Author Topic: Interstellar Operations  (Read 2733 times)

Xotl

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Interstellar Operations
« on: 28 January 2016, 18:07:23 »
This thread is for all issues and problems with Interstellar Operations.

Product Link: http://bg.battletech.com/test/core-rulebooks/interstellar-operations/

There is no compiled errata for this product at this time.

Please remember to follow the errata report template when reporting issues.  Thanks.



Developer-Level Errata:
In case of any contradiction, developer-level errata takes precedence over the current errata document.

None.
« Last Edit: 10 February 2016, 21:29:52 by Xotl »
3028-3050 Random Assignment Tables -
Also contains faction deployment & rarity info and Quirk lists.

http://bg.battletech.com/forums/index.php?topic=1219.0

mbear

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Re: Interstellar Operations
« Reply #1 on: 29 January 2016, 10:21:16 »
Interstellar Operations, First PDF release (non-beta), page 73, Remote sensors-Prototype, Game Rules, last sentence:

Quote
(During subsequent End Phases, a sensor will has become inoperative in this fashion will reactivate if its 1D6 roll yields 2 or higher.)

Change to: "(During subsequent End Phases, a sensor that has become inoperative in this fashion will reactivate if its 1D6 roll yields 2 or higher.)"

ScrapYardArmory

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Re: Interstellar Operations
« Reply #2 on: 29 January 2016, 10:49:00 »
Interstellar Operations, First printing.

Page 316, Combat Tactics Section.
First paragraph, second sentence reads,
"The three tactics are Offensive, Defensive and Standard.".

Should be,
"The three tactics are Aggressive, Defensive and Standard.".

Page 316, Combat Tactics Section.
Under Aggressive Tactics paragraph,
"If the roll fails, the Formation reduces any damage it receives by the same multiplier, and the damage it deals is reduced by –0.2"

Should be changed to match the example,
"If the roll fails, the Formation increases any damage it receives by the same multiplier, and the damage it deals is reduced by –0.2."

Page 316, Combat Tactics Section.
Under Aggressive Tactics paragraph, there is a missing period at the end of the paragraph.

Page 319, Moons Section.
"If an engagement occurs a zone with a Moon, the center zone of the engagement map is treated as being Moon and follows all the same rules for Combat Units in the SSRM Central Zone."

Should be,
"If an engagement occurs in a zone with a Moon, the center zone of the engagement map is treated as being the Moon and follows all the same rules for Combat Units in the SSRM Central Zone."

Page 354, Military Phase and Sequence of Events, there is no Supply sub-phase, therefore,
"Training and supply must be resolved before any Military Actions in that Phase."

Should be,
"Training must be resolved before any Military Actions in that Phase."

Page 357, Fortify Section
"A fortified Combat Command reduces the damage it takes by 10 percent for ground."

Should be,

"A fortified Combat Command reduces the damage it takes by 10 percent for ground units."

Page 363, Pacification and Integration Section

"The attacking force must stay on world at least one full Turn (or four ACS turns) to interrupt the pacification."

Should be...

"The attacking force must stay on world at least one full Turn (or eight ACS turns) to interrupt the pacification."
« Last Edit: 31 January 2016, 15:49:20 by ScrapYardArmory »

Maelwys

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Re: Interstellar Operations
« Reply #3 on: 16 February 2016, 16:54:52 »
IO, first Printing.

page 75 under the "Clan Enhanced Imaging Neural Implant"

"The Clans' unique Enhanced Imagining (EI) neural implant"
should be
"The Clans' unique Enhanced Imaging (EI) neural implant"

Page 219
"Enhanced Imagining Interface"
should be
"Enhanced Imaging Interface"

Page 48 lists "Endo-Composite (BattleMech) Structure" and "Superheavy Endo Composite (BattleMech) Structure"

Change "Endo Composite" in the second one to "Endo-Composite" to match how its written in TacOps.

