Topic: Errata

Well, they say nothing comes out perfect and much to my chagrin, this has proven true with Wardogs as well.

Page 12, Lock-on; end of the second paragraph was truncated by three words..."the attacking unit may fire."

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Errata 2-  The medical gear on the Ako should be L1, not L2.

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Another nice little hold over...

EMP Warhead; page 49...fourth line from the bottom reads;
"This enhancement may only combine with Extra Launch Tube/Barrel, Indirect Fire Capable, and Reload."

It should read;
"....with Multiple Launch Tube, Indirect Fire Capable, and Reload."

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Page 11; example under Stability;
the mecha making the check "is a biped and has no stability modifier" ...
the mecha should have a +1 Stability bonus default for its legs. The end target number should be adjusted accordingly.

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Ammunition Expenditure Clarified:

Any time a weapon with ammo fires, it marks off one from the ammo total. The exception to this is the Chaingun which marks off 1-5 depending on what ROF was used in firing (suckers are ammo guzzlers).

Ballistic weapons are a bit different in that each tube is literally a weapon, which fires once. So if you have four tubes, it's fire just one tube...or fire all four tubes...or whatever variation. Regardless, each tube may fire only the one time without reloads available.

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Page 40
Hanger Bay
"....carry up to 240 cargo units of combat units such as 3 size 1 units...."
Should read 4 size 1 units,

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OFFICIAL ADDED CONTENT
Type M- Irradiated
Class 31: Lock-on range is limited to 15 maximum. Infantry cannot survive.
Class 32: Lock-on range is limited to 9 maximum. Treat as Class 26 (Desert) for possible equipment failure due to radiation damage. Infantry cannot survive. Vehicles without Hostile Environment Modifications cannot survive.

(this is not really rules Errata, but was part of a separate question that I felt had merit and should be considered official for inclusion.)

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Page 55 Infantry Heavy Weapons.
Ballistic level 4

Add: (Indirect Fire)  and Ammo: 3

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Page 32; Table 13-  T.A.R. (Target Aquisition Array) should read

T.A.R. (Target Aquisition Relay)

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Page 12, Table 3; (See Decoy Flare, page XX for details)

Should be; (...page 33...)

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Formula Rounding Revision:

ALL uneven values round up unless stated specifically to round down.   

Only the final answer/total of the formula should round.

[size=75](this should eliminate all confusion on this issue)[/size]

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Page 40 Infantry Compartment
(See Infantry Construction Section, page XX of these rules for Loading and Unloading of Infantry.)


This should be "See Infantry Transport, Page 10 for loading and unloading infantry".

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Clarification: Armor types may not be combined when constructing a unit.  Thus you cannot have Crystal Reinforced Superior Alloy.

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Clarification:  Reduced Range

The -2 penalty imposed by reduced range should subtract from the highest number of the range band and work backwards. In some cases this can completely eliminate the long and middle ranges. 

So if you have a RANGE 3 weapon, the range band would look thus: 1-3/ 4-6/ 7-9...applying the Reduced Range penalty changes it to 1-3/ 4-6/ 7.

For a RANGE 2 weapon, the penalty would result in a range band of 1-2/ 3-4/ - (long range eliminated).


A RANGE 1 weapon would end up as 1/ - / - (literaly a single hex) similar to a melee weapon in range.

____________________________________
Why do Melee Weapons have a Range of 1 hex? 

The thinking was that melee combat is not static. Units are moving around each other like boxers or martial artists.  The weapon itself is useful only when literally nose to nose, but for purposes of actual combat the one hex was felt to be more appropriate.

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The Movement Modifiers to lock-on become modifiers to DMG rolls instead, the + and - reversing of course.

For each turn that a unit attempts to lock-on to the same target, that unit gains a cumulative -1 to their lock-on roll.  Should the attacking unit suffer a stability failure or be engaged in melee combat then this cumulative modifier resets to zero (0).  This modifier does not apply to indirect fire or melee combat.

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OFFICIAL ADDED CONTENT

Artillery (Addition to existing trait description)

A weapon with the Artillery trait has its range multiplied by six (6) whether it is a missile or shell based weapon.

Off-board Artillery units firing at units in the current battle area (game board) do so at a +5 modifier to their “lock-on” attempt. If using LOS to hit option rule (melee combat targeting Page 21), then the modifier is applied to the “to hit” roll. Should the artillery miss its intended target, it is subject to drift equal to 1d6 for direction, 1d12 for distance. Any unit within the final drift hex, friend or foe, is subject to damage as normal. The artillery unit's range to the game board must be recorded on the unit sheet prior to firing for purposes of determining if it may be subject to counter-battery fire.

An artillery unit may attempt counter-battery fire against enemy artillery off-board at a reduced lock-on modifier of +4 to their "lock-on" roll if the enemy is within range.

This trait also allows the artillery weapon to engage units in the Upper Atmosphere such as descending dropships.

Hard Point Modifier changed to x4

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OFFICIAL CONTENT ADDITION

Defensive Equipment (Addition)

Not usable by Structures/ Buildings or Infantry Units

Transformable-
The unit is able to transform between two unit types. Its “base” unit and an alternative “unit”. The transformation process takes one (1) turn to complete, during which time the unit may not undertake any action other than movement at one-half (½) its base unit MP.

To utilize this unit modification equipment, two units are designed with record sheets filled out for each. One unit is designated as the “base” unit, the other as the alternate unit. These units may be of any type other than structures or infantry, though they must be of different types from each other and of the same unit size.
(ie. You could design a size 5 mecha base unit and size 5 armored vehicle alternate unit, but not an armored vehicle base unit and an armored vehicle alternate unit. Nor could you design a size 5 mecha unit and a size 3 armored vehicle.)

