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Manei Catalyst
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BattleTech Developer
Posts: 14710

Total Warfare Errata v 3.0

All Total Warfare Errata Goes here.

Please follow the errata submission format:


<Page Name (If applicable)> (p. ##)

<Complete information on the error, including relevant text. I.E. Show your work, we need to see the data you think is incorrect not just a reference to it.>

<Provide potential errata. Tell us why you think the information is incorrect. Include rules (with page number) or other facts.>

EXAMPLE:
TRO 3075
Grenadier Battle Armor (p. 35)

- Both variants list the MagShot as weighing 185 kg.

- TechManual lists MagShot as 175 kg.
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Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

MASC (MYOMER ACCELERATOR SIGNAL CIRCUITRY) (p.137)

On a result of 2, the player automatically assigns one critical
hit to each leg that has not yet been destroyed; the players
does not roll on the determining critical hits table.

Change players to player.


For each turn in which the system is not used, reduce the
target number at which critical hits are assigned by one
interval, but never below 3. For example, a player using MASC
for three consecutive turns needs a result of 7 or higher on the
third turn to stay mobile.

I think this should be changed to avoid any confusion with how MASC failure used to work.

For each turn in which the system is not used, reduce the
target number at which critical hits are assigned by one
interval, but never below 3. For example, a player using MASC
for three consecutive turns needs a result of 7 or higher on the
third turn to avoid inflicting critical damage.
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Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

PHYSICAL ATTACKS (p. 144)

ProtoMechs: ProtoMechs cannot make physical attacks; they
can, however, make a single “frenzy” attack (see p. 186).

Change to.

ProtoMechs: ProtoMechs cannot make physical attacks; they
can, however, make a single “frenzy” attack (see p. 187).

Not really a problem if you have the book open, but if you are using the PDF version and you type in the page number it is nice if the info you want is there.
*
Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

• EXITING BUILDINGS DIAGRAM 1 • (p. 170-171)

Also in Hex C, a Sylph battle armor unit is at Level 29.
The unit has VTOL MP 5, so it cannot move to Level 0 in
hexes 7, 8 or 9, but it can spend 1 MP to move into any of
those hexes and then 4 more MP to descend to Level 25
(or continue at the same level for four more hexes, or any
combination thereof). As with the Elemental battle armor,
if an appropriate building hex is in range, the Sylph can use
its Anti-’Mech Skill to
enter that building.

Delete the words in bold, a Sylph does not use its Anti-’Mech Skill to enter a building, see (p. 168)

In the last paragraph of the example.

The ’Meches in hexes A, B and C, if they move using any
of the options listed above,

(p. 168)
A battle armor unit with VTOL MP may enter a building hex at a
level higher than ground level (Level 0). The unit simply moves into
the target building hex at the same building level as the level of the
adjacent hex it left. The battle armor unit must have suffi cient VTOL
MP to allow it to enter the target building hex (1 MP), and it cannot
enter such a hex if that would violate the stacking rules. Finally, when
using VTOL MP to enter a building hex below roof level, the battle
armor unit’s movement ends immediately upon entering the first
building hex. Unlike Jumping MP, a battle armor unit using VTOL MP
to enter a building hex does not make an Anti-’Mech Skill roll.


*
Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

• AE WEAPONS DIAGRAM • (p 174)

In addition to damaging the target
hex, a cluster bomb does 5 points of
damage in each adjacent hex. Therefore,
any units in hexes C, D, E, F, and G
at Level/Elevation 2 take 5 points of
damage.

"B" is missing, change to.

In addition to damaging the target
hex, a cluster bomb does 5 points of
damage in each adjacent hex. Therefore,
any units in hexes B, C, D, E, F, and G
at Level/Elevation 2 take 5 points of
damage.
*
Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

• BUILDING COMBAT DIAGRAM • (p.176)

In the Building Combat Diagram above, on the City
(Residential) map, Player 1 has a Siren 2 ProtoMech (Gunnery
4) on the hunt for infantry and has run to enter Building Hex
A at Level 0. Player 2 has three infantry units: a rifl e (energy)
jump platoon that did not move this turn at Level 4 (the roof)
in Hex A, a Kobold (TAG) battle armor unit that jumped 3 hexes
to Level 1 of Hex A, and an LRM jump platoon (Gunnery 5) that
moved from Level 3 to Level 2 in Hex C.

The Kobold battle armor unit jumped to Hex B, change to.

In the Building Combat Diagram above, on the City
(Residential) map, Player 1 has a Siren 2 ProtoMech (Gunnery
4) on the hunt for infantry and has run to enter Building Hex
A at Level 0. Player 2 has three infantry units: a rifl e (energy)
jump platoon that did not move this turn at Level 4 (the roof)
in Hex A, a Kobold (TAG) battle armor unit that jumped 3 hexes
to Level 1 of Hex B, and an LRM jump platoon (Gunnery 5) that
moved from Level 3 to Level 2 in Hex C.
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Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

P. 213-229

The text for Ground Movement is not centered in the tabs.
*
Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

Battle Armor Attacks (p.217-218)

For example, a Clan Elemental battle
armor unit may make an SRM-2 attack and an attack with a small
laser, flamer, machine gun, micro-pulse laser, ER micro-pulse laser or
heavy machine gun,

No such weapon in TW, do not know about TO Undecided change to.

