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Inevitably,
errors crop up in any publication. Several problems have cropped up in
Spacemaster: Privateers which need to be addressed. The current list is as
follows:
Spacemaster:
Privateers
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The
pilot was erroneously given a +10 to the Scientific/Analytical * Engineering
category. While they probably have insights to share in this area, they do
not have the background in physics to warrant this bonus. They do frequently
have to tinker with their craft, however. The +10 should be applied to the
Scientific/Analytical * Technical category. |
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Two of the professions have psychic costs which are slightly off.
The Recon profession should have the following progression:
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Psychic * Category 1: 10/10 |
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Psychic * Category 2: 12/12 |
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Psychic * Category 3: 25 |
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Psychic * Category 4: 50 |
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Psychic * Category 5: 75 |
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Psychic * Category 6: 100 |
The Technician should have the following progression:
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Psychic * Category 1: 6/6/6 |
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Psychic * Category 2: 8/8 |
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Psychic * Category 3: 10/10 |
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Psychic * Category 4: 12/12 |
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Psychic * Category 5: 25 |
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Psychic * Category 6: 50 |
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The following critical tables have the wrong data for their results: Blaster, Burn Through, Laser, Plasma, Stunner. The proper versions will be printed in later printings, as well as Blaster Law.
Meanwhile, they are available for download here. |
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Races with a natural attack get the natural attack skill as everyman. The Falar, Kagoth, the Tulgar and the Valiesians can develop natural attack as a everyman skill. |
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The Kagoth receive body development as an everyman skill. |
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The Falanar receives the Species Standard language, not human. Also, TransSpecLang is not a language (it is editorial dross). Any time you see TransSpecLang, replace with Species Standard. |
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Any reference in any books to Jeronan as a language should
be changed to Royal Tongue. |
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Tulgar receive a +25 to tracking due to their keen sense of smell. |
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The Bounty Hunter training package has incorrect values. They should be:
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Criminal 20
Explorer 26
Pilot 26
Psychic 35
Recon 20
Scientist 32
Soldier 25
Technician 30
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A clarification: All dates in this book are in base 10. |
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A clarification: Weapon skills are grouped by weapon type. All blaster pistols, for instance, use the same skill. |
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There should be a Law skill. It is located in the Tech/Trade • Professional category. |
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The Map in the book is difficult to use. For the
original map, usable in Campaign Cartographer 2, click here.
A map viewer is available for the Profantasy site, here. |
Tech Law: Equipment Manual
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Grenades: Grenades are more deadly to people close to them. There are no modifiers to the attack roll on the grenade itself (not to be confused to the roll for determining where it landed) but the blast radius of the target. Use the following chart to determine the blast radius of the attack.
Distance from Grenade Modifier |
In
Contact +100
Up to 2m +90
Up to 4m +80
Up to 6m +70
Up to 8m +60
Up to 10m +50
Up to 12m +40
Up to 14m +30
Up to 16m +20
Up to 18m +10
Up to 20m +0
Up to 22m -10
Up to 24m -20
Up to 26m -30
Up to 28m -40
Up to 30m -50
Up to 32m -60
Up to 34m -70
Up to 36m -80
Up to 38m -90
38m+
-100
Distance from Nuclear Grenade Modifier
1st Blast
Radius Obliterated
2nd Blast Radius +100
3rd Blast Radius +80
4th Blast Radius +60
5th Blast Radius +40
6th Blast Radius +20
7th Blast Radius +0
8th Blast Radius -20
9th Blast Radius -40
10th Blast Radius -60
11th Blast Radius -80
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Grenade Launcher ranges:
0m-1m: +10*
2m-8m: +0*
9m-16m: -25*
17m-80m: 0
81m-150m: -100
*Minimum safe range in combat is 38m.
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Clarification: Monoswords are not wooden. They are made of a special synthetic alloy. |
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Certain races have bonuses to skills that are not listed in
Spacemaster: Privateers. These skills are intended for release in
Future Law. While this was intentional, the text of the book doesn't
address what to do with these skills. A GM is encouraged to either not
allow development of these skills without Future Law, or to use his best judgment
in assigning effects to these skills. |
 | A Grav Chute can be used to move by a light person.
