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Manei Catalyst
BattleTech Developer
Posts: 14716
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This post for TO Errata-
Please note, thanks to continued work on the product after it went to the printers, we will shortly have a working Errata. It will be posted here.
Remember the 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.T
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Warrant Officer
Posts: 461
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TacOps pdf, (P. 274)
Third paragraph.
While all items in this section contain both their full construction and game play rules, the expanded rules for the use of a some items is not be covered under Tactical Operations;
Remove "a" and "be".
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Warrant Officer
Posts: 461
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TacOps pdf, (P. 278)
Actuator Enhancement System (AES) Construction rules. Second paragraph.
(heavy and assault four-legged ’Mechs cannot use of an AES).
Remove "of an".
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Warrant Officer
Posts: 461
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TacOps pdf, (P. 404-411) Heavy Weapons and Equipment Construction Data. Bloodhound AP, Watchdog CEWS, Angel ECM and Electronic Warfare Equipment all show as needing a weapon slot on DropShips while similar systems in Tech Manual do not  Electronic Warfare Equipment shows as needing one slot for Support Vehicles, should be 4  CASE II, space on Fighters should be 0  Lithium-Fusion Battery, space on JS, WS should be 0. Artillery Cannons, space on JS, WS, SS should be 1. Sub-Compact K-F Drive, space on WS should be 0, space on SS should be NA.
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Captain
Posts: 3022
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TacOps pdf, (P. 278)
Actuator Enhancement System (AES) Construction rules. Second paragraph.
(heavy and assault four-legged ’Mechs cannot use of an AES).
Remove "of an".
Actually "make use of an AES" would be the most correct way to say it.
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Warrant Officer
Posts: 461
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TacOps pdf, (P. 405)
Heavy Weapons and Equipment Construction Data.
Armored Motive System (IS) Latest Intro Date (IS / Clan) NA/3071P change to 3071P/NA.
Armored Motive System (Clan) Latest Intro Date (IS / Clan) 3057P/NA change to NA/3057P.
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Warrant Officer
Posts: 461
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TacOps pdf, (P. 406-410)
Heavy Weapons and Equipment Construction Data.
Add "X" to "Type §" for Chaff Pod, Coolant Pod and PPC Capacitor as they can explode when hit.
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Lieutenant Colonel
Posts: 9177
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Not sure if this has been mentioned or not...
TacOps page 406
Fluid Guns are assigned a value of DE,S
page 312 states
"Fluid guns are considered Ballistic weapons"
Change the entry on page 406 to
DB,S
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Captain
Posts: 2173
Star League Defense Force Avatars of Painful Death
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Battle Armor Combat Data Table (p. 412) "Add a new column to the end of the table, titled ""Ammo (weight per shot) Add the following values in this column for the weapons listed below: ER Pulse Laser (Small) - 0.41 kg (12) ER Pulse Laser (Medium) - 0.45 kg (11) Variable-Speed Pulse Laser (Small) - 0.33 kg (15) Variable-Speed Pulse Laser (Medium) - 0.38 kg (13) Taser (Battle Armor) - OS (1)" Discussed here: http://www.classicbattletech.com/forums/index.php/topic,53152.0.html
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Lieutenant
Posts: 1449
Look out, there's a monkey on your back
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pg. 224 of TacOps says the following under the ECM heading:
"To be affected, the spotting unit must be in the normal operating radius of the ECM/stealth system (note that stealth systems only affect the target unit and do not have a radius of effect, and so are only taken into consideration for the unit mounting that equipment). LOS does not affect this radius. If a spotting unit is within the range of multiple ECM systems, combine the effects of all the ECM systems."
This is not consistent with the example that is then provided. In that example, the mech in Hex A is beyond the six-hex radius of the VTOL in hex I but the VTOL's ECM bonus of +4 is applied to the roll. If it is supposed to be that the LoS between A and I hits an ECM bubble (which would make more sense) then the example is still not consistent, because the LoS line from A to all of the other units would hit the ECM bubble of the VTOL in hex I.
EDIT: As a correction, I would just say to apply the highest mod for any ECM bubble that the LoS is traced through, since that is the way ECM bubbles work for everything else. That would mean that the ECM mod for the VTOL would apply to all checks in the given example.
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Lieutenant Colonel
Posts: 9177
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Page 407 Clan Laser Heat sinks should take up 2 criticals, not 3 Change 3 to 2 under the mech column. http://www.classicbattletech.com/forums/index.php/topic,51940.0.html
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Lieutenant
Posts: 1449
Look out, there's a monkey on your back
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pg. 317, the example given in the game rules for infantry armor says that an infantry platoon with a damage divisor of 2 would suffer an 11-point hit normally from an LBX-20 ((20+1)/2=11). That is incorrect, the normal damage for an LBX-20 (cluster ballistic) to an infantry platoon would be 20/10+1=3, so the damage to an infantry platoon with a damage divisor of 2 would be 3/2=1.5 rounds up to 2.
