TEXT: Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
   
   
   
  Traveller5 Errata 
  v0.71, 07/26/2013 
   
   Despite our best efforts, a variety of mistakes and errors make their appearance in the text of the 5th edition of Traveller. This 
  errata and corrections is our effort to compile and address our failings with authoritative answers and solutions. 
   
   The best laid plans of authors often (if not always) go astray when the manuscript is transformed into print, but the eyes of 
  thousands of players help in identifying the various typographical and logical errors which appear in the text of Traveller. Those 
  errors are compiled here as a reference database of the latest information about the Traveller rules systems. 
   
  EXPLANATIONS 
   The errata are broken down into four categories: corrections, omissions, clarifications, or additions. New items appear in blue. 
   Correction: Could be a typo, could conflict with another rule or publication, but the original item is wrong. 
   Omission: Perhaps it was an editing problem, but something was just left out of the published material. 
   Clarification: This is an explanation of something that was difficult to understand, or has confused many players or referees. 
   Addition: Not in the original material, but it really helps if you use it with the existing material. 
   
  GENERAL 
   Overall, Flux -6/+7 Results (clarification): The 
  intention was to provide a range of appropriate values 
  and allow individual referees to apply appropriate 
  situational mods. 
   CD-Rom, Missing Files (clarification): Some CDs 
  are missing the “ArmorMaker 1001 Examples” and 
  “GunMaker 1001 Examples” PDFs; these files are 
  available at http://www.farfuture.net/FFE-Links.html for 
  download. 
   
  TRAVELLER IS A ROLE-PLAYING GAME 
   p. 13, The Game Rules, second sentence 
  (correction): The sentence should read, “The important 
  concept is consistency.” 
   p. 14, The Galaxy, second sentence (correction): 
  The sentence should read in part, “…and  0.3  kiloparsecs  
  thick…” 
   
  A BRIEF HISTORY OF THE UNIVERSE 
   p. 15, Grandfather Era, right column, second 
  paragraph (correction): The phrase “still yet” should 
  simply be “yet”. 
   p. 16, Grandfather Era, last paragraph (correction): 
  The first sentence should read, “When the Ancient War 
  ended and the Droyne worlds lay in ruins, their humans 
  lived on.” 
   p. 16, The Vilani Era, fourth paragraph (correction): 
  The first sentence should read, “…led  to  the  discovery  of  
  the  Jump  Drive…” 
   p. 16, The Early Empire, second paragraph 
  (correction): The last sentence should read in part, “and 
  everyone  paid  taxes  and  tariffs…” 
   
  DICE RESULTS 
   p. 32, Many Dice, 2D, second paragraph 
  (correction): If reusing the results of (5 1) for rolls 
  through 100D, the result should be (=300 hits). 
   
  DISTANCES AND RANGE BANDS 
   p. 39, 8b Start and Stop Travel (correction): The 
  reference to table 7b should be to table 8b. 
   p. 41, 2 Space Ranges (correction): Beam lasers 
  should be S=7, not S=5. 
  BENCHMARKS 
   p. 52, Costs, Noble Land Grants (omission and 
  correction): The subcolumn headings under Hexes are 
  missing. The left column represents mainworld hexes, 
  and the right column represents non-mainworld hexes, 
  which are then located in worlds in the “Where?” column. 
  Preferred worlds for Counts (E) should be In or Hi. 
  Preferred worlds for Dukes (f) are Importance 4+ worlds 
  that are not subsector or sector capitals, and preferred 
  worlds for Dukes (F) are subsector or sector capitals. 
   p. 53, Value, Typical Cost Modifiers (correction): As 
  this table maps to the Tech Level Stage Effects table, the 
  values should match those on page 500. 
   p. 54, Size, Sizes at Range R (correction): Person is 
  listed as 1.5mm, should be 1.5m. 
   
  CHARACTERISTICS 
   p.59, UPP Layout, bottom of page (clarification): 
  The alternate stats for analogs are shifted one column to 
  the left. For example, C2 should be Dexterity for humans 
  and have listed under it Agility and Grace. Instead, Agility 
  and Grace are listed under Strength. 
   p. 63, Nobility, Viscount and Count (correction): 
  The section should read, “A character elevated to Soc = 
  e (lower case) is a Viscount (Viscountess). The next 
  increase in Soc elevates the individual to E and the title 
  increases to Count (Countess).” 
   p. 65, The Personal Day (correction): In the table at 
  the top of the page, under Vigor, Required Sleep should 
  be  “Sleep=  Personal  Day  /3”.  The  example  below  is  
  correct. 
   p. 65, The Personal Day (correction): The footnote 
  on failure under the table, Characters should fall asleep 
  for 1D minutes in the first instance, and 1D hours in the 
  second instance (with no difference between Endurance, 
  Stamina or Vigor). 
   p. 67, Substituting C5 (correction): Training and 
  Education can be substituted for each other at half value, 
  and Instinct can be substituted for either Training or 
  Education at a value of 4. This matches the table on 
  page 63. 
   
  CHARACTERS 
   p. 70, Birthworlds and Homeworlds, Born In Deep 
  Space (omission): There is no such entry on the 
  Homeworld Skills table (page 81); it is on the Spinward 
  
  Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
  Marches Homeworlds table (page 82). The skills should 
  be Vacc Suit and Zero-G. 
   p. 70, Personal Characteristics, Creating the UPP, 
  first paragraph (correction): The last sentence should 
  read in part, “…is  creating  a  new  character…” 
   p. 71, Pre-Career Education, The Educational 
  Process, Major and Minor (correction): First sentence 
  should read in part, “and a Minor from the appropriate 
  Skill…” 
   p. 72, Command College (correction): A character 
  attends Command College in the first year of the 
  following term after promotion to O4, if they successfully 
  continue. 
   p. 72, Apprenticeship, third paragraph (correction): 
  The character rolling is Kyle Martin; the phrase “Salton 
  rolls  7…” should read, “Martin  rolls  7…” 
   p. 73, The Process, The Armed Forces (correction): 
  The first paragraph should read as follows: 
   The Armed Forces (Soldier, Spacer, Marine) Careers 
  require Mods for Branch and Operations: these Mods 
  must be applied against the Risk Roll and (with opposite 
  sign) against the Reward Roll. The player may select the 
  initial sign to apply to both Mods for the Risk roll. The 
  opposite sign is then used for both Mods on the Reward 
  roll. 
   Then delete the third paragraph completely, starting 
  with  “Selecting  a  positive  DM…” 
   p. 74, Acquiring Skills (omission): Some details 
  were left out of this section. 
   Some skills include within them several Knowledges 
  (Animals, Driver, Engineer, Fighter, Flyer, Gunner, Heavy 
  Weapons, Language, Pilot, Seafarer). 
   Acquisition of these skills (except Language as 
  explained in that entry) follows a standard pattern: the 
  character initially learns a subset of the skill, and only 
  later expands this understanding to the full skill (see 
  Language). 
   The first two times a character receives one of these 
  Skills (typically in Character Generation), he instead 
  receives one of the Skill’s contained Knowledges. When 
  (or If) the character acquires such a Skill a third time, he 
  may take the Skill at level-1 instead of one of the 
  knowledges within the Skill. Until then, he has the 
  Knowledges but only Skill-0. 
   Note that the character has always has the option of 
  choosing a knowledge (either already possessed or as 
  yet unlearned) rather than the skill, up to level-6. 
   p. 74, Continue, Mandatory Continue, Reserves 
  (omission): Characters in the Reserves (from 
  participation in OTC/NOTC, or Military or Naval Academy 
  attendance) who roll an unmodified “2” exactly do not 
  continue in the current career, but return to their military 
  career for the next term, at their previous rank. 
   p. 74, The Armed Forces, Branch (correction): 
  Branch provides a Mod which must be applied to Risk 
  and Reward. 
   p. 74, The Armed Forces, Assignment, third 
  paragraph (correction): Each assignment provides a 
  Mod, not a DM, to Risk and Reward. 
   p. 74, Marine Captain Sir Mark Poles example 
  (clarification): The last sentence of the first paragraph 
  should read: For the Term, he is rolling Risk and Reward 
  once using these required Mods as negative for Risk and 
  positive for Reward. 
   p. 75, 5 Mustering Out, first paragraph (correction): 
  At the end of the second sentence, the correct spelling 
  would be, “…to  the  adventurous.” 
   p. 75, Automatics, Personal Weapons (correction): 
  The Fighting skill should actually be the Fighter skill. The 
  Gunnery skill should actually be the Gunner skill. 
   p. 75, Automatics, TAS Life Membership 
  (correction): Replace the term “Imperial Treasure 
  Craftsman” with “Craftsman with three perfect 
  masterpieces”. 
   p. 75, Benefits, second paragraph (clarification): If 
  a character has multiple careers and gains an additional 
  roll due to Fame 19+, the player may choose which table 
  to roll against. 
   p. 75, Benefits, third paragraph (clarification): The 
  DM for Terms is optional, not mandatory, as desired for 
  the character. Note the Duplicate Benefits rule on page 
  77 allows unwanted benefits to be rerolled. 
   p. 76, Available Benefits, Knighthood 
  (clarification): Knighthood as a benefit may only be 
  received once. Additional receipts should allow selection 
  of another benefit from the appropriate table. The 
  sentence  starting  “In  the  Armed  Forces…”  should  read  
  “In  all  careers  with  ranks  (such  as  the  Armed  Forces)...” 
   p. 77, Forbidden Knowledge, second paragraph 
  and table (correction): The Fighting skill should actually 
  be the Fighter skill. 
   p. 77, Proxy, last sentence (correction): The final 
  sentence should read, “Each Proxy has a value of about 
  Cr100,000 per year.” 
   p. 77, Duplicate Benefits (addition): Knighthood 
  should be added to the list of unusable duplicate benefits. 
   p. 78, Character Generation Checklist, C Consider 
  Education and Training, In-Career Education Options 
  (correction): A character attends Command College in 
  the first year of the following term after promotion to O4, 
  if they successfully continue. 
   p. 78, Character Generation Checklist, 03 
  Entertainer (omission): The Entertainer career checklist 
  should end with “Note Muster Out benefits”, like the other 
  careers. 
   p. 79, Checklist, 06 Merchant (correction): Move 
  “Roll Officer  Promotion…” to before “If Temp or Rating, 
  Roll  R  Promotion…” Remove the final “Roll Str to 
  Continue”. 
   p. 79, Checklist, 07 Spacer (correction): The 
  seventh line should read, “If Enlisted, Roll for 
  Commission vs C3.” Lines five, six and seven (all 
  involving promotion) should be reordered: Officer 
  Promotion, Enlisted Commission, Enlisted Promotion. 
   p. 79, Checklist, 08 Soldier (correction): The 
  promotion tasks should be reordered: Officer Promotion, 
  Enlisted Commission, Enlisted Promotion. 
   p. 79, Checklist, 12 Marine (correction): The 
  promotion tasks should be reordered: Officer Promotion, 
  Enlisted Commission, Enlisted Promotion. 
   p. 80, Homeworld-1, Homeworld SAHPG 
  (correction): The correct roll for Hydrographics is Flux + 
  Atm, not Flux + Size. This system was not intended to 
  include all options; the full world generation system is 
  detailed in “Star Systems and Their Worlds”, pages 426 
  through 443. 
   p. 80, Homeworld-1, 2 Worlds and Orbits 
  (correction): In the World column, “World” results should 
  be “Planet”, to match the corresponding table on page 
  432. 
   p. 80, Homeworld-1, 3 Habitable Zone Orbit 
  (correction): The second column heading should be “> 
  A3”, and all other headings moved over one column. 
   p. 81, Homeworld-2, Trade Classifications 
  (clarification and correction): Code “Wa” requires Siz 
  3456789A, Atm 3456789 and Hyd A. Code “In” requires 
  
  Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
  Atm 012479ABC and Pop 9ABC. Pop value of 7 is 
  deliberately not in a population code. 
   p. 81, Homeworld-2, Secondary (correction): Px 
  (Prison or Exile Camp) is a mainworld code; Pe (Penal 
  Colony) is a secondary code for use on non-mainworlds. 
   p. 81, Homeworld-2, Skill (correction): The 
  Bureaucracy skill should be Bureaucrat. 
   p. 82, Homeworlds for the Spinward Marches, 
  Space (correction): The Trade Classifications for Space 
  should be (As Va) rather than (Na Va). 
   p. 83, 01 Craftsman, If Creation is Successful 
  (correction): Reference to Masterpiece points should be 
  to Master Points. 
   p. 84, 02 Scholar, C Scholar Skills (correction): 
  Under 5 Conflict, the Fighting skill should be Fighter. In 6 
  Vocation,  result  1  should  be  “One  Science”. 
   p. 85, 03 Entertainer, C Entertainer Skills 
  (correction and omission): In the 1 Personal column, 
  result 6 should be “C6 +1**”. In the 3 Space Travel 
  column, Astrogation should be Astrogator. 
   p. 86, 04 Citizen, Citizen Life Skills (correction): The 
  Citizen Life Skills table should be revised as shown in the 
  table below. 
   p. 86, 04 Citizen, C Citizen Skills (omission): In the 
  1 Personal column, result 6 should be “C6 +1**”. 
   p. 87, 05, Scout, B Skill Eligibility (clarification): 
  Scouts receive 4 skills per term; if they are not 
  volunteering for Courier Duty, they receive 4 additional 
  skills. 
   p. 87, 05 Scout, C Scout Skills (correction): In the 1 
  Personal column, result 6 should be “C6 +1**”.In the 5 
  Contact column, result 3 should be Fighter. 
   p. 88, 06 Merchants, A Merchant (correction): Add 
  event  “To  Begin  Spacehand,  Dex”  after  “To  Begin  Temp”. 
  Move Officer Promotion to before R Promotion. Add 
  “Commission,  C5”  before  Officer  Promotion. 
   p. 88, 06 Merchants, D Muster Out Benefits 
  (clarification and correction): Under Money, result 8 
  should be Cr 50,000. Ignore the 9-11 rows on this table. 
  Under Benefits, successive receipt of Knighthood should 
  be replace with escalating Ship Shares. 
   p. 88, 06 Merchants, C Merchant Skills (correction): 
  In the 1 Personal column, result 6 should be “C6 +1**”. 
  Column 2 title should be Academic, not Exploration. 
  Result 1 in column 3 Space Travel should be Astrogator. 
  Result 1 in column 6 Vocation should be Broker. Result 1 
  in column 7 Technical should be “One Art”. 
   p. 89, 07 Spacers, A Spacers (correction): The 
  Select Branch event should be “Soc for Choice”. The 
  Promotion Spacer event should be “Promotion Enlisted”. 
  The order of events should be changed to “Promotion 
  Officer”, “Commission”, and then “Promotion Enlisted”. 
   p. 89, 07 Spacers, Enlisted Naval Ranks 
  (correction): The Auto Skill for R1 Spacehand should be 
  Fighter. The Auto Skill for R4 Petty Officer First should be 
  Gunner. 
   p. 89, 07 Spacers, Officer Naval Ranks (clarification 
  and correction): The Auto Skill for O1 Ensign should be 
  Astrogator. A character attends Command College in the 
  first year of the following term after promotion to O4, if 
  they successfully continue. 
   p. 89, 07 Spacers, Naval Branch (correction): 
  Remove the asterisk after Flight. 
   p. 89, 07 Spacers, Naval Branch/Naval Operations 
  (correction): The Crew columns should be renamed 
  Enlisted. Delete the enlisted Operations column; all 
  Spacers  use  the  “Officer”  Operations  table. 
   p. 89, 07 Spacers, ANM School (clarification): The 
  details of ANM School are shown on page 100 with the 
  other educational institutions. 
   p. 89, 07 Spacers, C Spacer Skills (correction): In 
  column 3 Battle, Fighting skill should be Fighter. In 
  column 4 Patrol/Strike, Astrogation should be Astrogator. 
  In column 6 Mission, result 1 should be Diplomat. In 
  column 7 Technical, result 5 should be Zero-G. 
   p. 90, 08 Soldier, Enlisted Army Ranks, Auto Skill 
  (correction): Fighting skill should be Fighter, Gunnery 
  should be Leader. 
   p. 90, 08 Soldier, Officer Army Ranks (clarification 
  and correction): 02 1st Lieutenant auto skill should be 
  Leader, Major should be Tactics. Colonel should be 
  Leader. A character attends Command College in the 
  first year of the following term after promotion to O4, if 
  they successfully continue. 
   p. 90, 08 Soldier, Army Branch table (omission): 
  The notations are missing at the bottom of the table 
  indicating that rolls receive a +2 DM if Edu 10+, and the 
  Mods apply to Risk and Reward. 
   p. 90, 08 Soldier, ANM School (clarification): The 
  details of ANM School are shown on page 100 with the 
  other educational institutions. 
   p. 90, 08 Soldier, Army 
  Operations table (correction 
  and omission): In the 
  Infantry/Artillery/Cavalry table, 
  result 2 should be Mission, and 
  results 3 and 4 Peacekeeper. In 
  the Commando/Protected Forces 
  table, result 1 should be Combat, 
  and results 3 and 4 Peacekeeper. 
  In the Technical/Medical table, 
  result 1 should be Combat (with a 
  Mod of 3), results 2 and 3 
  Peacekeeper, and result 4 
  Occupation (with a Mod of 0). 
  Also, the notations are missing at 
  the bottom of the table indicating 
  that rolls receive a +2 DM if Edu 
  10+, and Mods apply to Risk and 
  Reward. 
   p. 90, 08 Soldier, A Soldiers 
  (clarification and correction): 
  Select Branch should be “Soc for 
  Choice”. The Promotion event 
  CITIZEN LIFE SKILLS AND KNOWLEDGES 
   
