Mongoose Traveller 2nd Edition Erratum

Mongoose Traveller 2nd Edition

Rules Errata and Clarifications

0Change Log

1Core Rulebook

1.1Chapter One: Traveller Creation

1.2Chapter Two: Skills and Tasks

1.3Chapter Three: Combat

1.4Chapter Four: Encounters and Dangers

1.5Chapter Five: Equipment

1.6Chapter Six: Vehicles

1.7Chapter Seven: Spacecraft Operations

1.8Chapter Eight: Space Combat

1.9Chapter Nine: Common Spacecraft

1.10Chapter Ten: Psionics

1.11Chapter Eleven: Trade

2Central Supply Catalogue

2.1Chapter Two: New Rules

3High Guard

3.1Chapter Two: Weapons and Screens

3.2Chapter Four: Primitive & Advanced Spacecraft

3.3Spacecraft of the Third Imperium

4Vehicle Handbook

4.1Vehicles of Charted Space

5Pirates of Drinax

5.1Book Two: The Trojan Reach

5.1.1Chapter Seven: Central Supply Catalogue, Aslan

5.2Book Three: Ships of the Reach

5.2.1Chapter One: Ships of the Reach

6The Great Rift

6.1Book Two: Reft

6.1.1Chapter One: Worlds of Reft

7Resources

8References

Note: Errata items are highlighted with a light grey background.

Items annotated as “? Official ?” are answers given by Mongoose, all other answers are unofficial, and should be treated as such.


0Change Log

19/09/2018Added note on the Buccaneer, firmpoints, the track trait, stun damage, fighting in darkness and numerous High Guard spacecraft. Added references and resources.

21/09/18Stealth jump and references added.

1Core Rulebook 

1.1Chapter One: Traveller Creation

Page 15, Education Events Table

If drafted, you enter the new career next term, but do not graduate. This (and similar effects) can cause you to be drafted a more than once.

? Official ?

Reference

Page 16, Basic Training

You do receive basic training after pre-career education.

? Official ?

Reference

Page 16, Commission

You always roll for advancement, whatever the outcome of a commission roll.

The text regarding first term commission means that you may only attempt to become commissioned in the first term if your SOC is high enough.

? Official ?

Reference

Page 16, Events

When rolling unskilled during character generation the usual penalties apply (except for characteristic DMs as per usual).
When rolling a 2, you may still be ejected from a career if the mishap stipulates so, it only prevents the automatic ejection that normally comes with a failed survival roll.

? Official ?

Reference

Page 46, Ships with Benefits

Each whole lost ship grants a pension, a group may only start with one ship.

? Official ?

Reference

General, Generating a child character

Simply end character generation after selecting background skills.

? Unofficial ?

Reference

1.2Chapter Two: Skills and Tasks

Page 59, Boon and Bane

Boons and Banes cancel until only one type remains, then apply that.

? Official ?

Reference

Page 63, Athletics and Mundane Tasks

Mundane tasks like throwing, falling, jumping, etc are resolved with Athletics skill checks as per normal. Some people throw like a klutz.

? Official ?

Reference

1.3Chapter Three: Combat

Page 70, Combat Timing

Characters may freely delay their action until later in the turn. The initiative roll simply indicates the first opportunity to act.

? Official ?

Reference

Page 70, Initiative

Initiative may be negative. The players turn is otherwise treated normally.

? Official ?

Reference

Page 71, Miscellaneous Actions, First Aid

Although first aid normally takes several minutes, there is no penalty here – assume you are just trying to stop someone dying in the heat of battle!

? Official ?

Reference

Page 72, Leadership

This may or may not cost an action depending upon what is being done. Typically shouting a lot should be considered to be a free action.

? Official ?

Reference

Page 74, Damage

After END is reduced to zero damage may be split between characteristics as desired. Being conscious with three damaged characteristics has no further penalty.

? Official ?

Page 74, Damage Effects

When a Characteristic has been eroded by damage, Characteristic DMs should be recalculated, and the impaired DM is used until the damage is healed.

