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T5 Errata Thread

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We are all hoping that Marc will be able to fully focus again in early March. So beware the Ides, that's my personal target.
 
Page 430 (The Regina System):

Total Worlds = 1 [main world] + 3 [gas giants] + 0 [planetoid belts] + 2D

Page 431 (Second Survey Format):

0810 Miigamshiirshag E300000-0 As Hi In Va { -2 } (8056) [7685] B - - 624 7 Im M1 V M6 VII

PBG=624 (so MW + B + G = 7), W = 7, 2 stars

Worlds = Main-World + Belts + Gas Giants + Stars + 2D

Page 437 (WorldGen Other Worlds):

Total Worlds In System = Mainword + Gas Giants + Belts + 2D

3/4 locations exclude Stars from the "Worlds" count. Only explicit equation on 431 includes it.
 
Model 0 & Model 0/bis Computers

I just noticed what appears to be an errata on p.345:

D Standard Ship’s Computers
Model/TonsSqMCrTLCells
00.510.180
0 bis0.510.580

The 0/bis should have 1 Cell, not zero (all the other bis computers have 1 extra cell for their Model #). Otherwise there is no difference between a "0" and a "0/bis", other than being more expensive.
 
Also Model 3 & 3/bis

Also Model 3 & 3/bis on p.345:

Model/TonsSqMCrTLCells
33610.5114
3 bis3614114

The Model 3 should have 3 cells, not 4.
(The Model 3/bis should have 4 cells).
 
Page 526:

Final Intelligence. Brains are purchased based on their tested C4 Int as they leave the factory. Actual C4 Int gradually settles in over the course of the first year. At the one year anniversary of the robot construction, apply Flux to each D (but not G). Theoretically, a Positronic Brain D can ultimately have Int = 11; and Max Int = 18 (Max Int for G+DDD = 24).

According to the chart above the max for a Positronic Brain D is D + Flux, Theoretical Max = 11, where did the 18 come from?

Also, the max for G+DDD is shown as +flux +flux +flux which adds to a possible 39 total if my math is correct, the chart shows 41, the example says 24 which is just the base G+DDD.

The same example is given on page 565
 
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On Feb 23rd DonM wrote;
We are all hoping that Marc will be able to fully focus again in early March. So beware the Ides, that's my personal target
...so what's the latest?.... any news? There are certain key things I'm really looking for such as urgent clarifications in personal combat (damage types and stacking/not stacking for example) .. any update is appreciated ...
 
Military reserves

On page 72, under Military Academies and Naval Academies, a character is required to serve one term in the service. At that time character may continue, or change careers, in which case he is in the reserves.

What is the MINIMUM time he must spend in the reserves?

On page 77, under Pensions, a character who served in the reserves gets an annual pension of Cr100 per term. Is a reserve term 4 years, i.e. 4-year increments?

On page 77, under Retirement Pay, it does specify pension after 4 terms on active duty, not the reserves. If a character musters out after only ONE term, are they required to enter the reserves? If so, how long must the character remain in the reserves?

A character spends 4 years at the Naval Academy, and is commissioned. He then spends one year in flight school before his 1st term as a Spacer. Is that year in flight school considered reserve time, active time, or general time - i.e. does that year affect pension or retirement amount?

Currently, in the U.S. a reservist does one weekend per month, and two weeks per year on duty to maintain the training and so on. In T5 is there something similar, or are they simply subject to recall to active duty?

Finally, is there an age limit restriction on the reserves, or can that character stay in the reserves until they hit age level 9?
 
Missing Notes.

Page 81, Homeworld-2, Ommission.

Under the column Definintion Military Rule (note 2) and Colony (note 1).
  1. Military Rule (note 2) comes before Colony (note 1). Should be Military Rule (note 1) and Colony (note 2) by order on page.
  2. Both note 1 and note 2 are missing.
 
On Rogues and CC.

I think I have found an issue with the way Rogues work, which is too damned well. With a Character with a CC of Int 9 (not unreasonable) by Term 4 has a Risk/Reward that looks like this: CC = Int 9 + 3 Terms = 12 which makes it pretty hard to fail. And of course their next Terms see the Target Number increase.