   
  C 
   
   
   
   
   
  A 
  B 
  1 
  2 
  3 
  4 
  5 
  6 
  1 
  1 
  ACV 
  Comms 
  High-G 
  Steward 
  Ordnance 
  Naval Arch 
  1 
  2 
  JOT 
  Rider 
  Sensors 
  Fwd Obs 
  Survival 
  Streetwise 
  1 
  3 
  LTA 
  Spines 
  Flapper 
  Seafarer 
  No Skill 
  Astrogator 
  1 
  4 
  WMD 
  Leader 
  Tracked 
  Engineer 
  Computer 
  Navigation 
  1 
  5 
  Chef 
  Survey 
  Animals 
  Fluidics 
  Bay Wpns 
  Explosives 
  1 
  6 
  Mole 
  Dancer 
  Tactics 
  Launcher 
  Magnetics 
  Jump Drive 
  2 
  1 
  Grav 
  Artist 
  Turrets 
  Teamster 
  Photonics 
  Counsellor 
  2 
  2 
  Boat 
  Legged 
  Teacher 
  Designer 
  Vacc Suit 
  Submersible 
  2 
  3 
  Ship 
  Sapper 
  Unarmed 
  Engineer 
  Artillery 
  Aeronautics 
  2 
  4 
  Wing 
  Driver 
  Exotics 
  Language 
  Craftsman 
  Aquanautics 
  2 
  5 
  Recon 
  Gunner 
  Stealth 
  Musician 
  Gravitics 
  BattleDress 
  2 
  6 
  Actor 
  Blades 
  Trainer 
  Strategy 
  Forensics 
  Electronics 
  3 
  1 
  Flyer 
  Zero-G 
  Animals 
  Maneuver 
  Biologics 
  Hostile Env 
  3 
  2 
  Pilot 
  Author 
  Liaison 
  Polymers 
  Ortillery 
  Power System 
  3 
  3 
  Rotor 
  Broker 
  Athlete 
  Advocate 
  Automotive 
  Life Support 
  3 
  4 
  Admin 
  Trader 
  Fighter 
  Computer 
  Bureaucrat 
  Slug Thrower 
  3 
  5 
  Beams 
  Sprays 
  Wheeled 
  Diplomat 
  Heavy Wpns 
  Fleet Tactics 
  3 
  6 
  Medic 
  Gambler 
  Screens 
  Mechanic 
  Programmer 
  Spacecraft 
   Roll three dice to determine a specific skill: Roll A (reroll if >3), then roll B, and top 
  row C. 
  
  Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
  should be “Promotion Enlisted”. Missing Commission 
  event, throw should be Soc. The order of events should 
  be changed to “Promotion Officer”, “Commission”, and 
  then “Promotion Enlisted”. Continue event is missing Mod 
  +Terms. Wound badges (WB) and Medals are detailed 
  on page 109. 
   p. 90, 08 Soldier, B Skill Eligibility (correction): The 
  first When Promoted event should be When 
  Commissioned. 
   p. 90, 08 Soldier, C Soldier Skills (correction): The 
  column headings should be: 2 Base and 6 Mission. In all 
  columns, Fighting should be Fighter, and Gunner (which 
  is a starship weapons skill) should be replaced with 
  Heavy Weapons. In column 4, Hostile Environ is 
  misspelled. In column 6 Mission, result 1 should be 
  “Soldier  Skill”. 
   p. 91, 09 Agent, B Skill Eligibility (correction): For 
  successful missions, the Agent receives 4 Skills. 
   p. 91, 09 Agent, C Agent Skills, 5 Conflict 
  (correction): The first occurrence of Fighting skill should 
  be Fighter; the second occurrence of Fighting should be 
  replaced with “Soldier Skill”. 
   p. 91, 09 Agent, Undercover Assignment table 
  (correction): Result A=2, B=5 should be Citizen, result 
  A=3, B=5 should be Functionary, and result A=3, B=6 
  should be Noble. Result 3 for Noble should be Marquis, 
  rather than Marquis or Count. The notation at the bottom 
  of the table should read, “Roll three dice for a specific 
  assignment: Roll A (reroll if >3), then roll B, and finally top 
  row C (reroll if >3) if required.” 
   p. 92, 10 Rogue, B Skill Eligibility (correction): For a 
  Successful Scheme, the Rogue receives 4 Skills. 
   p. 92, 10 Rogue, C Rogue Skills (correction): In 
  column 2 Academic, result 1, “One Science”, should not 
  have an asterisk. In column 2 Academic, result 5 should 
  be Gambler. In column 4 Space Travel, Astrogation 
  should be Astrogator. In column 5, result 6 should be 
  Fighter. In column 7, result 4 should be “Soldier Skill”, 
  and result 5 should be Stealth. 
   p. 92, 10 Rogue, D Muster Out Benefits 
  (clarification and correction): In the Benefits column, 
  result 11 should be Ship Share, and result 12 should be 
  Knighthood (remove Barony). 
   p. 92, 10 Rogue, Rogue Schemes and Payoff 
  (correction): Revise the Rogue Schemes table and 
  Payoff procedure as shown below: 
   
  SCHEME PAYOFF 
   P = V x (1 + CC + Mods - R). 
   
  P= Payoff 
  V= Scheme Value 
  R= Reward Die Roll 
  CC= Controlling Characteristic 
  Mods= Reward Mods 
   Payoff is a multiple of the Scheme Value based on the 
  Reward Roll. 
   
