Errata

This page contains corrections for any misprinted rules.

Age of Steel

Derived Stats > Actions (page 50):
It is stated that "Actions are calculated by using AGI/6 + Combat XP/10, rounding down". It should be clarified that each division should be rounded down separately. Thus AGI 16 and Combat XP 18 yields 2+1 = 3 Actions, not 2.7+1.8=4 Actions.

Derived Stats > Initiative (page 51):
It is stated that Initiative is calculated using "(PER+AGI)/2 +Combat XP/5, rounding down". It should be clarified that each division should be rounded down separately. Thus AGI 15, PER 16 and Combat XP 16 yields 15+1 = Initiative 17, not 15.5+1.6= Initiative 18.

"Bardiche" (https://en.wikipedia.org/wiki/Bardiche) is mentioned as a weapon in two places but is not found in the gear list. It is a polearm. Use stats for Pole axe (page 351).
Martial Arts > List of Martial Arts > The Art of the Lion (page 82)
NPC's & Adversaries > Common Adversaries > City Guard (page 225)

Monsters, beasts and animals > Creature size (page 253):
Added a Damage bonus depending on creature size:

STR+TOU

Creature size

Hit Points

Movement

Damage bonus

Difficulty to Hit

Creature Dodge Skill

1-5

Miniscule

±0

-3

±0

+2d10

±0

6-15

Small

±0

-1

±0

+1d10

±0

16-50

Average

±0

±0

±0

±0

±0

51-100

Large

+3

±0

+1d10

±0

±0

101-150

Massive

+5

+1

+3d10

-1d10

+1d10

151-200

Enormous

+10

+3

+6d10

-2d10

+2d10

201+

Gigantic

+25

+5

+10d10

-3d10

+3d10

Monsters, beasts and animals > Injuries (page 253):
Added injury section with the following text:
"Injuries
A creature will suffer an injury whenever it receives Trauma exceeding one of its Wound levels (page 88). Roll the number of dice indicated by the Wound level on the appropriate injury table and subtract creature TOU/10 from the result. If the result is 0 or negative the creature does not suffer an injury. These rules take procedure over those on page 92 which are for characters."

Age of Knowledge

Derived Stats > Actions (page 54):
It is stated that "Actions are calculated by using AGI/6 + Combat XP/10, rounding down". It should be clarified that each division should be rounded down separately. Thus AGI 16 and Combat XP 18 yields 2+1 = 3 Actions, not 2.7+1.8=4 Actions.

Derived Stats > Initiative (page 55):
It is stated that Initiative is calculated using "(PER+AGI)/2 +Combat XP/5, rounding down". It should be clarified that each division should be rounded down separately. Thus AGI 15, PER 16 and Combat XP 16 yields 15+1 = Initiative 17, not 15.5+1.6= Initiative 18.

Expanded Crafting > Schematics (page 73):
The rules for crafting schematic items have been updated to scale more realistically with very small and very large objects. The following table outline the difficulty and number of components required:

Item
Availability

Components

Difficulty

Abundant

2 poor

1d10

Plentiful

1 common, 1 poor

2d10

Common

2 common

3d10

Average

1 good, 1 common

4d10

Scarce

2 good

5d10

Rare

1 best, 1 good

6d10

Very Rare

2 best

7d10

Weight

Components

 

< 0.1 kg

±0

+2d10

< 1 kg

±0

+1d10

< 5 kg

+1

±0

< 10 kg

+3

±0

< 50 kg

+5

+1d10

< 100 kg

+10

+1d10

100 kg

+5/100kg

+1d10/100kg

[Corrected in digital version]

Age of Information

Derived Stats > Actions (page 61):
It is stated that "Actions are calculated by using AGI/6 + Combat XP/10, rounding down". It should be clarified that each division should be rounded down separately. Thus AGI 16 and Combat XP 18 yields 2+1 = 3 Actions, not 2.7+1.8=4 Actions.

Derived Stats > Initiative (page 62):
It is stated that Initiative is calculated using "(PER+AGI)/2 +Combat XP/5, rounding down". It should be clarified that each division should be rounded down separately. Thus AGI 15, PER 16 and Combat XP 16 yields 15+1 = Initiative 17, not 15.5+1.6= Initiative 18.

Expanded Crafting > Schematics (page 87):
The rules for crafting schematic items have been updated to scale more realistically with very small and very large objects. The following table outline the difficulty and number of components required:

Item
Availability

Components

Difficulty

Abundant

2 poor

1d10

Plentiful

1 common, 1 poor

2d10

Common

2 common

3d10

Average

1 good, 1 common

4d10

Scarce

2 good

5d10

Rare

1 best, 1 good

6d10

Very Rare

2 best

7d10

Weight

Components

 

< 0.1 kg

±0

+2d10

< 1 kg

±0

+1d10

< 5 kg

+1

±0

< 10 kg

+3

±0

< 50 kg

+5

+1d10

< 100 kg

+10

+1d10

 100 kg

+5/100kg

+1d10/100kg

[Corrected in digital version]

Vehicles > Systems > Active Systems > Jump Drive (page 97):
A Jump Drive has a cooldown time equal its power consumption in minutes (not hours).
[Corrected in digital version]

Vehicles > List of Land Vehicles (page 108):
The given cost for Urban Terradon and Urban Terradyne is wrong; an Urban Terradon costs 100kc while an Urban Terradyne costs 80kc.
[Corrected in digital version]

Vehicles > List of Spacecrafts (page 119):
Spaceship speeds (noted next to Propulsion System) have a conversion error; the displayed number is km/s despite being noted as km per round. To get the correct speed multiply by 5 (a round is 5 seconds).  As an example, a battleavar can travel at 150km per round. 
[Corrected in digital version]

Vehicles > List of Spacecrafts > Carrier AV (page 121)
Erroneous Structure values. A Carrier AV should have the following Structure values: 80|150|200|600.
[Corrected in digital version]

Commerce > Commodities > List of Commodities (page 233):
Quantity is given as very small numbers for most commodities. This is a revised table: 

Name

Type

Quality

Qt.