Use the following rules of thumb: A
meter a round per 50 KG under 300. Adjust for gravity as logic dictates.
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Tech Law: Robotics Manual
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The Main Line Battle Robot is listed as having weapons causing BE 25. This should be BE 13 (See Blaster Law). |
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The Cyberdeck description is missing a section of the first paragraph. The first paragraph should read:
“This device is used to attempt to hack into computers. It operates through an Interface Jack, Data Translator, and then a Neural Interface, each sold separately.” |
 | It should be noted that Radical Programming is a catch all
category for granting personality traits to an android. |
 | Weighted swing should not reduce criticals to A-25 and
A-50, but A-20 and A-40. |
 | SIs aren't really suited for jobs that require intuition,
like gunnery. They should only be really effective for things like
straight analysis and database handling.
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Tech Law: Vehicle Manual
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Torpedo tubes were left out of Vehicle Manual. A torpedo tube takes the same volume and mass as a pallet. Add to this the mass of all the torpedoes in the magazine. The volume of the torpedoes is the same as their mass. It is assumed that any torpedo can be loaded into any tube the same size or larger than the torpedo. |
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Fighter Racks were also left out of Vehicle Manual. A fighter rack has a mass of 1.1 times that of the fighter it carries (essentially, .1 times the mass, plus the fighter itself.) It has a volume equal to the fighter mass, which essentially accounts for the flight deck, the area inside the ship adjacent to the racks, where the flight crew operates. |
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The Jeronan fighters had slightly skewed stats in Vehicle Manual. Here are the corrected stats:
Death Howl II Heavy Fighter
Crew: 1
Cargo: 1 Kiloliter
Mass: 350.43 Tonnes
Hits: 350
CAT: XIV
Vacuum Power Rating: 214 (0)
DB: 95
Superior Material: 25
Defense Screens: 30
Evade Program: 40
20 Decoys
Rating 8 PD, 6 Attacks
EW: 25/5
Cost: 54,000,000
Top Speed: 15.98 G's (Loaded), 16.104 (Unloaded), 5,000 kph Airspeed
Translight Capability: None
Atmospheric Capability: Full
Armament: 6 MK 10 Blasters (Flexible Mount), +90
1 MK 10 Missile Launcher (10 Missiles, Turret), +91
Features: Microfrequency Comm Rig
Advanced Sensor Suite
Quantum Comm Rig
Shielded Weapons
Well Shielded Drive
Cramped
Auxiliary Systems: RIF Generator
Life Support
Vacuum Power Generator
Advanced Sensor Suite
Drive (1.849 Gs Loaded, 1.836 Gs Unloaded, 2,000 KPH Airspeed)
Slashing Blow III Medium Fighter
Crew: 1
Cargo: 1 Kiloliter
Mass: 244.22 Tonnes
Hits: 244
CAT: XIV
Vacuum Power Rating: 144 (0)
DB: 90
Superior Material: 10
Defensive Screens: 30
Evade: 50
10 Decoys
Rating 6, 3 Attacks
EW: 25/5
Cost: 25,400,000
Top Speed: 16.38 Gs Loaded, 16.48 Unloaded, 6,000 Airspeed
Translight Capability: None
Atmospheric Capability: Full
Armament: 4 MK 10 Blasters (Flexible, +90)
1 Missile Launcher (5 Missiles, Fixed, +90)
Features: Microfrequency Comm Rig
Advanced Sensor Suite
Quantum Comm Rig
Shielded Weapons
Well Shielded Drive
Cramped
Auxiliary Systems: RIF Generator
Life Support
Vacuum Power Generator
Advanced Sensor Suite
Drive (.817 Gs Loaded, .826 Gs Unloaded, 1800 KPH Airspeed)
Wolverine Light Fighter
Crew: 1
Cargo: 1 Kiloliter (1 Tonne)
Mass: 116.6 Tonnes
Hits: 117
CAT: XIV
Vacuum Power Rating: 80 (0)
DB: 90
Superior Material: 10
Defensive Screens: 30
Evade: 50
10 Decoys
Rating 3 PD, 1 Attack
EW: 25/5
Cost: 8,500,000
Top Speed: 16.298 Gs Loaded, 16.510 Gs Unloaded, 6,000 Airspeed
Translight Capability: None
Atmospheric Capability: Full
Armament: 2 MK 10 Blasters (Flexible, +90)
Features: Microfrequency Comm Rig
Advanced Sensor Suite
Quantum Comm Rig
Shielded Weapons
Well Shielded Drive
Cramped