  ROGUE SCHEMES 
  1D 
  Career 
  Value 
  1 
  Craftsman 
  Cr200,000 
  2 
  Scholar 
  Cr100,000 
  3 
  Entertainer 
  Cr300,000 
  4 
  Citizen 
  Cr 50,000 
  5 
  Scout 
  one Ship Share 
  6 
  Merchant 
  one Ship Share 
  7 
  Spacer 
  Cr100,000 
  8 
  Soldier 
  Cr 50,000 
  9 
  Agent 
  Cr100,000 
  10 
  Rogue 
  Cr100,000 
  11 
  Noble 
  Cr500,000 
  12 
  Marine 
  Cr 50,000 
  13 
  Functionary 
  Cr100,000 
   Create a DM to apply to the 1D Roll (any value from 0 
  to 7 which then defines the six possible scheme careers. 
   A Rogue may select for his Scheme any previous 
  career rather than roll. 
   p. 93, 11 Noble, Noble Land Grants (correction and 
  omission): The subcolumn headings under Hexes are 
  missing. The left column represents mainworld hexes, 
  and the right column represents non-mainworld hexes, 
  which are then located in worlds in the “Where?” column. 
  Preferred worlds for Counts (E) should be In or Hi. 
  Preferred worlds for Dukes (f) are Importance 4+ worlds 
  that are not subsector or sector capitals, and preferred 
  worlds for Dukes (F) are subsector or sector capitals. 
   p. 93, 11 Noble, A Noble (correction): To Begin 
  event  should  be  “Automatic  (if  Soc  B+)”. 
   p. 93, 11 Noble, C Noble Skills, 6 Vocation 
  (clarification): Capital actually means World Knowledge 
  (world of highest land grant). 
   p. 93, 11 Noble, C Noble Skills, 1 Personal 
  (clarification): Nobles should not have C6 available on 
  the Personal column. This result is replaced by “Any 
  Skill”, and it is recommended to throw on the Citizen Life 
  Skills table (page 86) to randomly select a skill. 
   p. 94, 12 Marine, The Marine Career, second 
  paragraph (correction): The sentence should read, 
  “…the  Marine  determines  branch…” 
   p. 94, 12 Marine, Enlisted Marine Ranks, Auto Skill 
  (correction): Fighting skill should be Fighter, Gunnery 
  should be Leader. 
   p. 94, 12 Marine, Officer Marine Ranks, Auto Skill 
  (correction and clarification): 02 1st Lieutenant should 
  be Leader, Force Commander should be Tactics, 
  Coronel receives no auto skill. The ranks of Lt Coronel 
  and Coronel are NOT misspelled. A character attends 
  Command College in the first year of the following term 
  after promotion to O4, if they successfully continue. 
   p. 94, 12 Marine, Marine Branch table (omission): 
  The notations are missing at the bottom of the table 
  indicating that rolls receive a +2 DM if Edu 10+, and 
  Mods apply to Risk and Reward. 
   p. 94, 12 Marine, ANM School (clarification): The 
  details of ANM School are shown on page 100 with the 
  other educational institutions. 
   p. 94, 12 Marine, Marine Operations table 
  (correction and omission): In the 
  Infantry/Artillery/Cavalry table, result 2 should be Mission, 
  and results 3 and 4 Peacekeeper. In the 
  Commando/Protected Forces table, result 1 should be 
  Combat, and results 3 and 4 Peacekeeper, and result 5 
  Mission. In the Technical/Medical table, result 1 should 
  be Combat (with a Mod of 2), results 2 and 3 
  Peacekeeper, and result 4 Occupation (with a Mod of 0). 
  Also, the notations are missing at the bottom of the table 
  indicating that rolls receive a +2 DM if Edu 10+, and 
  Mods apply to Risk and Reward. 
   p. 94, 12 Marine, A Marines (clarification and 
  correction): Missing Select Branch event, throw should 
  be “Soc for Choice”. The order of events should be 
  changed to “Promotion Officer”, “Commission”, 
  “Promotion Enlisted” (rather than “Marine Promotion”). 
  Wound badges (WB) and Medals are detailed on page 
  109. 
   p. 94, 12 Marine, C Marine Skills (correction): 
  Column heading 3 should be Combat, 6 should be 
  Mission. In all columns, Fighting should be Fighter, and 
  
  Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
  Gunner (which is a starship weapons skill) should be 
  replaced with Soldier Skill. In column 2 Garrison, replace 
  Driver with Athlete. In column 4 Peacekeeper, Hostile 
  Environ is misspelled. In column 6 Mission, result 1 
  should be Soldier Skill. 
   p. 95, 13 Functionary, A Functionaries (correction): 
  The Office Politics event needs to have the C1 C2 C3 C4 
  in the Throw column. 
   p. 95, 13 Functionary, Table of Functionary Ranks, 
  Auto Skill (correction): Rank F0 Clerk receives Admin, 
  and F3 Manager receives Leader. 
   p. 95, 13 Functionary, C Functionary Skills 
  (clarification): For column 4 (General), result 4, Any 
  Skill, it is recommended to throw on the Citizen Life Skills 
  table (page 86) to randomly select a skill. 
   p. 96, Noble Lands, Imperial Fiefs (clarification): 
  Under normal circumstances, worlds with the Forbidden 
  (Fo) trade classification do not have nobles. 
   p. 96, Noble Lands, Noble Land Grants (correction 
  and omission): The subcolumn headings under Hexes 
  are missing. The left column represents mainworld 
  hexes, and the right column represents non-mainworld 
  hexes, which are then located in worlds in the “Where?” 
  column. Preferred worlds for Counts (E) should be In or 
  Hi. Preferred worlds for Dukes (f) are Importance 4+ 
  worlds that are not subsector or sector capitals, and 
  preferred worlds for Dukes (F) are subsector or sector 
  capitals. 
   p. 96, Noble Proxies, Weighted Voting (correction): 
  Dukes have four votes. 
   p. 100, Education-1, Educational Institutions 
  (clarification): For Colleges, Universities (including 
  Masters and Doctorates), and Military Academies, if the 
  graduating character already possess an Education of 
  equal to or greater value, these institutions give a +1 Edu 
  increase. 
   p. 100, Education-1, College (correction): Table 
  states College: Pass/Fail 2x Int or Edu. Per page 71 
  should be College: Pass/Fail 4x Int or Edu. 
   p. 100, Education-1, Law School (correction): Table 
  indicates Pass/Fail: 3x Int or Edu, should be 2x. 
   p. 100, Education-1, Honors (omission): Service 
  Academy students are also eligible for Honors. College, 
  University, and Service Academy Honors graduates may 
  attend Medical School or Law School. OTC/NOTC or 
  Service Academy Honors graduates may attend Flight 
  School. 
   p. 100, Education-1, OTC/NOTC (correction): 
  Section should read, “…and  make  one  Pass/Fail  roll…”, 
  and the sentence should end with “).” The phrase “Army 
  Officer1” should read “Soldier Officer1”. The phrase 
  “Navy  Officer1”  should  read  “Spacer Officer1”. 
   p. 100, Education-1, Med School (correction): The 
  Medical skill should be Medic. 
   p. 100, Education-1, Military Schools, Service 
  Academy (clarification): Service Academies do give 
  Bachelor degrees, which do allow graduates to attend 
  Universities for Masters and Doctors degrees. 
   p. 100, Education-1, ANM School (correction): P-
  Plants should be Power Systems. 
   p. 100, Education-1, Flight School (correction and 
  clarification): OTC/NOTC or Service Academy Honors 
  graduates may attend Flight School. The only skill 
  available at Flight School is Pilot (which has three 
  Knowledges available). 
   p. 100, Education-1, Command College 
  (clarification and correction): A character attends 
  Command College in the first year of the following term 
  after promotion to O4, if they successfully continue. A 
  character who fails Command College may not roll for 
  Promotion or Continue in the service. The table should 
  indicate that Pass/Fail is 1x Int or C5, and Duration is 1 
  year. 
   p. 106, Character Card, UPP/DNA (correction): At 
  the top of the Character Card, Edu is listed twice. The 
  first occurrence should be End rather than Edu. 
   p. 106, Character Card, Volatiles, Smell 
  (correction): The listed Smell details are S-16-3, but 
  should be S-10-2. 
   p. 106, Character Card, Contact, Touch 
  (correction): The listed Touch details are T-16-3, but 
  should be T-06-2. 
   p. 109, Fame, Expressing Fame (correction): 
  References to Fame-9 should be Fame-10. A world 
  famous entertainer has Fame-10. 
   p. 109, Fame, Calculating Fame, Other Sources 
  (omission): Craftsman should gain x5 for Perfect 
  Masterpieces, in place of the x3 for ordinary 
  Masterpieces. Imperial Nobles gain Fame equal to Soc 
  x1.5. 
   p. 109, Fame, Medals Table (omission): The Medal 
  Mods were left off the table. These should be: 
  XS/MCUF/MCG=1, SEH=2, *SEH*=3, 12+ *SEH*=4. 
   p. 109, Fame, Commendations, Format 
  (correction): The correct format should be <Undercover 
  Career> Commendation-N. 
   
