, should be:

HPj-9 Fire Projector - 9
R=1 Effects=Burn-1 Pen-1

Due to this:
You use the lowest value the other 2 are for the higher settings from the controls table.

To me it is unclear whether H1=* adds D1 to D2 no matter what H2 is or not. Originally I programmed GunMaker that way but removed it in the current version. Clarification needed.

--

The APj-9 seems to be incorrect, should be:

APj-9 Acid Projector - 9
Effects=Corrode-2 Pen-0
==> Acid is not on the Effects table of page 251, but Corrode is. The table on page 252 is missing a value for Pen in the Acid row.

To me it is unclear whether H1=* adds D1 to D2 no matter what H2 is or not. Originally I programmed GunMaker that way but removed it in the current version. Clarification needed.

--

The LD-12 seems to be incorrect, should be:

LD-12 Laser Designator - 12
Cost=Cr12,000 Effects=Burn-2 Pen-2

To me it is unclear whether H1=* adds D1 to D2 no matter what H2 is or not. Originally I programmed GunMaker that way but removed it in the current version. Clarification needed.

--

p.240: GunMaker Output Samples: Clarification

I can't seem to find a way to generate the GMP-6 as Guns always have a subtype...
Same for GaC-7, aCT-9
==> Maybe for Artillery the (blank) line is missing on table 04 GunMaker, page 252?

ShPj-9 lists Effects=Elec-2 Pain-2; based on samples and my general understanding of GunMaker I implemented my App based on the assumption that p.251, Table 03, H1 * means add D1 to D2 whatever H2 on p.252, Table 03 is. Therefore, I think, it should be Effects=Elec-3 Pain-2. Or I need a better explanation of how H1, H2, H3, D1, D2, D3 should interact.

Same for FPj-8 (see also above), listed: Effects=Burn-2 Pen-1, expected: Effects=Burn-3 Pen-2.

When an effect lists 1-2-3 as damage I chose to use the middle ground (2) for stats. If the samples use the lowest value (1) FPj-8 is correct (concerning effects) and ShPj-9 should probably be listed as Effects=Elec-2 Pain-1.

Same for SPj-12.

 
36 GunMaker 1001 Examples, p.18, Clarification:

How does one design the following weapon?

ASnFmL-20 Advanced Snub Fusion Multi-Launcher -20 R=2 Cr180000 12 kg Pen-4 Burn -8
 
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