? Unofficial ?

Reference

Page 74, Grappling Damage

Armour still applies to damage inflicted whilst grappling.

? Official ?

Reference

Page 75, Auto and Aiming

Auto attacks lose any aim benefits.

? Official ?

Reference

Page 75, Stun Damage

Stun damage is applied normally, just only to END. This means that wounded characters can be extremely susceptible to Stun effects.

? Unofficial ?

Reference

General, Losing Limbs

Whilst the game rules refer to limb loss in several sections, no current in-game rules can result in this.

? Official ?

Reference

1.4Chapter Four: Encounters and Dangers

Page 76, Disease and Healing

You can receive healing (including natural healing) whilst subject to a disease.

? Official ?

Reference

Page 76, Neurotoxin INT Damage

If a mental characteristic reaches, make the player roleplay it. The Traveller will be all but brain dead.

? Official ?

Reference

Page 76, Falling

Armour does not protect against falling damage.

? Official ?

Reference

Page 77, Radiation Damage

END losses are permanent – anti-rads only remove the rad count. END losses are cumulative working down the table (so 801 rads has a total of -10 END).

? Official ?

Reference

Page 78, Suffocation and Vacuum

The effects of suffocation and vacuum stack, that is in addition to the damage and radiation of being in a vacuum, every tenth round you also suffer damage from suffocation.

? Unofficial ?

Reference

Page 145, Encounter Tables

Issues with this table are know, but no correction has been made at this time.

General, Darkness Penalties

There are no official rules for penalties for fighting in darkness. 

Suggested option is: In twilight, +1 Range Band; in full dark, +2 Range Bands.

? Unofficial ?

Reference

1.5Chapter Five: Equipment

Page 94, Vacc Suit Skill

Skill 0 only counts for penalties if the suit specifically wants Vacc Suit 0 to use, i.e.: an unskilled used in a vacc suit needing skill 0 and 1 would suffer the same -2 penalty, and whilst in a suit needing skill 2 would be at -4.

? Official ?

Reference

Page 96, Self-Sealing

Only repairs minor damage – typically getting shot or stabbed will be too much damage for this to work.

? Official ?

Reference

Page 103, High TL Transceivers

Long range equipment should work planetwide unless there is an environmental reason for them not to be (i.e.: ignore the planet being in the way).

? Official ?

Reference

Page 106, Intellect Program

Program, Bandwith 3, TL 14,  Cr200000.

? Official ?

Reference

Page 109, Medkits

Med kits provide no bonus to long-term healing, etc – only to first aid.

? Official ?

Reference

Page 101, Wafer Jacks

The Intelligence Interface does not take up any bandwidth – all bandwidth may be used for Expert software.

Swapping out software is done with physical media and is not possible in the heat of the moment.

? Unofficial ?

Reference

Page 117, Shields

Shields grant either Melee 1 or +1 Melee for parrying only (see also CSC, page 106).

? Official ?

Reference

Page 123, Grenades

Misses with grenades will generally result in nothing interesting happening unless there are nearby dangerous or amusing targets in the line of fire.

All characters within the radius suffer damage as per the Blast Trait.

? Official ?

Reference

1.6Chapter Six: Vehicles

Page 130, Vehicle Agility

Vehicle Agility is an additional DM for skill checks (in addition to skill level, etc).

? Official ?

Reference

Page 134, Vehicle Collisions

Damage to characters ignores any worn armour.

? Official ?

Reference

Page 135, Vehicle Critical Hits

Where results “increase hull severity”, apply a hull critical hit at the lowest level not yet applied.

When a weapon explodes, the user is likely to take damage.

? Official ?

Reference

1.7Chapter Seven: Spacecraft Operations

Page 164, Ship Quirks

The effects of quirks should typically stack.

? Official ?

Reference

1.8Chapter Eight: Space Combat

Page 162, Close Range Combat

Dogfighting does not cost an action – it is automatic if two hostile vessels wish to interact at a close enough range. Thrust expenditure may be done once engaged, but is otherwise done at the usual time.