Also a standard need to be set for "Endo Steel" IO lists it as both "Endo Steel" and "Endo-Steel" depending on the section you're reading at the time.

Maelwys

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Re: Interstellar Operations
« Reply #4 on: 23 February 2016, 04:06:03 »
IO, First Printing/PDF

pg 39-40, Universal Technology Table, under the Cockpit Systems section
Both the Combat Neurohelmet and Clan Neurohelmet seem to be missing from the table. Need to be added in.

p. 37
MechWarrior Cooling suit has a Prototype date of ~2680, and a production date of 2500. Star League was good, but not that good. Dates need to be fixed. TO lists 2500 as the date for the suit, so seems the best fix it to change the Prototype date to ~2480.

p. 36
MechWarrior Combat Suit has a prototype date of 2690, a production date of 2790, and a common date of 2520. Common date needs to be set to something after 2790.

Adrian Gideon

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Re: Interstellar Operations
« Reply #5 on: 26 March 2016, 16:14:32 »
IO, First Printing/PDF, Dev errata:

p. 346, SAMPLE FACTION STARTING ABILITIES
Kurita is missing the Superior Black Ops ability.
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pfarland

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Re: Interstellar Operations
« Reply #6 on: 08 April 2016, 05:15:04 »
IO, First Printing/PDF

Pg 350 Economics and Logistics Phase
Capture or loss of worlds (see Worlds Value Table, p. 351,
On Pg 351 (nor anywhere else) is there a "Worlds Value Table"
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Factory Production List and Mega MUL:  http://bg.battletech.com/forums/index.php/topic,35606.0.html

mordel

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Re: Interstellar Operations
« Reply #7 on: 21 April 2016, 13:03:13 »
Interstellar Operations, First printing/PDF

Pg. 40 - Tech Rating for Remote Drone Command Console is listed as D
Pg. 221 - Tech Rating for Remote Drone Command Console is listed as E

Not sure which one is correct, but one of them needs to be updated.

sillybrit

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Re: Interstellar Operations
« Reply #8 on: 22 April 2016, 10:16:16 »
First Printing PDF p130-131, Primitive JumpShip construction:

Step 4: Add Armor - Section is missing how many armor points you actually get, with the answer only found in the example and by comparing with the primitive DropShip construction.

Fix: Add second paragraph to end of Step 4: Add Armor section on p132:

All armor mounted on a Primitive JumpShip—including the “free” armor provided by the vessel’s SI value—must be multiplied by 0.66, rounding down to the nearest whole number.

pheonixstorm

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Re: Interstellar Operations
« Reply #9 on: 27 May 2016, 02:24:39 »
PDF
Artificial Pain Shunt p58
Artificial Pain Shunt All/C XXFF ES

p223
Artificial Pain Shunt IS/Clan C/F-F-F ES / ES

Availability on p58 should match the rating on p223, or FFFF

pheonixstorm

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Re: Interstellar Operations
« Reply #10 on: 29 May 2016, 00:27:43 »
PDF p61
Tandem Charge warheads has (FS) in its production (faction) column but no production date.
So, it needs a production date to go along with the (FS). Availability rating is XXEE so early/mid clan invasion maybe?

Empyrus

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Re: Interstellar Operations
« Reply #11 on: 11 June 2016, 20:52:36 »
First release PDF
Page 101

Problem:
The ProtoMech internal structure and armor table replicates the partially erroneous table from non-errata'd Tech Manual.

Correction:
Arms column should have values 1(2) for rows 3, 4 and 5 rather than 1(4)

Adrian Gideon

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Re: Interstellar Operations
« Reply #12 on: 21 June 2016, 16:42:51 »
p. 353, Creating Combat Commands.