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Captain
Posts: 3137
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Tactical Operations page 24
Lance Movement
reads: "...For example, the Clans use units of ten, called Stars."
should read: "...For example, the Clans use units of five, called Stars."
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Lieutenant
Posts: 1449
Look out, there's a monkey on your back
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The example about scaling damage for buildings on pg. 127 of TacOps has an error in it. On the first full paragraph of the second column, it states that the building would suffer the full damage divided by 2 for each weapon attack, but this inconsistent with the rule on pg. 171 of Total Warfare and the example given on that page which clearly states that the building only suffers damage equal to the amount of damage it absorbed. In this case, the numbers should be
HPPC = 4/2 = 2 ERML = 4/2 = 2 MML = 4/2 = 2 SRM = 2/2 = 1
For a total of 2 (HPPC) + 4*2 (ERML) + 2*2 (MML) + 6*1 (SSRM6) = 20 points of damage
Leaving the building with 38-20 = 18 CF.
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Private
Posts: 49
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Tactical Operations, PDF Glancing/Direct Blows, p. 80 Subheading: Glancing Blow, 4th paragraph
"If using the Linking Weapons rule (see p. 74)..." is incorrect. Linking Weapon rules appear on p. 85.
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Private
Posts: 49
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TacOps (pdf) p. 88:
Incorrect reference: Under "New Physical Weapon Attacks," the Physical Weapon Attacks Addendum Table is on p.89, not on p. 87.
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Lieutenant Colonel
Posts: 9605
I reject your Star Lord and substitute my own.
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null-signature system (p. 336)
"...heat-seeking weapons (such as Heat-Seekng Missiles) calculate their to-hit modifiers against the unit as though it is 8 points cooler than it actually is." (emphasis mine) "While active, the system generates 10 points of heat."
---This is the opposite of masking the unit's heat. (Null-sig + chameleon system = 16 heat.)
---Replace the bolded text with "as though it is 18 points cooler."
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Captain
Posts: 3137
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null-signature system (p. 336)
"...heat-seeking weapons (such as Heat-Seekng Missiles) calculate their to-hit modifiers against the unit as though it is 8 points cooler than it actually is." (emphasis mine) "While active, the system generates 10 points of heat."
---This is the opposite of masking the unit's heat. (Null-sig + chameleon system = 16 heat.)
---Replace the bolded text with "as though it is 18 points cooler."
I think what they're saying is that depending on the heat scale at the end of the turn, heat seeking missiles are at a disadvantage when firing at Null-Signature due to the heat baffles. Example: 'Mech "A" had an active NSS during Turn 1. It ran, fired and had its system active for a total of +5 on the Heat Scale. The heat seeking missiles would normally play off of this number to calculate their To-Hit bonus/penalty, but due to the heat baffles in the Null-Signature System, the missiles will proceed as if the Heat were 8 points lower--In this case, at 0. (5 - 8 = -3, or 0)
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Lieutenant Colonel
Posts: 9605
I reject your Star Lord and substitute my own.
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Yes. The system generates 10 heat and negates only 8.
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M.U.L. Team
BT Volunteer
Posts: 2031
We will find you in your sleep - and bake cookies
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Page 412/413
Change:
Vehicular Drop Chute (VDC)
to
Battle Armor Drop Chute (BADC)
Change
Standard VDC
to
Standard BADC
Change
Camouflage VDC
to
Camouflage BADC
Change
Stealth VDC
to
Stealth BADC
Change
Reusable VDC
to
Reusable BADC
Change
2xVDC Cost
to
2xBADC Cost
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Captain
Posts: 2150
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http://www.classicbattletech.com/forums/index.php/topic,57593.0.htmlHyper-Velocity AC, page 285. "On a to-hit roll result of 2, the chambered round’s propellant ignites within the barrel, inflicting internal explosion damage equal to that of a single round from the HVAC and destroying all the HVAC’s critical slots (in addition to any other critical hits rolled up from the explosion)." Per the ruling, this text should be changed to say that this explosion is treated as an ammo explosion. Suggested text. "On a to-hit roll result of 2, the chambered round’s propellant ignites within the barrel, inflicting internal explosion damage equal to that of a single round from the HVAC and destroying all the HVAC’s critical slots (in addition to any other critical hits rolled up from the explosion). Treat this explosion as an ammo explosion."