Escaping from a Dogfight is as simple as expending enough Thrust to move beyond Close Range.

? Unofficial ?

Reference

1.9Chapter Nine: Common Spacecraft

Page 180, Where does the Type-L store its fuel

It’s all under the floow on the outside of the ring.

? Unofficial ?

Reference

1.10Chapter Ten: Psionics

Page 200, Telekinetic Punch

Yes, the damage is very weak.

? Official ?

Reference

Page 202, Teleportation

Attempted teleportation into a shielded ship will simply fail.

? Official ?

Reference

Page 203, Psi Drugs

With Psi drugs, a period of roughly one day will typically enough to avoid the need for an END roll.

? Official ?

Reference

Page 203, Psion Career

Rerolls on tests to gain a psionic talent still suffer from the cumulative DM penalty for previous attempts (including the attempt being rerolled).

? Official ?

Reference

1.11Chapter Eleven: Trade

Page 207: Passage and Freight Costs Table

It is intentional that 6 parsec journeys are so much more expensive than 5 parsec journeys.

Freight payment is per ton.

? Official ?

Reference

Page 208, Mail

Mail deliveries are priced as flat-rate, the payment does not scale with distance.

? Official ?

Reference

2Central Supply Catalogue

2.1Chapter Two: New Rules

The Track Trait is not mentioned

The Trait text is missing:

Track: Through the use of guided control surfaces or high- precision targeting, this weapon has been designed to attack fast-moving targets such as aircraft. It ignores all penalties for Fast Moving targets (see Traveller Core Rulebook, page XX).

Fast moving target penalties are those incurred by vehicular evasive actions (TC, page 132).

? Official ?

Confirmed via email

3High Guard

3.1Chapter Two: Weapons and Screens

Page 24, Firmpoints, Hardpoints, Fixed Mounts and Turrets

Firmpoints are a bit like hardpoints in that they may have a fixed mount or a turret (with some limitations) affixed to them. Whatever is fitted the mount will always be a firmpoint, and mounted weapons will always be subject to the changes and restrictions on HG, page 24.

? Unofficial ?

Reference

Page 25, Sandcaster Ammo

Ammo count should be 20, not 12.

? Unofficial ?

Reference

Page 27, How does railgun bay ammo work?

Railgun ammo is listed as a number of attacks, each made at the full rate of fire, consequently bays may make twelve attacks, each at full RoF.

? Unofficial ?

Reference

Page 27, Fusion Bays

All fusion bays should have the Radiation Trait

? Unofficial ?

Reference

Page 30, Fragmentation Missiles and Point Defense

All targets of the attack may engage the raid with point-defence weapons on the turn of impact.

? Unofficial ?

Reference

3.2Chapter Four: Primitive & Advanced Spacecraft

Page 48, Stealth Jump

This advantage only requires one advantage, not two.

? Official ?

Reference

3.3Spacecraft of the Third Imperium

Note that a lot of vessels have missed the 10% price discount for common designs.

Page 94, Light Fighter

The Fixed Mount should cost MCr 0.1.

The pulse laser should cost MCr 1.0

Total price should be MCr 9.090.

? Unofficial ?

Reference

Page 94, Gig

Streamlined should have a cost of MCr 0.2.

Operational time should be four weeks.

The bridge should cost MCr 0.5.

Total price should be MCr 6.327.

? Unofficial ?

Reference

Page 96, Pebble

Total price should be MCr 6.579.

? Unofficial ?

Reference

Page 100, Pinnace

Total price should be MCr 8.712.

? Unofficial ?

Reference

Page 100, Slow Pinnace

M-Drive should have a mass of 1.2T and a cost of MCr 2.4.

Total price should be MCr 5.787.

? Unofficial ?

Page 102, Heavy Fighter

The listed computer is incapable of running much of the included software.

A compromise solution would be to replace the computer, Evade and Fire control software with: Computer 15, Evade/2 and Fire Control/3. The adjusted price tag is then MCr 40.427.

Operational time should be four weeks.

? Unofficial ?