For example, a Clan Elemental battle
armor unit may make an SRM-2 attack and an attack with a small
laser, flamer, machine gun, micro-pulse laser, ER micro laser or
heavy machine gun,

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Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

SPACE COMBAT (p, 235)

Aerodyne Units
Fighters, aerodyne DropShips and aerodyne small craft use
four weapon arcs—nose, aft, right wing and left wing (see
Aerospace Firing Arcs Diagram 2, p. 236)


Change to name of diagram.

Aerodyne Units
Fighters, aerodyne DropShips and aerodyne small craft use
four weapon arcs—nose, aft, right wing and left wing (see
Aerodyne Firing Arcs Diagram, p. 236)


Spheroid Units
Spheroid DropShips and small craft have the least restricted
fi ring arcs: nose, aft, fore-right, fore-left, aft-right and aft-left.
(see Aerospace Firing Arcs Diagram 1, above)

Change to name of diagram.

Spheroid Units
Spheroid DropShips and small craft have the least restricted
fi ring arcs: nose, aft, fore-right, fore-left, aft-right and aft-left.
(see Spheroid Firing Arcs Diagram, above)
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Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

Targets in the Same Hex: (p. 236)

If two units if the same type
also have the same velocity,

Change to.

If two units of the same type
also have the same velocity,
*
Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

AEROSPACE ATTACK MODIFIERS TABLE (p. 237)

Target is evading Variable
Attacker is evading Variable

I think it would be useful to have a link in this table to the EVASIVE ACTION MODIFIERS TABLE on (p. 77)
*
Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

Striking (p, 245)

In the strafing example above, the controlling player
of the Shiva could have decided to make a striking attack
instead. In this case, the controlling player nominates the
’Mech in Hex B as the target of the attack, which allows him
to bring the Shiva’s LB 20-X autocannon, SRM-6, and small
laser to bear.
The modified to-hit number against the ’Mech is 7 for the
four pulse lasers and 9 for all other weapons (4 (base to-hit
number) + 2 (striking attack) +2 (’Mech’s movement) +1
(light woods) –2 (pulse weapon modifier only) = 7 and 9)

The LB 20-X autocannon has not been given its -1 mod, change to.

In the strafing example above, the controlling player
of the Shiva could have decided to make a striking attack
instead. In this case, the controlling player nominates the
’Mech in Hex B as the target of the attack, which allows him
to bring the Shiva’s LB 20-X autocannon, SRM-6, and small
laser to bear.
The modified to-hit number against the ’Mech is 7 for the
four pulse lasers 8 for the LB 20-X autocannon and 9
for all other weapons (4 (base to-hit number) + 2 (striking attack)
 +2 (’Mech’s movement) +1 (light woods) –2 (pulse weapon modifier only)
-1 (LB-X weapon modifier only) = 7, 8 and 9)
*
Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

TAG (p. 246)

To designate a target, the fighter must
be at Altitude 5 or higher.

Change to.

To designate a target, the fighter must
be at Altitude 5 or lower.
*
Warrant Officer
Posts: 415

Re: Total Warfare Errata v 3.0

Tables in back, "INNER SPHERE WEAPONS AND EQUIPMENT TABLE" and "CLAN WEAPONS AND EQUIPMENT TABLE":

Inner Sphere SRM2 has 2/4 aerospace attack value, clan has 2/5.

Clan LB2X has 1 aerospace attack value, should be 2.

Also, please confirm that the "Grenade Launcher" and "Micro Grenade Launcher" are named right, and both Inner Sphere, while the "Heavy Grenade Launcher" is Clan.  They need clarification for some discrepancies that occur on the tables in the TechManual.

Along the same lines, "Light TAG" is on the Clan main weapons chart but not the Clan Battle Armor chart, while it is on the Inner Sphere Battle Armor chart but not the main weapons chart.  Does that mean Light TAG can be used by clan mechs and inner sphere battle armor only?
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Captain
Posts: 2398

Re: Total Warfare Errata v 3.0

TW errata page is STILL missing physical damage calculations against conventional infantry. What is taking so long?
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Captain
Posts: 2149

Re: Total Warfare Errata v 3.0

page 198, physical attacks against VTOLs says this:

"A ’Mech may also physically attack a flying VTOL per the Physical Attacks Against
VTOL Vehicles Table. The first column lists the difference in levels
between the ’Mech’s hex and the VTOL; to find this number,
subtract the ’Mech’s hex level +1 from the VTOL’s elevation."

should say

"A ’Mech may also physically attack a flying VTOL per the Physical Attacks Against
VTOL Vehicles Table. The first column lists the difference in levels
between the ’Mech’s hex and the VTOL; to find this number,
subtract the ’Mech’s hex level from the VTOL’s elevation."