Replace section with the following:

To create a new Combat Command, a player must first determine its composition. Each new Combat Command must have 1 ’Mech regiment (and can have no more than 1 ’Mech regiment), but beyond that, its additional attendant Units need not follow the standard for that Faction. The new Command’s exact composition and Weight dictates its cost. The cost is modified based on the Experience Rating (Green or Regular) of the Command and its Loyalty Rating (Questionable, Reliable or Fanatical). This cost is then doubled if the Command will have attendant JumpShips, which has an effect on the transportation cost for the unit (see Movement, p. 358). Once this total cost is subtracted from the Faction’s remaining Resource Points, the new unit can begin its existence on any world within your Faction except an ‘Other’ world. It is available for immediate use, such as combat and transportation.

Mercenary Combat Commands may not be created by the player Factions using these rules. The gamemaster may, at his own option, decide to create or introduce new mercenary Combat Commands if desired. These forces follow the basic ISW rules.

Joshua wants to raise a new unit on his Capital. He wants it to consist of a single medium ’Mech, two light Aerospace wings, one light Armor regiment, and one infantry regiment. The total cost for this is 54. While he would like this unit to have a higher Experience Rating, the highest quality permitted within the system is Regular, which would double the cost to 108 RP. Joshua considers it adequate for the new unit to have a Reliable Loyalty rating, which 1.5 modifier brings the total to 162 RP. Finally, he intends for this force to be very active, and invests in Attendant JumpShips, which brings the total cost for the new unit to 324 RP.

p. 353, NEW COMBAT COMMAND COST TABLE.

Replace Combat Formation section of the table with:

                                        Cost (RP) by Weight
Combat FormationLightMediumHeavyAssault
BattleMech Regiment*16243040
Aerospace Wing8121524
Armor Regiment8121524
Infantry Regiment6666
Artillery Battalion5555
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God and Davion

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Re: Interstellar Operations
« Reply #13 on: 05 July 2016, 11:53:21 »
Interstellar Operations, First PDF release (non-beta), page 7

Playtesters/Proofers/Fact Checkers, line 5

Instead of Chris Sheldon, Cameron Smith

Change to:

Chris Sheldon, Agustín Sieiro, Cameron Smith
We are back again... but we never forget Albatross

ScrapYardArmory

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Re: Interstellar Operations
« Reply #14 on: 07 August 2016, 14:06:39 »
First Printing

Page 304, Second Paragraph
"Players should be familiarize themselves with these rules prior to playing an ACS scenario."

should be

"Players should familiarize themselves with these rules prior to playing an ACS scenario."

Page 305, First paragraph

"Players use record sheets to track various types of information while playing  Strategic BattleForce."

should be

"Players use record sheets to track various types of information while playing  Abstract Combat System."

S.gage

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Re: Interstellar Operations
« Reply #15 on: 01 September 2016, 08:28:02 »
Two Issues, both from the same table entries:

1. IO pdf, pp. 36-37, "Universal Technology Advancement Table":
"MechWarrior Combat Suit", Production (Faction) = 2790
"MechWarrior Cooling Suit", Production (Faction) = 2500

Ref, TO p. 317, "Conventional Infantry Armor Table", says these are reversed. Which is correct?

2. Whichever was produced in 2500 ["MechWarrior Cooling Suit" is currently written, so I will use it as an example]:
"MechWarrior Cooling Suit", Prototype (Faction) = ~2680, Production (Faction) = 2500 [postdates the production date]

Suggested Change:
Prototype (Faction) = ~2480 [in order to predate the production date by 20 years]

S.gage

Gus

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Re: Interstellar Operations
« Reply #16 on: 05 November 2016, 03:29:42 »
p. 141, Under Shielded Aerospace Smart Robotic Control Systems.

"...As aerospace units, robotic units using a shielded aerospace SRCS are unaffected by ECM mounted on ground units. If the electronic warfare rules from Strategic Operations are in play (see pp. 110-113, SO), these robotic units receive the equivalent benefits of having a Guardian ECM suite, even if they do not actually possess such equipment. This, in turn, enables the shielded aerospace units to make use of the advanced ECM and ECCM rules found there."