Reference

Reference

Page 104, Troop Transport

Armour should cost MCr 0.480

Total price should be MCr 36.882.

? Unofficial ?

Reference

Page 104, Shuttle

Reduce cargo capacity to 67.15T

Total price should be MCr 15.147.

? Unofficial ?

Reference

Page 110, Type-S Scout/Courier

Total price should be MCr 36.941.

? Unofficial ?

Reference

Page 112, Type-J Seeker Mining Ship

Total price should be MCr 33.836.

? Unofficial ?

Reference

Page 118, Type A2 Far Trader

Upgrade Jump Control software to Jump Control/2.

Total price should be MCr 52.421.

? Unofficial ?

Reference

Type A Free Trader

Total price should be MCr 46.332.

? Unofficial ?

Reference

Type-K Safari Ship

Total price should be MCr 64.3554.

? Unofficial ?

Reference

Page 124, 200T SDB

Price for sensor bulkheads should be 0.1 MCr.

Total price should be MCr 130.554.

? Unofficial ?

Reference

Page 126, Type-Y Yacht

Total price should be MCr 60.662.

? Unofficial ?

Reference

Page 128, Asteroid Ship

J-Drive should be 12.5 tons. No fusion P-Plant ratings given. Assuming TL 12, output 120.

Total price should be MCr 61.956.

? Unofficial ?

Reference

Page 132, Fleet Courier

The bridge should cost MCr 1.

Fire Control/3 should cost MCr 6.

Total price should be MCr 209.340.

? Unofficial ?

Reference

Page 135, Type-L Laboratory Ship

Pinnace price should be MCr 8.712.

Total price should be MCr 136.392.

? Unofficial ?

Reference

Fuel storage is under the floor on the outside of the ring.

? Unofficial ?

Reference

 

Page 136, Type-T Patrol Corvette

The Ship’s Boat price is wrong.

The G/Carrier should mass 15T and cost MCr 11.58.

Total price should be MCr 176.735.

? Unofficial ?

Reference

Page 138, Type-R Subsidised Merchant

Launch price should be MCr 2.367.

Total price should be MCr 78.342.

? Unofficial ?

Reference

Page 140, Donosev Class Survey Scout

1x Jump-3 and eight weeks of operations.

Fuel processors process 120T per day.

The hanger and modular cutter should cost MCr 30.287.

The extra module is not included in the final price.

Total price should be MCr 152.358.

? Unofficial ?

Reference

Page 142, 400T System Defense Boat

Laser turrets should cost a total of MCr 14.

Missile turrets should cost a total of MCr 6.5.

Total price should be MCr 179.179.

? Unofficial ?

Reference

Page 145, Annic Nova

Total Mass supposed to be 600T.

Reduce cargo to 292T.

? Unofficial ?

Reference

Page 146, Subsidised Liner

Launch price should be MCr 2.367.

Total price should be MCr 158.316.

? Unofficial ?

Reference

Page 148, Mercenary Cruiser

Modular Cutter price should be MCr 10.287.

Evade/1 should cost MCr 1.

Total price should be MCr 305.275.

? Unofficial ?

Reference

Page 150, Chrysanthemum Destroyer Escort

Power plant should cost MCr 130.

Bridge should have a mass of 20T.

Total price should be MCr 561.948.

? Unofficial ?

Reference

Page 153, Fer-de-Lance Destroyer Escort

J-Drive should cost MCr 157.5.

Power plant should cost MCr 130.

Bridge should have a mass of 20T.

Docking space is for two modular cutters, not one.

Total price should be MCr 572.197.

? Unofficial ?

Reference

Page 156, Express Boat Tender

Single turrets should cost a total of MCr 0.4.

Contains no low berths.

Common area price is MCr 1.2.

Total price should be MCr 307.575.

? Unofficial ?

Reference

Page 159, Colonial Cruiser

The M-Drive should mass 50T with a price of MCr 100.

Fuel processors should cost MCr 0.25.

Common areas should cost MCr 4.6.

Reduce cargo capacity to 11T.

