|
Manei Catalyst
Moderator
Posts: 13721
We are the finders of your secrets
|
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.
|
|
|
Warrant Officer
Posts: 402
|
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.
|
|
|
Warrant Officer
Posts: 402
|
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: 402
|
• 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: 402
|
• 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: 402
|
• 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.
|
|
|
Warrant Officer
Posts: 402
|
P. 213-229
The text for Ground Movement is not centered in the tabs.
|
|
|
Warrant Officer
Posts: 402
|
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  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,
|
|
|
Warrant Officer
Posts: 402
|
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)
|
|
|
Warrant Officer
Posts: 402
|
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: 402
|
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: 402
|
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: 402
|
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.
|
|
|
Master Sergeant
Posts: 223
|
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?
|
|
|
Captain
Posts: 1843
|
TW errata page is STILL missing physical damage calculations against conventional infantry. What is taking so long?
|
|
|
Captain
Posts: 2018
|
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
Moderator
Posts: 13721
We are the finders of your secrets
|
|
|
|
Warrant Officer
Posts: 402
|
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
Writer
Posts: 4699
Quinn enjoys unicorns and Summoners
|
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"
|
|
|
Captain
Posts: 2018
|
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.
|
|
|
Catalyst Demo Team
Posts: 1845
Back from the Future
|
http://www.classicbattletech.com/forums/index.php/topic,24322.0.htmlBased on this ruling Page 114 To Hit RollAfter 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
Site Maintenance
Posts: 19537
¿Quién es más plumoso?
|
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: 402
|
TW (P: 303+304)
Equipment Tables.
Add "X" to B-Pods weapon type as they explode when hit.
|
|
|
Captain
Posts: 2161
|
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)
|
|