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Catalyst Demo Team
Posts: 932
AS7-D: Un-pimping your ride since 2761
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Remember the format! Tac Ops (PDF edition) Advanced Support Vehicle Construction/Mobile Structure Construction/Step 4 "Heat Sinks" paragraph (p. 267) Heat Sinks: Regardless of the power system chosen, Mobile Structures receive no free heat sinks. Mobile Structures without a Fission or Fusion power system must incorporate enough heat sinks to cover the heat generated by all energy weapons fired together. These heat sinks may be distributed as desired to the weight capacity of any hex or hexes on the unit—be it in one big lump, or in portions spread across the entire structure. What if a mobile structure *is* Fission- or Fusion-powered? May it have less heat sinks than the total heat generated by all weapons? Or energy weapons only? (And then... does the reactor shut down at 30+ heat?)
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Captain
Posts: 3137
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It already says "regardless of the power system chosen." That seems to cover Fusion and Fission engines.
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Warrant Officer
Posts: 461
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TacOps pdf, (P. 409)
Mech Mortar ammo cost is shown as 10,000, change to 28,000.
On P. 417 there are no ammo types that cost 10,000 for Mech Mortars. P. 373 says that Armor-Piercing (Shaped-Charge) should be used unless another ammo type is specified.
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Warrant Officer
Posts: 461
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TacOps pdf, (P. 282) Vehicle Stealth Armor. Aerospace fighters with Vehicle Stealth Armor do not receive stealth benefits when operating above the space/atmosphere interface on the space map if they expend any Thrust Points during the turn. When landed, operating in atmosphere, or when in operating in space without expending Thrust, Remove in and change T 
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Warrant Officer
Posts: 461
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TacOps pdf, (P. 31)
Half Levels
(see Hull Down Vehicles, p. 121)
Change to.
(see Hull Down Vehicles, p. 21).
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Warrant Officer
Posts: 461
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TacOps pdf, (P. 380)
Battle Armor Myomer Booster
Include the additional Jump MP provided by a Battle Armor Myomer Booster when determining the unit’s Defensive Movement Factor and Speed Factor.
Remove jump, the myomer booster has no effect on jump MP (P.287)
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Lieutenant Colonel
Posts: 9605
I reject your Star Lord and substitute my own.
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TacOps (hardcopy) Expanded Movement Cost etc Table (p. 32 & 34)
- "Rail" is listed twice; the Rail Base Terrain costs +0 MP per hex, while the Rail Modification costs +1 MP per hex.
- Remove the Rail entry from p. 32 (terrain cost on p. 34 is correct as per p. 96 of Combat Equipment)
TacOps (hardcopy) Expanded Movement Cost etc Table (p. 32 & 34)
- "Rapids" MP cost directs you to footnote #24 (bog down)
- Should be footnote #23 (cost does not apply to hover/vtol/etc), as per equivalent table in Maximum Tech.
TacOps (hardcopy) Terrain Factor and Conversion Table (p. 64)
- Gravel Road, Paved Road, and Clear/Rough all list Infantry in both the "Prohibited Units Movement Damage" and the "Careful Movement" columns- which is to say, Infantry cannot inflict movement damage on the terrain, yet they have the option of spending extra MP to avoid inflicting movement damage.
- This is the least-damaging unit in the most durable terrain - "Prohibited Units" column is probably accurate. Delete "Infantry" from the Careful Movement column of the Gravel Road, Paved Road, and Clear/Rough rows.
TacOps (hardcopy) Terrain and Placement Diagram (p. 67)
- The displacement example (bottom of p. 67 through 68) never mentions specific elevations, but does note that hex B is 2 levels higher than hex A, which is 1 level higher than hex E, which is 1 level higher than hex I, which is 1 level higher than hex F. However, the diagram shows hexes A, E, I all equal at elevation zero.
- Change the diagram. Raise hexes B and 1106 to Level 4, raise hex A and 1105 to Level 2, and raise hex E to Level 1.
TacOps (hardcopy) Terrain Displacement example (p. 68)
- The second sentence of the third paragraph on p. 68 reads "Hex F is adjacent to Hex E," but displacement is occurring between hexes F and I.
- Change to "Hex F is adjacent to Hex I"
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Captain
Posts: 2150
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TacOps PDF, page 385, Clan Weapons and Equipment BV Table The VTOL Mast Mount lists "M" for the BV, and the explanation below has "M" as "Weapon Array: BV is the BV of all the weapons on the array (but not the ammunition) x 0.1", and "N" as "Weapon Array; Add 10 to the BV of the mast mounted weapons and equipment"
Suggested change: replace the text for the "M" explanation with the one form the "N" explanation, as the "M" designation is only used for the mast mount, and N is not used at all.
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