  GENETICS 
   p. 116, The Gender Symbols (correction): The 
  Gender Four symbol duplicates Egg Donor; it should be 
  unique (and is the Solomani symbol; V). 
   
  CLONES 
   p. 119, Offspring Clones, right column, second and 
  third paragraphs (correction): Captain Alexander 
  Jamison starts off the example; the remainder should 
  refer to Jamison’s son Ank Jamison. 
   
  TASKS 
   p. 129, Many Types of Tasks (correction): Should be 
  “Uncertain Tasks”, not Uncertaint. 
   p. 131, The Master Mods Table (correction): 
  Sentence should end, “…the  Mods  that  players expect.” 
   p. 134, Cautious, second paragraph (correction): 
  The second sentence should not have a parenthesis at 
  the end. 
   p. 135, Opposed Tasks, Example Tasks 
  (correction): All references to Brawling should be to 
  Unarmed, and in the discussion paragraph, the highest 
  result (the loser) should take 3D damage. 
   p. 135, Uncertain Tasks, second paragraph 
  (correction): The third sentence should read in part, 
  “…or  is  high enough to understand that the task was a 
  failure.” 
   p. 136, Special Approaches to Tasks, Training, 
  Practice and Rehearsal (correction): In the “To cram 
  for a test” task definition, it should be “Characteristic + 
  Skill”. 
   p. 136, Spectacular Success, Three Ones, second 
  paragraph (correction): First sentence should read, 
  “…next  door  to  a  clandestine  Imperial  communications 
  monitor.” Last sentence should read, “…on  the planetary 
  communications grid…” 
   p. 137, left column, first paragraph (correction): 
  First sentence should read, “…next  door  to  a clandestine 
  Imperial communications monitor.” 
  
  Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
   p. 140, Three Characters Learn Explosives, fourth 
  paragraph (correction): The sentence should read, 
  “Now they try a hard task:” 
   p. 141, Maneuver Tasks, second paragraph, third 
  sentence (correction): The third sentence should read, 
  “The opponent receives Advantage-3 in the upcoming 
  dogfight. 
   p. 141, Dogfight Tasks paragraph, fifth sentence 
  (correction): The fifth sentence should read, “His 
  opponent (Dex-7 + Small Craft-3 = 10 rolls 7) succeeds.” 
  SKILLS 
   p. 142, 6 Soldier Skills (correction): The second 
  listed skill should be spelled, “Forward Obs”. 
   p. 143, Skills Define Abilities, In This Chapter 
  (correction): “In This Chapter” should obviously be the 
  heading of the following paragraphs. 
   p. 144, Weapon Skills (correction): The details of 
  personal combat are covered in Personal Combat. The 
  details of space combat are in Starship Combat. 
   p. 144, Choosing Knowledge Instead (correction): 
  The first sentence should read, “…of  its  contained  
  Knowledges…” In the second paragraph, the second 
  sentence should read, “The first time he received 
  Starship  Skill…” 
   p. 145, Stacking Knowledges and Skills 
  (correction): The second sentence should read “An 
  Engineer with Engineer-7 and Power Systems-4…” 
   p. 149, Astrogator, Calculating Jumps (correction): 
  The first sentence requires only one period. 
   p. 149, Astrogator, right column, example 
  (correction): The astrogator in the example is named 
  Arv Dinsha, not Ank. 
   p. 151, Biologics, last paragraph (correction): The 
  first sentence  (Biologics  is  one…)  should  be  in  bold. 
   p. 154, Craftsman, Evaluation (correction): The 
  correct characteristic for evaluating Reliability should be 
  Int. 
   p. 154, Craftsman, Masterpieces, Master Points, 
  eighth paragraph (correction): In the last sentence, the 
  increase of value should be about 1% per year. 
   p. 156, Driver, Types of Vehicles, Mole (correction): 
  The word “burroughs” should be “burrows”. 
   p. 157-158, Engineer, Governing Characteristics 
  (correction): This section should be dropped, as it no 
  longer applies. 
   p. 158, Fighter, second and third paragraphs 
  (correction): Fighting should be Fighter in these 
  paragraphs. 
   p. 159, Fluidics, last paragraph (correction): The 
  first  sentence  (Fluidics  is  one…)  should be in bold. 
   p. 161, Gambler, third paragraph (correction): The 
  words Situational Analysis should be in bold. 
   p. 162, Heavy Weapons, Weapon Repair 
  (correction): The sentence should read, “Heavy 
  Weapons  skill  is  sufficient  to  allow  basic  repairs…” 
   p. 162, Heavy Weapons, Types of Heavy Weapons, 
  fourth paragraph (omission): Ordnance is explained as 
  a knowledge on page 174. There should be a blank line 
  after the WMD paragraph. 
   p. 166, Musician, Knowledge Skill (correction): The 
  first occurrence of the word Knowledge should be 
  deleted. The second sentence should read in part, “…  (or 
  Knowledge-2 in the previous instrument)…” 
   p. 171, Skills, Header (correction): Stealthm should 
  be Stealth. 
   p. 172, Evaluating QREBS table (correction): The 
  correct characteristic for evaluating Reliability should be 
  Int. 
   p. 172, Trader, Appraisal (correction): The correct 
  characteristic for evaluating Reliability should be Int. 
   p. 181, 00 Master Mods Index (clarification): The 
  asterisks for the Respect and Rewards entries should be 
  removed. Row 12-13 is not spaced correctly (each letter 
  of QREBS should be in its own column). 
   p. 182, Master Mods Tables, 08 Typical Mods, 
  Sounds (clarification): This column would better reflect 
  the Sound Intensity rules on page 202 if +7, Explosion, 
  were on the table. 
   p. 183, Master Mods Tables, 11 Typical Mods 
  (correction): Note that the last four columns of this table 
  are directly related to the Behind-The-Screen Damage 
  rules on page 233. This table title should have an 
  asterisk (like table 10), as it uses Bad Flux. The “Wound” 
  column should be titled “Injury”. The 0 result on the Injury 
  column should be “Scratch (1 pt)”. 
   
  THE SENSES 
   p. 198, The Sense Actions (correction): For 
  Perception, PVoice should be replaced with Poice. 
   p. 202, Hearing-1, Benchmark (clarification): The 
  “minus Range” should be determined by the Referee 
  based on the situation and circumstances. The Sound 
  Intensity values should map to the Sounds column of 
  table 08 on page 182, from -2 to +7. 
   p. 204, Smell-1, Universal Odor Profile (correction): 
  Replace Olefactory with Odor. 
   p. 204, Smell-1, Example (correction): As Human 
  was described above as S-10-2, Eneri should be S-10-2 
  here. 
   p. 205, The Pheromone Catalog (clarification and 
  correction): The “0” code for Undefined is intended to be 
  used when a particular scent’s details are unknown. The 
  effect of Pheremones in play is intended primarily for 
  roleplaying purposes, although Referees may designate 
  other environmental effects, for example, Substance or 
  Respiratory Effects. These were not intended as an 
  exhaustive list, but simply as an example of possible 
  effects. 
   p. 206, Touch-1, Range (clarification): Since Touch 
  is only usable at Range touch, delete this paragraph. 
   p. 206, Touch-1, Benchmark (correction): The 
  missing text should direct to the missing table: 
   
  Textures 
  Intensity 
  Benchmarks 
  -4 
  Xfaint 
  -3 
  Vfaint 
  -2 
  Faint 
  -1 
  VSmall 
   0 
  Small 
  +1 
  Grooved 
  +2 
  Coarse 
  +3 
  Rough 
  +4 
  VRough 
   
   p. 206, Touch-1, For Example (correction): Human 
  touch is given above as T-06-2, rather than Darren 
  Buck’s T-06-3 in the example. 
   p. 207, Perception-1, Perception Code (correction): 
  PVoice should be Poice. Types of Poice are listed on 
  page 556. 
   