When determining Equipment Modules (EM) and Hardpoints (HP), the lower unit values are used for both units. Movement Points (MP) may vary between unit types and is determined as normal for each.
The Armor Rating (AR) is averaged between the units with any fraction rounded up to the nearest whole number. All weapons and equipment must be the same for each unit though locations may differ. Equipment that is restricted for one type of unit but not the other may be used, though only when in the unit configuration that allows such equipment to be used.

Weapon Arcs are generally the same between units; forward hull to forward fuselage to front of mecha and so forth. Weapons in a turret are considered to be forward firing if in a form that does not allow turrets to be used. Weapons on arms of mecha are considered to be forward firing or rearward firing as designated at the time of design for the other unit type.

Damage to AR and equipment is tracked on each record sheet. When transforming from one unit type with damaged armor to the other unit type, the unit regains one (1) point to its AR once only, representing the different surfaces that were unexposed replacing some of the damaged surfaces that had been exposed.
(ie. An armored vehicle with an AR of 5 suffers 3 points of AR damage. It changes to its alternate form of a mecha, regaining one AR point to bring its total up to 3 from 2. It then suffers another 2 points of damage, reducing its AR to 1. It transforms back to its armored vehicle form but does not regain any armor points, remaining with an AR of 1.)

Cost:   25% of base Equipment Modules (EM)
Offensive Rating:  +2
Defensive Rating: +4

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The organic mount's limitations say "Ocean/ Deep water or".
Or what?

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Personal Mounts-
Each trooper in the squad is issued a personal mount, either organic or mechanical in nature.  Organic mounts can be horses, giant birds, sea creatures, or the like. Flying creatures are excluded from this due to things like saddles and such interfering with the ability of the creatures to fly.  Mechanical mounts can be motorcycles, hover bikes, ski-doos, and the like.  Again, actual flight type vehicles are excluded since this is covered under separate equipment…and no politician cares to spend that much money just to equip some uneducated grunt.   Both types of mounts are listed below with their advantages and disadvantages.

    Organic Mount   
    MP x3       
    Thermal Signature +1        
    Terrain Limitations: Ocean/ Deep water or Any Land   
    EM Cost: 1   
    Offensive Modifier: +1

    Mechanical Mount   
    MP x5   
    Thermal Signature +2        
    Terrain Limitations: Ocean/ Deep water, Heavy Forest, River, and Any Swamp or Any Land       
    EM Cost: 2   
    Offensive Modifier: +2

Basically: The Terrain limitations are what the mount can access. So if an Organic Mount is aquatic it is obviously limited to aquatic terrain. Or a horse...is limited to any Land. Why not swamp too? While it is possible to traverse a swamp on a horse...it is far FAR more trouble than it is worth...and is faster on foot or by boat. (I grew up riding before I could actually walk so have a bit of first hand experience on this one.) Hope that helps. smile

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go0gleplex post_id=42227 time=1629233437 user_id=95 wrote:

Personal Mounts-
Each trooper in the squad is issued a personal mount, either organic or mechanical in nature.  Organic mounts can be horses, giant birds, sea creatures, or the like. Flying creatures are excluded from this due to things like saddles and such interfering with the ability of the creatures to fly.  Mechanical mounts can be motorcycles, hover bikes, ski-doos, and the like.  Again, actual flight type vehicles are excluded since this is covered under separate equipment…and no politician cares to spend that much money just to equip some uneducated grunt.   Both types of mounts are listed below with their advantages and disadvantages.

    Organic Mount   
    MP x3       
    Thermal Signature +1        
    Terrain Limitations: Ocean/ Deep water or Any Land   
    EM Cost: 1   
    Offensive Modifier: +1

    Mechanical Mount   
    MP x5   
    Thermal Signature +2        
    Terrain Limitations: Ocean/ Deep water, Heavy Forest, River, and Any Swamp or Any Land       
    EM Cost: 2   
    Offensive Modifier: +2

Basically: The Terrain limitations are what the mount can access. So if an Organic Mount is aquatic it is obviously limited to aquatic terrain. Or a horse...is limited to any Land. Why not swamp too? While it is possible to traverse a swamp on a horse...it is far FAR more trouble than it is worth...and is faster on foot or by boat. (I grew up riding before I could actually walk so have a bit of first hand experience on this one.) Hope that helps. smile

It really does, thank you! Even tho you sure took your sweet time to answer!  tongue

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A clarification on mechanical mounts, does this mean i can pick Ocean/Deep Water OR Heavy Forest OR River and Any Swamp OR Any Land? because that Oxford comma is confusing me

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It is the common sense rule. If you have a speeder/hover bike for instance then it will be able to deal with any of the listed terrain. If you have a jet ski then obviously it will only be able to access Ocean/River and possibly open swamp (though there may be a risk of being fouled by weeds and such). A tracked type of mount would have difficulty with anything but open terrain. In short, it depends on what type of mechanical mount is being created in how the terrain restrictions are specifically applied.

The rules were written to be generally flexible rather than rigidly defined so folks could model what units they want with a bit of ingenuity on their part and less of a catalog of a unit section. smile

(as to the late reply: I've been dealing with a cheating spouse and subsequent divorce/custody battle, holding down multiple jobs, multiple immediate family deaths, and am now battling cancer and insanely high bills these last six years. So my priorities have been a bit demanding. wink )

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Oh gee, I hope everything goes splendidly for you despite all these setbacks, many thanks for having found the time to reply to me!!!