Weight

Price

Availability

Aluminium

Mining

Industrious

10 000

Heavy

19 kc

Average

Armor, advanced

Manufacturing

Industrious

500

Heavy

1 500 kc

Rare

Armor, ballistic

Manufacturing

Industrious

5 000

Average

125 kc

Average

Artifacts

Manufacturing

Luxurious

10

Average

21 000 kc

Very Rare

Beer

Manufacturing

Basic

25 000

Average

1 kc

Common

Biomods

Manufacturing

Luxurious

250

Average

2 600 kc

Average

Bodycare

Manufacturing

Comfort

1 000

Average

105 kc

Plentiful

Chemicals

Manufacturing

Industrious

25 000

Average

3 kc

Common

Clothing, linen

Manufacturing

Basic

10 000

Light

8 kc

Common

Clothing, silk

Manufacturing

Luxurious

1 000

Light

181 kc

Rare

Clothing, synthetic

Manufacturing

Comfort

10 000

Light

27 kc

Average

Clothing, textile

Manufacturing

Basic

10 000

Light

8 kc

Common

Clothing, yarn

Manufacturing

Basic

10 000

Light

8 kc

Common

Coal

Mining

Industrious

50 000

Average

2 kc

Common

Components, metal

Manufacturing

Industrious

1 000

Average

38 kc

Plentiful

Components, plastic

Manufacturing

Industrious

25 000

Light

3 kc

Plentiful

Copper

Mining

Industrious

10 000

Very Heavy

63 kc

Rare

Cybernetics

Manufacturing

Comfort

100

Heavy

5 500 kc

Scarce

Drugs

Manufacturing

Comfort

10

Average

250 000 kc

Scarce

Elixir

Manufacturing

Luxurious

100

Average

3 400 kc

Scarce

Food

Agriculture

Basic

50 000

Light

4 kc

Plentiful

Furniture

Manufacturing

Basic

10 000

Average

5 kc

Average

Gems

Mining

Luxurious

10

Heavy

110 000 kc

Very Rare

Glassware

Manufacturing

Comfort

10 000

Heavy

5 kc

Average

Gold

Mining

Luxurious

10

Very Heavy

960 000 kc

Unique

Hardware, advanced

Manufacturing

Industrious

500

Average

350 kc

Scarce

Hardware, basic

Manufacturing

Industrious

5 000

Average

20 kc

Common

Iron

Mining

Industrious

25 000

Very Heavy

12 kc

Average

Jewelry, cheap

Manufacturing

Luxurious

100

Heavy

31 000 kc

Common

Jewelry, expensive

Manufacturing

Luxurious

10

Heavy

230 000 kc

Unique

Lead

Mining

Industrious

10 000

Very Heavy

18 kc

Scarce

Liquor

Manufacturing

Basic

10 000

Average

2 kc

Scarce

Mead

Manufacturing

Comfort

10 000

Average

4 kc

Rare

Media

Manufacturing

Comfort

10 000

Average

5 kc

Plentiful

Medicine

Manufacturing

Basic

5 000

Light

43 kc

Average

Modules, advanced

Manufacturing

Industrious

5 000

Average

82 kc

Scarce

Modules, basic

Manufacturing

Industrious

10 000

Average

9 kc

Common

Petroleum

Mining

Industrious

50 000

Average

1 kc

Common

Platinum

Mining

Industrious

10

Very Heavy

440 000 kc

Unique

Power

Manufacturing

Basic

50 000

Light

1 kc

Abundant

Seeds

Agriculture

Industrious

5 000

Light

14 kc

Average

Silver

Mining

Luxurious

500

Very Heavy

23 500 kc

Unique

Spices

Agriculture

Luxurious

5 000

Average

16 kc

Common

Steel

Manufacturing

Industrious

25 000

Very Heavy

19 kc

Average

Textile

Manufacturing

Comfort

10 000

Light

3 kc

Common

Tin

Mining

Industrious

5 000

Very Heavy

300 kc

Scarce

Tobacco

Agriculture

Luxurious

10 000

Very Light

4 kc

Average

Tools

Manufacturing

Basic

5 000

Heavy

85 kc

Common

Utensils

Manufacturing

Basic

10 000

Heavy

30 kc

Plentiful

Vehicles

Manufacturing

Comfort

10 000

Heavy

45 kc

Average

Weapons, advanced

Manufacturing

Industrious

500

Heavy

600 kc

Rare

Weapons, ballistic

Manufacturing

Industrious

5 000

Average

58 kc

Common

Weapons, laser

Manufacturing

Industrious

5 000

Average

50 kc

Common

Weapons, simple

Manufacturing

Industrious

5 000

Heavy

54 kc

Scarce

Wine

Agriculture

Luxurious

10 000

Average

15 kc

Scarce

Wood

Mining

Industrious

25 000

Average

2 kc

Average

Zinc

Mining

Industrious

5 000

Very Heavy

23 kc

Scarce

[Corrected in digital version]

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