  PERSONAL COMBAT 
   p. 218, Attack, Target Size (correction): If Vehicle is 
  behind something, or a person is crouching, reduce Size 
  by 1. If person is prone, reduce Size by 2. 
  
  Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
   p. 233, Behind-The-Screen Damage (correction): 
  Note that these rules are related to the Injury and 
  Damage columns of table 11 of the Master Mods tables 
  on page 183. On the Damage table, the Wound column 
  should be Injury, and the note below the table should 
  read: “Injury applies to characters.” On the Mods table, 
  Dodging should be Evading. 
   
  GUNMAKER 
   p. 247, Weapon Stage, Sniper and Target 
  Descriptors (correction): The Sniper and Target 
  descriptors should apply both Q=+2 and E=+2. 
   p. 247, QREBS (correction): In the first sentence, 
  QREBS=50000. 
   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. 
   p. 251, 03 GunMaker, Categories (correction): The 
  qreBs values have been inverted for all categories. So, 
  for Artillery, the Burden values should be +1, +2, +4, +4; 
  for carbines, -1; for machineguns, +1; for designators, +1; 
  for launchers and multi-launchers, +1. 
   p. 252, 04 Gunmaker, Weapon Descriptors 
  (correction): The Assault descriptor should be corrected 
  to have Blast as H2 and Bang as H3. 
   
  ARMORMAKER 
   p. 264, QREBS (correction): In the first sentence, 
  QREBS=50000. 
   p. 271, 03 ArmorMaker, Basic Body Armors 
  (correction): The values for Ar= and Ca= are switched 
  for the Basic Body Armors, as are the values for Se= and 
  In=. 
   
  VEHICLEMAKER 
   p. 285, Stage, Advanced/Early/Improved/Alternate 
  (clarification): The phrase “The vehicle is powered by a 
  Fusion Module.” should be removed from these 
  paragraphs. 
   p. 285, QREBS (correction): In the first sentence, 
  QREBS=50000. 
   p. 287, Airports and Landing Grounds (correction): 
  For size 1 and 5, Additional Locations, Archology should 
  be Arcology. 
   p. 298, 10 Ground Vehicles, M Military Vehicles, A 
  Type (correction): The Tank, Carrier and Vehicle listings 
  should not have a Tech Level entry, as that is determined 
  by the Motive selection. 
   p. 300, 12 Vehicle Enhancers, G Options 
  (correction): Passenger module should have a -3 Mod 
  to Load, not Speed. 
   p. 300, 12 Vehicle Enhancers, G Options 
  (correction): The Luxury option should be Q=A, not 
  Q=4. 
   
  STARPORTS 
   p. 304, A Typical Starport, Class A (clarification 
  and omission): This is really the first page of the 
  Starports chapter. The page has no page number. 
   p. 307, Peripheral Facilities, Starport Defense 
  Establishment (correction): In the very last sentence, 
  LDE should be SDE. 
   
  STARSHIP DESIGN 
   p. 313, Tonnages (clarification): Despite what the 
  text reads here, the intention is that Small Craft and 
  Adventure Class Ships should use the same design 
  system (the one appearing here in the book). 
   p. 321, Skip Drive, third paragraph (correction): The 
  first sentence should read in part, “…fuel  equal  to  0.1%  
  of  the  hull  volume…” 
   p. 321, Skip Drive, Performance (correction): The 
  first sentence should read in part, “…Skips  measured  in  
  hundreds  of  parsecs…” 
   p. 325, 17 Controls, Assigning Control Panels 
  (clarification): The FillForm “Con” column is actually 
  “Consoles” on FillForm1 on page 350. 
   p. 332, 04 Hull Configuration, Hull Characteristics, 
  Winged Airframe Hull (clarification): This type is 
  referred to elsewhere simply as an “Airframe Hull”. 
   p. 332, 04 Hull Configuration, Hull Configuration, L 
  Lifting Body (clarification): The traditional scout/courier 
  does in fact use a Lifting Body hull configuration. 
   p. 334, 06 Hull Fittings, E Starship Hull Fittings, 
  Lifters (clarification): Lifters are intended as slow 
  functioning landing/takeoff fittings. They are not intended 
  for high speed movement, including fine-grained 
  maneuvers while travelling nap-of-earth style above a 
  world’s surface. 
   p. 335, 07 Jump Fields (clarification): Jump Drives 
  are further explained in the How Jump Works chapter, 
  page 367. 
   p. 336, 08 Armor, A Hull Armor Layers 
  (clarification): The table starts with Layer1, which has 
  no tonnage cost listed as it is integral to the Hull. 
   p. 336, 338, 341-343, Tech Level Stage Effects 
  (clarification): The design system is not intended to 
  require repeated Flux rolls for components over and over, 
  introducing wild varieties in components between 
  starships of the same class. Most vessels typically use 
  Standard sensors, weapons, and defenses, which are 
  Certified (page 600) to work with no bonuses or 
  penalties. 
   p. 337, 09 Drive Formulae (clarification and 
  correction): Maneuver Drives are further explained in 
  the How Maneuver Works chapter, page 363. Power 
  Systems are further explained in the How Power 
  Systems Work chapter, page 376. The correct formula for 
  Jump Drives is in the Jump Drive table, = (H x J / 200) x 
  5 + 5 (the formula given in the Drive Formulae table is 
  incorrect). 
   p. 337, 09 Drive Formulae, Drive Formulae table 
  (clarification): Minimum tons listed are before stage 
  effects are applied. 
   p. 341, 13 Sensors (clarification): Sensors are further 
  explained in the How Sensors Work chapter, page 379. 
   p. 341, 13 Sensors, A Sensors, Mounts 
  (clarification and correction): Radar, EMS, and 
  Scanner intentionally do not require antenna mounts. 
  Extendable and Deployable apply only to turrets, 
  barbettes and antennas. Extendable and Deployable are 
  defined on pages 323 and 353. Extendable should be 
  Tons +2, Mod +3. 
   p. 341, 13 Sensors, D Space Sensor Range Effects 
  (clarification): Extending sensors to Long Range does 
  allow smaller ships a role to act as a “forward observer” 
  for opposing enemy capital ships. This is intentional. 
   p. 341-343, B Tech Level Stage Effects (correction): 
  The Tech Level Stage Effects table on page 500 should 
  be used instead for applying cost changes. 
   p. 342, 14 Weapons (clarification): Weapons are 
  further explained in the How Weapons Work chapter, 
  page 386. 
   p. 342, 14 Weapons, C Weapon Mounts 
  (clarification): Extendable and Deployable apply only to 
  turrets and barbettes. Extendable and Deployable are 
  defined on pages 323 and 353. 
  
  Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
   p. 342-343, 15 Defenses, A Defenses (correction 
  and clarification): SandCasters should cost MCr 0.1. 
  Costs missing from this table should be on the Weapons 
  table on page 342. Note that H Tractor/Pressor on the 
  Defenses table is the same as U Tractor/Pressor on the 
  Weapons table. The cost of a Black Globe should be MCr 
  5.5  
   p. 343, 15 Defenses (clarification): Screens are 
  further explained in the How Screens Work chapter, page 
  395. 
   p. 343, 15 Weapons, C Weapon Mounts 
  (clarification and correction): Extendable and 
  Deployable apply only to turrets and barbettes. 
  Extendable and Deployable are defined on pages 323 
  and 353. Extendable should be Tons +2, Mod +3. 
   p. 344, 16 Operations, A Troop Accommodations 
  (correction): Accommodations was misspelled. 
   p. 344, 16 Operations, A Troop Accommodations 
  (clarification): The second paragraph mentions that 
  Ship’s Troops are assigned as crew for one weapon or 
  defense per squad. In this case, the squad represents 
  crew fully staffed in shifts (as on page 326). 
   p. 344, 16 Operations, C Life Support (clarification): 
  Luxury and adaptable are modifiers to the other types of 
  life support, and so Tons and MCr should have “+” next 
  to them. 
   p. 344, 16 Operations, Vehicle Hull Connectors 
  (correction): Bracket  has  a  “maximum  10  tons”; that 
  limitation should also apply to Streamlined. 
   p. 347, 19 Payload, Accommodations (correction): 
  The Emergency Low Berth should contain 4 individuals, 
  not 10 individuals, matching page 625. 
   p. 350, 22 FillForm1 (correction): There should not 
  be a Layer0 Armor listing. These should be labeled 
  Layer1 through Layer5. 
   p. 358, Adventure Class Starships 1 (correction 
  and clarification): The Scout/Courier should be TL 11. 
  The Far Trader should have two hardpoints, not six. The 
  Free Trader should have two hardpoints. The 500-ton 
  unstreamlined Yacht is a new version of the traditional 
  Yacht, and is 300 tons larger on purpose. 
   
  HOW JUMP WORKS 
   p. 371, Preparation for Jump, Selecting the 
  Destination (clarification): An astrogator can select a 
  specific destination based on one of several different 
  principles: central star, main world, some other 
  world/body, range band from a world, a specific star orbit 
  (i.e. a “range band” from a star). Selecting an empty 
  location in an empty stellar hex is (in effect) a star orbit 
  from a nearby star – a specific point which can be 
  referenced by its relationship to other stellar masses. 
  Scatter (page 373) would occur based on the actual 
  targeted location. 
   
  HOW POWER SYSTEMS WORK 
   p. 376, How Power Systems Work (correction): The 
  title should be “…Work”, not “…Works”. 
   
  HOW JUMP WORKS 
   p. 370, Managing Jump Drives, Jump Governors, 
  Fantastic Drive Governors (correction): The last two 
  sentences should read, “A Hop-3 drive without a 
  governor can hop 30 parsecs. A Hop-3 drive with a 
  governor can hop 10, 20 or 30 parsecs.” 
   p. 372, 4 The End of Jump, Jump Exit Flash 
  (correction): The flash for exit should be Ship Size plus 
  Mod +2, not +4. 
   
  HOW WEAPONS WORK 
   p. 392, S Sandcaster, second paragraph 
  (correction): Remove second period at end of sentence. 
   
  HOW SCREENS WORK 
   p. 394, Screen Generator Mounts (correction): In 
  the top section, the center picture should be labeled 
  “Double Mount R=6”. In the middle section, the last 
  picture should be labeled, “Starship Mount”. 
   p. 397, Baseline Device, Option Magnetic 
  (correction): The first sentence should read, “Option 
  Magnetic constructs the device using Magnetic 
  principles”. 
   
  STARSHIP COMBAT 
   p. 411, Sensors, Space Sensors chart (correction): 
  Sentence should read, “Mark the specific Sensor values 
  for routine use in the grids below (or copies) for 
  reference.” 
   p. 412, Missiles, AM Mode Weapons (correction): 
  The Pulse Laser (K) and Beam Laser (L) codes are 
  switched. 
   
  CHARTING THE STARS 
   p. 420, Sectors, first paragraph (correction): The 
  second sentence should read, “These locations are 
  structured  as  32  columns…” 
   p. 421, Populating Sector Maps (Version 2), 
  Asteroids (clarification): As method three is a 
  restatement of method one, it can be removed. 
   
  STAR SYSTEMS AND THEIR WORLDS 
   p. 428, F NABZ NIL, Nobility/Travel Zones 
  (clarification): Under normal circumstances, worlds with 
  the Forbidden (Fo) trade classification do not have 
  nobles. 
   p. 430, The Regina System (correction): Several 
  details should be corrected regarding Regina, to match 
  T5 Second Survey characteristics. 
   The Tech Level should be 6 + 6 = 12. TL-12. The 
  “Approximately 2100 AD” should be dropped. 
   The Economic Extension should be (D7E+4). 
  Resources = 10 + 3 + 0 = 13 = D. Infrastructure = 10 + 4 
  = 14 = E. Efficiencies = Flux = +4. 
   The Cultural Extension should be [9C6D]. 
  Homogeneity = 8 +1 = 9. Strangeness = 6. Symbols = 12 
  + 1 = 13 = D. 
   Nobility = BcCeF = Knight, Baronet, Baron, Viscount 
  and Duke, based on Any, Rich, Pre-Ag, Pre-High, and 
  subsector capital. 
   Under stellar data, the Far Star should be M3 V. 
  (Spectral Decimal = 3.) 
   Total Worlds in the System = 1 + 3 + 0 + 10 = 14. 
   p. 431, A Worldgen Checklist, Elements of System 
  Data, PBG Population (omission): While the population 
  significant digit is explained here, the detail for generating 
  it was left off the checklist. P  =  2D−2, rerolling “0” results 
  unless Pop=0, in which case P=0. 
   p. 432, B Worldgen Basics, Checklist (omission 
  and clarification): The Population Multiple was left off 
  the checklist. The Population Multiple should be “4. 
  Population Multiple. Roll 2D-2, rerolling “0” results. If 
  Pop=0, PM=0.” Planetoid Belts should come next as #5, 
  and then Gas Giants as #6. 
   p. 434, WorldGen TCS, Trade Classifications 
  (clarification and correction): Code “Wa” requires Siz 
  3456789A, Atm 3456789 and Hyd A. Code “Hi” requires 
  Pop 9ABCDEF. Code “Na” requires Atm 0123, Hyd 0123, 
  and Pop 6789ABCDEF. Code “In” requires Atm 
  
  Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
  012479ABC and Pop 9ABCDEF. Pop value of 7 is 
  deliberately not in a population code. 
   p. 434, WorldGen TCS, Secondary (correction): Px 
  (Prison or Exile Camp) is a mainworld code; Pe (Penal 
  Colony) is a secondary code for use on non-mainworlds. 
   p. 436, F WorldGen NABZ NIL, Nobility (clarification 
  and correction): A single world may have several nobles 
  of differing ranks. Soc A individuals are not nobles, so 
  Gentlemen/Peer should not appear on this table. The TC 
  for Count (E) should be Hi or In, and there should be no 
  TC for either Duke (f or F). Dukes (f) appear on 
  Importance 4+ worlds that are not subsector or sector 
  capitals, and Dukes (F) at subsector or sector capitals. 
  The nobles of a given world are noted in a string; for 
  example, Regina’s nobility are “BcCeF”, noting that 
  Regina has a single Duke (F), a single Viscount (e), a 
  single Baron (C), a single Baronet (c) and a single Knight 
  (B). The titles of the lower ranking nobles may or may not 
  be  “of  Regina”,  but  could  be  of  world  locations  within  their  
  land grants. 
   p. 436, F WorldGen NABZ NIL, 2 Spectral Type and 
  Size (clarification): The entry OB is meant to include 
  both O and B stars. 
   p. 438, H1 Worldgen Remote Systems 
  (clarification): Habitable zones are not missing for G IV 
  stars; they are included in the F9-K3 IV entry. 
   p. 443, K2 Worldgen Remote Fillform (correction): 
  This page is inadvertently labeled J2 instead of K2. In the 
  Occupied Orbits table, while orbit 13 is indicated on the 
  previous page as part of the Remote system, it is missing 
  from this table. 
   