This way, the rule matches the example.

see http://www.classicbattletech.com/forums/index.php/topic,32357.0.html
Manei Catalyst
*
BattleTech Developer
Posts: 14710

Re: Total Warfare Errata v 3.0

*
Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

TW (P: 26)

OTHER UNITS

Additional units—combat, support and otherwise—exist in
the Classic BattleTech universe. However, these units are generally
outside the scope of one-off games played on mapsheets, and are
either space-only units or are better suited for campaign play. Rules
for using them will appear in the rulebook Tactical Operations, but
this book provides a brief description for interested players.

Change to.

Additional units—combat, support and otherwise—exist in
the Classic BattleTech universe. However, these units are generally
outside the scope of one-off games played on mapsheets, and are
either space-only units or are better suited for campaign play. Rules
for using them will appear in the rulebooks Tactical Operations and
Strategic Operations
, but this book provides a brief description for
interested players.

(P: 74)

Large Craft

(such as WarShips, which will be described in Tactical Operations)

Change to.

(such as WarShips, which will be described in Strategic Operations)

(P: 89)

Dropping Troops: While non-infantry units can be dropped
from airborne aerospace units, those rules are beyond the
scope of Total Warfare and will be found in Tactical Operations.

Change to.

Dropping Troops: While non-infantry units can be dropped
from airborne aerospace units, those rules are beyond the
scope of Total Warfare and will be found in Strategic Operations.

(P: 234)

SCALE

(WarShips and similar Large Craft will be covered in detail in Tactical Operations.)

Change to.

(WarShips and similar Large Craft will be covered in detail in Strategic Operations.)
Precentor of Lies
*
Major
Posts: 5608
And you thought the Wraith was bad.

Re: Total Warfare Errata v 3.0

Experience Rating and skills, p. 271-272

"For Clan MechWarriors, add 1 to each roll result", however the tables show results 0-8.  It should be "add 2 to each roll result"
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Captain
Posts: 2149

Re: Total Warfare Errata v 3.0

Attack Modifiers table, pages 117-118


Page 117 TW list this footnote:
***If the IndustrialMech mounts advanced fire control, this modifier does not apply.
There is no entry on the table that has *** next to it, it is only on page 118, where the footnote appears again.
On page 118, the *, ** and † footnotemarkers do not appear in the table, but the footnote markers appear again, as on page 117.
To fix:
remove *** footnote one page 117, remove *, ** and † footnote on page 118.
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Catalyst Demo Team
Posts: 1861
Back from the Future

Re: Total Warfare Errata v 3.0

http://www.classicbattletech.com/forums/index.php/topic,24322.0.html

Based on this ruling

Page 114

To Hit Roll

After looking through the TechManual, Ray created a new
confi guration for the Daishi OmniMech in Technical Readout:
3050 Upgrade—the Daishi X, which mounts the following
weapons and equipment:
• Ultra AC/10
• Large Pulse Laser
• 2 ER Micro Lasers
• Heavy Medium Laser
• LB 5-X AC
• Streak SRM-2
• SRM-4
• ATM-6
• LRM-15 with Artemis IV FCS
• Targeting computer

The SRM-4 either needs to add Artemis IV or the LRM-15 needs to delete it.
El chico de los pollos
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Site Maintenance
Posts: 20420
¿Quién es más plumoso?

Re: Total Warfare Errata v 3.0

Page 19

FREE RASALHAGUE REPUBLIC

Dominant Language(s)

Currently reads: "Swedenese (official), English, Japanese, German, Swedish"

Change to: "Swedish (official), English, Japanese, German, Swedenese"

Swedenese has always been mentioned as the language of the streets while the official language is Swedish. Other sources both before and after the 3067 setting of TW have Swedish as the official language.
*
Warrant Officer
Posts: 460

Re: Total Warfare Errata v 3.0

TW (P: 303+304)

Equipment Tables.

Add "X" to B-Pods weapon type as they explode when hit.


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Captain
Posts: 2779

Re: Total Warfare Errata v 3.0

Total Warfare
Rocket Launchers (p. 246)

-"Inner Sphere forces may carry rocket launchers on their wing pylons."
As written there is no limitation on the size of the RL in question allowing RL20's to be pylon mounted, the sentence simply needs to be clarified as allowing a rocket launcher 10 rather than any rocket launcher.  This is clarified in the TM's tables but adding bombs and other hardpoint weapontry is not really part of unit construction, it is simply ammunition selection for the hardpoints.  As written the rule leads to needless confusion.

-TechManual's various tables list these rocker launchers under External Stores Hardpoint Weapons and give them stats matching the RL10 in BV, C-Bills, Damage and Range. (TM P. 346 and other tables)
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