Auxiliary Systems: RIF Generator
Life Support
Vacuum Power Generator
Advanced Sensor Suite
Drive (1.761 Gs Loaded, 1.801 Unloaded, 2000 KPH Airspeed)
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Cramped: This ability cannot reduce a critical below an A in severity. |
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[pg 42], The Terrain Effects Chart. The headings under the chart description are listed as Wheel / Terrain, Walker / Track, Hopper, Surface / Jumper, Effect and Gravitic. They should read Wheeled / Tracked, Walker / Hopper, Jumper, Surface Effect and
Gravitic. |
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If you have multiple weapons in a mount, you multiply the damage done by that number, but not the critical. For instance, is you have six blasters, and you roll of 26B, you actually cause 156B damage. |
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[pg 99], Armor Belt Mass should be divided by 100 in the
equation. |
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I never say how to repair hits on ships. Use the
following rules: The cost multiplier of the armor belt in credits per
hit, times the multiplier for the CAT, per hit. If it has no armor
belt, use 100 credits per hit multiplied by the cost multiplier of the CAT.
If it has a superior quality bonus, multiply the cost by its multiplier of
the CAT and the quality multiplier. |
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The attack charts were poorly modeled in the Vehicle Manual. New ones are available for download at the Iron Crown website
(www.ironcrown.com). Do NOT use the
errata directly above without these attack tables, the ones in the book do too much damage at the lower levels. |
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Security levels on ships: Unless otherwise noted,
assume 3 on normal ships and 5 on military ones. |
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Missiles do not close range by a mark number. Handle
them the same as torpedoes. |
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There is no fuel cost for a fission reactor. As a rule
of thumb, figure 100 for nine months usage, per point of energy. |
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For cost, a Torpedo Launcher is the same as a pallet with
multiple shots. |
 | A launcher can multiple magazine of different types of
ammo, and can fire a different type every round. |
 | A torpedo launcher takes the same power as a pallet. |
 | A fighter rack has the cost of mass of fighter*20/3 and a
crew of mass of fighter/200. Fighter racks are not one size fits all. |
 | You don't round up when determining strong points. |
 | When using EW to counter another ship's EW, you only drop
the other ship by the sam value as the EW you used. For example, if a
ship has +50 in defensive EW and you successfully counter with +10, you drop
theirs to +40. |
 | Torpedoes add +50 to their attack rolls in addition to
their mark numbers. |
 | Weapons are fixed unless otherwise stated. |
Blaster Law
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The ranges on the sonic stunner are wrong. They should
be: |
0-1
2-5
6-10
11-20
21-50
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Page
95 of EM has a weapon malfunction table. If you don't have it, just
have the weapon "jam" and require 1-10 rounds to
"clear." |
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[pg
21], The cover table has the wrong Aperture Energy categories. They should
be: 1-2 3-5 6-8 9-11 12-13 |
Future
Law
 | In the convict TP, move the ranks in Awareness to Alertness. |
 | Same with the heavy, but in Sense Ambush. |
 | In the Media Personality, the ranks in the Communication skill should go
to the Comm Category. |
 | Any references to an FTL Travel skill should be FTL Pilot. |
 | Human's Very Ancient age category should be 171+ |
 | [pg 71], Fear of psionics should not be there. Roll 33% of the Major
Mental Flaws on the first table and the rest on the second. |
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