  WORLD MAPPING 
   p. 457, 11 Creating World Maps, World Details 
  (correction): The “B” space should be an “E” for the 
  Economic Extension. 
   p. 457, 11 Creating World Maps, Generating The 
  World Map (correction): In item #21, Archologies 
  should be Arcologies. 
   p. 457, 11 Creating World Maps, Available Terrain 
  Type (correction): Archology should be Arcology. 
   p. 459, 12b Populating World Hexes (correction): 
  For No. 53, Archology should be Arcology. 
   p. 461, 13b Populating Terrain Hexes (correction): 
  For No. 53, Archology should be Arcology. 
   p. 463, 14b Populating Local Hexes (correction): 
  For Single Hex= Archology, Archology should be 
  Arcology. 
   
  TRADE AND COMMERCE 
   p. 478, The Cargo ID, Identifying Cargos 
  (correction): Remove bracket (]) at beginning of section. 
   p. 486, Random Trade Goods, Ag-1/Ag-2 
  (clarification): The user should randomly determine 
  which Ag Random Trade Goods table to use. 
   p. 489, Random Trade Goods, Cp (clarification): 
  Trade codes Cs and Cx should be considered as Cp for 
  purposes of the Trade and Commerce rules. 
   p. 496, WorldGen TCS, Trade Classifications 
  (clarification and correction): Code “Wa” requires Siz 
  3456789A, Atm 3456789 and Hyd A. Code “Hi” requires 
  Pop 9ABCDEF. Code “Na” requires Atm 0123, Hyd 0123, 
  and Pop 6789ABCDEF. Code “In” requires Atm 
  012479ABC and Pop 9ABCDEF. Pop value of 7 is 
  deliberately not in a population code. 
   p. 496, WorldGen TCS, Secondary (correction): Px 
  (Prison or Exile Camp) is a mainworld code; Pe (Penal 
  Colony) is a secondary code for use on non-mainworlds. 
   
  COMPUTERS, CONSOLES, AND CONTROLLERS 
   p. 521, Tech Level Stage Effects (correction): The 
  Tech Level Stage Effects table on page 500 should be 
  used instead for applying cost changes. 
   
  PSIONICS 
   p. 529, Psionic Education and Training 
  (correction): The last sentence of the first paragraph 
  should read in part, “…which  investigate  the  character’s 
  psionic abilities”. 
   
  SOPHONTS 
   p. 549, Native Evolutionary Origins (clarification): 
  Once you have determined Native Terrain using Flux, a 
  1D throw on the same table row determines Locomotion. 
   p. 549, C Ecological Niche, Omnivore column 
  (clarification): H/G stands for “Hunter/Gatherer”. 
   p. 550, 06 Sophont Characteristics, A Sophont 
  Characteristics (correction): In the notes below the 
  table, the instruction to roll Flux obviously does not apply 
  to Str (C1) or Int (C4). The modifiers for Flyer, Swimmer 
  and Diver apply only to C2, C3, and C5. 
   p. 550, 06 Sophont Characteristics, B 
  Characteristic Values (correction): Remove the 
  asterisk from the note following the table. The instruction 
  for values of 4D or greater to use a base value of 12 for 
  the first 2D should apply to all characteristics. 
   p. 551, B Caste Table Creation (correction and 
  clarification): In the Special column, DeMinimus should 
  be DeMinimis. Advisor+ and Advisor- refer to 
  perspectives on societal change (negative being opposed 
  to change, and positive embracing changes). Special 
  results are rolled for the race as a whole. 
   p. 554, B Vision, Band/Star (clarification): For 
  Vision, the Constant (C) is determined by Flux, but the 
  star defines the range bands. 
   p. 555, B Body Features, Mods (correction): The 
  table mods should read, “DM +1 if Swimmer. DM -1 if 
  Flyer. The phrase “Body Feature Terms” is the heading 
  for the set of terms at the right bottom of the page. 
   p. 556, Caste Skills, Short or Expanded 
  (clarification): Rather than use either of these tables, 
  the Citizens Life Skills table can be used, with all 
  applicable errata. 
   
  BEASTMAKER 
   p. 581, 01 Basic Beast Information, 2 Quantity 
  (correction): As there are no mods for a result of 0 or 7, 
  and those results are the same as 1 and 6, the 0/7 
  results should be dropped from the table. 
   p. 581, 01 Basic Beast Information, 3 Size 
  (correction): Result +6, VColossal, should be size 9. 
  Drop the -6 result from the table, and treat all results of 
  less than -5 as -5. 
   p. 581, 01 Basic Beast Information, 6 Speed 
  (correction): To better match up with other rules, in the 
  Speed2  column,  change  “Slow”  to  “VSlow”  and  “Run”  to  
  “Slow”. 
   p. 582, 02 Beast Body Structure, Create Body 
  Structure, A Body Structure Elements, Symmetry 
  (clarification): Change DMs to -2 if Swimmer or Diver, 
  +2 if Flyer. Remove the Grace and Agility comments. 
   p. 582, 02 Beast Body Structure, B Body Features, 
  Mods (correction): The table mods should read, “DM +1 
  if Swimmer. DM -1 if Flyer. The phrase “Body Feature 
  Terms” is the heading for the set of terms at the right 
  bottom of the page. 
  
  Marc Miller. Far Future Enterprises. 1418 N Clinton Blvd. Bloomington IL 61701 USA 
  farfuture@gmail.com 
   p. 582, 02 Beast Body Structure, B Body Features, 
  Terms (correction): The notes on Stance should be on 
  page 583. 
   
  THINGMAKER 
   p. 596, Describing A Device, Signature (correction): 
  End of line has period where other lines do not. 
   p. 597, Form, Size, second sentence (correction): 
  Second sentence should read, “…showing  the  object’s 
  largest  dimension…” 
   p. 598, Form, Dimensions, Profile, fourth paragraph 
  (correction): Second sentence should read, “…and  
  Cylinders  can  be  longer  or…” 
   p. 600, Special Situations and Design Constraints, 
  Certified (correction): QREBS should be “50000”. 
   p. 600, Protective Cases, last example (correction): 
  Substitute Construction= Foamed for Textile 
  12 x 0.8 x (0.3 + 0.1 + 0.1) = 4.8 liters = 4.8 kilograms. 
  In= (Density x 3 + Coating + Coating ) = 15.” 
   To be consistent with previous examples, this should 
  be “In= 15 (Density x 3 + Coating + Coating)”. 
   p. 600, Naming Equipment, Brandname 
  (correction): The “All New Foto-Naasirkaa-11”—should 
  be “Naasirka A-11”? 
   p. 600, Equipment Catalog Entry, Binox-5 long 
  detail (correction): The longer description should read, 
  “…allowing  user  to  use  both  eyes to  see…” 
   
   
  EQUIPMENT 
   p. 608, Reading Catalog Entries, Certified 
  (clarification): Certified is explained on page 600. 
  QREBS should be “50000”. 
   p. 619, Liquids, Water (correction): If this contains 
  one half-liter of water, then by definition, it should be 
  500g, not 200g. 
   p. 626, Combat Drug (clarification): The effect of 
  combat drug should be listed as, “…increases  personal  
  strength and endurance (1D distributed between the 
  characteristics as evenly as possible).” 
   p. 627, S Structures, Shelters (correction): The 
  Airlock should displace 0.5 tons, matching the ACS 
  description on page 347. 
   
  STARSHIP RECOGNITION GUIDES 
   p. 654-655, The Green List (clarification): The ship 
  profiles on pages 654-655 are older than the information 
  on pages 358-359, and need correction in a few places: 
   The QSP for the Broadsword is incorrect. It should be 
  C-HS33. The Broadsword should be 800 tons, not 2,000 
  tons. 
   The Imperial Navy Corvette is a 5G, Jump-3 ship (see 
  page 358). Therefore, its QSP should be E-EA53, not E-
  EA42. 
   The Subsidized Liner is a Jump-3 ship, incapable of 
  entering an atmosphere, so it should have a Braced hull, 
  making the QSP M-FB13. 
   
   
   
  COPYRIGHT NOTICE 
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  Far Future Enterprises. 
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  to a withdrawal of permission on 90 days notice, without charge, for non-commercial use only. 
   
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller 5 - Errata 20130728.pdf