Total price should be MCr 734.748.

? Unofficial ?

Reference

Page 161, Merchant Cruiser

The secondary M-Drive should be 36T and MCr 72.

The Air/Raft should mass 5T.

Launch price including docking should be MCr 15.734.

Shuttle price including docking should be MCr 41.397.

Multi-environment space should be reduced to 1T.

The biosphere should cost MCr 3.4.

Jump Control/3 should cost MCr 0.3.

Total price should be MCr 833.043.

? Unofficial ?

Reference

Page 165, Midu Agasham Class Destroyer

Power plant should cost MCr 400.

Computer should cost MCr 120

Small particle beam bay should cost MCr 20.

Modular cutter should cost MCr 48.08.

Fuel processors process 1,200T per day.

Does not list Fuel Scoops?

Jump Control software should be rating 4 and cost MCr 0.4.

Total price should be MCr 1,788.327.

? Unofficial ?

Reference

Page 169, P. F. Sloan Class Fleet Escort

Armour should mass 312.5T.

Jump Control software should be rating 4 and cost MCr 0.4.

Total price should be MCr 2,442.700.

? Unofficial ?

Reference

Page 173, Skimkish Class Light Carrier

Armour should mass 362.5T.

Jump Control software should be rating 4 and cost MCr 0.4.

Full Hanger should cost MCr 60.

50x Dual fusion gun turrets should cost MCr 225.

Total price should be MCr 14,699.880.

? Unofficial ?

Reference

Page 176, Gionetti Class Light Cruiser

Power plant should cost MCr 2,400.

Fuel tank capacity is 14,490T.

50x Triple Turret (beam laser, accurate, high yield) should cost MCr 162.5.

Modular Cutter price including docking should be MCr 120.185.

Standard Staterooms should cost MCr 83.5.

Fuel processors should process 4,000T per day.

Increase cargo capacity to 502T.

Total price is likely wrong.

? Unofficial ?

Reference

Page 180, Ghalak Class Armoured Cruiser

J-Drive should cost MCr 7,507.5.

Power plant should cost MCr 6,660.

The Armoured bulkheads: Power Plant should mass 333T and cost MCr 66.6.

The Armoured bulkheads: J-Drive should mass 400T and cost MCr 80.

The Armoured bulkheads: M-Drive should mass 450T and cost MCr 90.

Armoury should cost MCr 4.25.

Standard Staterooms should cost MCr 205.5.

Total price should be MCr 30,164.553.

? Unofficial ?

Reference

Page 184, Empress Troyhune Planetoid Monitor

Heavy fighters should cost MCr 769.2.

Total price should be MCr 17,923.300 (does not include a discount as it seems to be unique).

? Unofficial ?

Reference

Page 188, Arakoine Class Strike Cruiser

Sandcaster triple turrets should cost MCr 35.

Nuclear damper should cost MCr 90.

Heavy fighters should cost MCr 3,846.

Launch tubes are designed for 50T craft.

Recovery deck is designed for 50T craft.

Total price should be MCr 29,075.715.

? Unofficial ?

Reference

Page 192, Azhanti Class Frontier Cruiser

Armour should cost MCr 1,800.

Pinnace price should be MCr 43.56.

Light fighters should cost MCr 727.

Sandcaster triple turrets should cost MCr 227.5.

Docking space should mass 1,760T

Total price should be MCr 27,185.164.

? Unofficial ?

Reference

Page 196, Atlantic Class Heavy Cruiser

Power plant should cost MCr 8,600 and have an output of 86,000.

Sandcaster turrets should cost MCr 288.750.

Ship’s boat price should be MCr 7.272.

Reduce cargo capacity to 1,173.5T.

Total price should be MCr 40,174.102.

? Unofficial ?

Reference

Page 200, Wind Class Strike Carrier

Beam laser turrets should cost MCr 575.

Fusion turrets should cost MCr 59.

Particle beam turrets should cost MCr 52.

Light fighters should cost MCr 727.2.

Seems to be missing a fuel scoop?