I think Rogues should either not get Mods to their CC, since they will always chose the highest and there does not seem to any prohibited Characteristics. Think of a Soc F character running Schemes.

Or make Rogues use a standard set of Characteristics like everyone else. They can be whatever ones people think best but they should have use a four pack.
 
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I think I have found an issue with the way Rogues work, which is too damned well. With a Character with a CC of Int 9 (not unreasonable) by Term 4 has a Risk/Reward that looks like this: CC = Int 9 + 3 Terms = 12 which makes it pretty hard to fail. And of course their next Terms see the Target Number increase.

I think Rogues should either not get Mods to their CC, since they will always chose the highest and there does not seem to any prohibited Characteristics. Think of a Soc F character running Schemes.

Or make Rogues use a standard set of Characteristics like everyone else. They can be whatever ones people think best but they should have use a four pack.


...or, alternately, if they roll a 12, they die.
 
Yeah, auto-fail.

...or, alternately, if they roll a 12, they die.
Well, yeah if this were CT maybe. :p Though I am partial to a House Rule of 12 being an auto-fail for folks with Characteristics + Skill that exceeds the TN. So, I am cool with that, but what is the Offical Rule?
 
Computers, pages 345 and 520:

Costs for Model 0 and 0/bis models seem fine as is - they are not really related to cells at this point.

The cost formula, starting at model 1, should be CELLS * (Model + .5) where model seems to be the Tech Level - 8.

This modified formula would match the current costs, as listed on those pages.
 
Page 337, Drive Formulae

In the DRIVE FORMULAE table, Round Up (RU) is listed on maneuver drive, gravatic drive, and anti-matter plants; none have Ignore Fractions (IF)

In the individual tables Fusion power plants and Jump drives are marked RU for tonnage, and fission plant is IF for tons.

Also on page 337, on the NUMBER TO EHEX conversion table, under the DRIVE column, T-X should be moved down to correspond to values 18-22; Y should be moved down to 23, and Z should be 24. The results would then correctly skip the values for I and O.

Under the table for NAFAL drives, there is an Exception on Hull-A. What is the Exception? Does it refer to the minimum tons of 2, as referenced in the DRIVE FORMULAE table?

Finally, on page 337 the formula for NAFAL is H x N x 2 / 200; this simplifies to H x N / 100. The N-drive table on page 338 does not match this formula progression - that progression matches H x N / 50.

What is the correct NAFAL formula and progression?
 
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The example "Talking to the Clerk" on p. 187 does not align with the rest of this chapter. In the example the Referee rolls 2D for the Clerk's Carouse, Query, Persuade and Command.

However, the rest of the rules make it clear that these are purposes which determine difficulty with the target number being the strategy employed (select one of five for each purpose) with a tactic as a multiplier plus mods. The target number is not rolled randomly on 2D; there is already a mechanism for circumstance mods such as the Master Mods table. For example, the Referee could rule that the PC's looks are "Cute" for a +1 Mod on the Charming strategy, or the Clerk has distaste for the PC for a -2 Mod.

Having re-read the Personals chapter, pp. 185-189, I see now that perhaps an initial thought on the way it would work has been left in. The initial thought appears to have been that NPCs would have four Personal types and this would determine the starting point for the target number; but the rules settled on target numbers arising from the strategy and tactic used which are independent of individual NPCs - individuality is provided by a range of possible mods.

p. 186 top left-hand corner "Each Personal is generated with 2D; but with escalating difficulties: Carouse 1D, Query 2D, Persuade 3D, and Command 4D". Suggested errata fix: "Personal Interactions have escalating difficulties: Carouse 1D, Query 2D, Persuade 3D, and Command 4D"

Then Check <Personal>: "Check Personal is resolved by ... ". Suggested errata fix: Remove heading "Check <Personal>". Replace entire paragraph with: "A Personal Interaction is resolved by noting the strategy selected, the tactic used, and the appropriate laws and mods to calculate the target number. Roll the appropriate number of dice: if the result is equal to or less than the target number, the check succeeds. Otherwise it fails."

p. 187 Talking to the Clerk: suggested errata fix: remove these paragraphs entirely; the examples on page 184 are much more instructive.
 
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