Broad spectrum EW should have a cost of MCr 14.

Workshop 6 should be Workshop x6.

Total price should be MCr 45,830.295.

? Unofficial ?

Reference

Page 204, Antiama Class Fleet Carrier

Beam laser turrets should cost MCr 460.

Docking space should be 16,500T and MCr 4,125.

Heavy fighters should cost MCr 11,538.

Anti-hijack/1 should cost MCr 6.

Change cargo capacity to 5,615T.

Total price should be MCr 51,053.220.

? Unofficial ?

Reference

Page 208, Kokirrak Class Dreadnought

Beam laser turrets should cost MCr 862.5.

Particle beam turrets should cost MCr 1,716.

Modular cutters should cost MCr 41.148.

Pinnaces should cost MCr 34.848.

Ship’s Boats should cost MCr 14.544.

Seems to be missing a fuel scoop?

Command bridge should cost MCr 1,875.

Advanced firecontrol/2 should cost MCr 15.

Total price should be MCr 121,942.296.

? Unofficial ?

Reference

Page 212, Plankwell Class Dreadnought

Bridge should cost MCr 1,250.

Medium tractor bays should mass 5,000T and cost MCr 9,000.

Small missile bays should cost MCr 600.

Beam laser turrets should cost MCr 287.5.

Fusion turrets should cost MCr 147.

Particle beam turrets should cost MCr 2,080.

Command bridge should cost MCr 1,875.

Advanced firecontrol/2 should cost MCr 15.

Change cargo capacity to 2,652T.

Total price should be MCr 105,406.727.

? Unofficial ?

Reference

Page 216, Tigress Class Dreadnought

J-Drive should mass 50,005T and cost MCr 93,759.375.

Bridge should cost MCr 3125.

Beam laser turrets should cost MCr 287.

Fusion turrets should cost MCr 490.

Full hanger (50 tons) x15 should cost MCr 300.

Heavy fighters should cost MCr 11,538.

Command bridge should cost MCr 4,687.5.

Change cargo capacity to 2,582.8T.

Total price should be MCr 334,617.404.

? Unofficial ?

Reference

4Vehicle Handbook

4.1Vehicles of Charted Space

Page 95, Air/Raft

The Air/Raft seems to have had its Traits and stat block copied in from another vehicle.

Delete ATV and Off-Road (replace with Open Vehicle if desired).

The stat block should be as follows:

Autopilot +1, Coms 500km, Navigation +1, Sensors 1km, +0, Camo -, Stealth -.

Additionally, change cargo space to 1.25T (and 2.5T for the cargo variant).

? Unofficial ?

Reference: Me

5Pirates of Drinax

5.1Book Two: The Trojan Reach

5.1.1Chapter Seven: Central Supply Catalogue, Aslan

Pages 113-114, Aslan Personal Weapons

Weapon mass should be in kilograms, not tons.

? Unofficial ?

Reference: Me

5.2Book Three: Ships of the Reach

5.2.1Chapter One: Ships of the Reach

Page 10, Buccaneer Class Blockade Runner

The cost should be MCr 160.187 (the stat block total is correct).

The ship’s computer should be rated Computer/15 bis.

? Unofficial ?

Reference

6The Great Rift

6.1Book Two: Reft

6.1.1Chapter One: Worlds of Reft

Page 52, Merchant Cruiser

Hull mass should be 1,400 tons, not 2,500 tons (derived values, such as power consumption, are correct as printed).

? Unofficial ?

Reference: Me

Page 90, Orbital Defense Submarine

Price erroneously listed as MCr 350,000, this should probably be MCr 350 or possibly 35 (the missile bay is MCr 12 on its own).

? Unofficial, Not checked ?

Reference: Me


7Resources

http://www.mongoosepublishing.com/

https://travellermap.com/

8References

CSCCentral Supply Catalogue

HGHigh Guard

PoDPirates of Drinax

RAReach Adventure

RBReferees Briefing

TCTraveller Core Rules

TGRThe Great Rift

VHVehicle Handbook

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