There is no mention of SA-SRCS units being immune to interference, as per the original rules on p. 157 Historical: Liberation of Terra I.

Suggest including the sentence "...SA-SRCS equipped units do not suffer from interference like drones mounting ASRCS."

See the post linked below from the Ask the Writers forum.

http://bg.battletech.com/forums/index.php?topic=55210.0

sillybrit

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Re: Interstellar Operations
« Reply #17 on: 06 December 2016, 00:10:13 »
Interstellar Operations, 1st Printing, PDF
p80, Cybernetic Myomer Implants, Dermal Armor

Construction Rules:
Change second paragraph from this:

As with most such augmentations, infantry units and other multi-person crews require all of their members to be equipped with the same full-body implants to receive the benefits. Also, when constructing a conventional infantry unit equipped with dermal armor myomer implants, reduce the crew requirements for all support weapons by 1 (2, if the unit is also equipped with the triple-strength myomer implant), and eliminate the encumbering effects (if any) for such weapons. The minimum crew any infantry weapon may be reduced to is 1.

To this:

As with most such augmentations, infantry units and other multi-person crews require all of their members to be equipped with the same full-body implants to receive the benefits. Also, when constructing a conventional infantry unit equipped with dermal armor myomer implants, reduce the crew requirements for all weapons by 1 (2, if the unit is also equipped with the triple-strength myomer implant), and eliminate the encumbering effects (if any) for such weapons. The minimum crew any infantry weapon may be reduced to is 1. In addition, these platoons may carry up to 3 secondary weapons per squad (4 if the unit is also equipped with the triple-strength myomer implant). Platoons created under these conditions suffer no MP reduction, regardless of the number of secondary weapons carried.


Interstellar Operations, 1st Printing, PDF
p81, Cybernetic Myomer Implants, Triple-Strength

Game Rules:
Remove entire second paragraph that begins "In addition to this,..." from this section.

Construction Rules:
Change second paragraph from this:

As with most such augmentations, infantry units and other multi-person crews require all of their members to be equipped with the same full-body implants to receive the benefits. Also, when constructing a conventional infantry unit equipped with dermal armor myomer implants, reduce the crew requirements for all support weapons by 1 (2, if the unit is also equipped with the triple-strength myomer implant), and eliminate the encumbering effects (if any) for such weapons. The minimum crew any infantry weapon may be reduced to is 1.

To this:

As with most such augmentations, infantry units and other multi-person crews require all of their members to be equipped with the same full-body implants to receive the benefits. Also, when constructing a conventional infantry unit equipped with triple-strength armor myomer implants, reduce the crew requirements for all weapons by 1 (2, if the unit is also equipped with the dermal armor myomer implant), and eliminate the encumbering effects (if any) for such weapons. The minimum crew any infantry weapon may be reduced to is 1. In addition, these platoons may carry up to 3 secondary weapons per squad (4 if the unit is also equipped with the dermal armor myomer implant). Platoons created under these conditions suffer no MP reduction, regardless of the number of secondary weapons carried.

sillybrit

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Re: Interstellar Operations
« Reply #18 on: 06 December 2016, 00:41:55 »
Interstellar Operations, 1st Printing, PDF
p130-131, Step 4: Add Armor

Change first paragraph from this:

Primitive JumpShips use the rules and limits for standard JumpShips when computing their armor values (see p. 152, SO), but may not mount any of the advanced armor types such as improved ferro-aluminum, ferro-carbide, or lamellor ferro-carbide. This means that the maximum tonnage of armor a Primitive JumpShip may carry is equal to the ship’s SI tonnage, divided by 12 (rounded down to the nearest half ton). In addition to this, as with modern JumpShips, Primitive JumpShips will receive additional “weight-free” armor points per facing, based on their structural integrity values.

To this:

Primitive JumpShips use the rules and limits for standard WarShips when computing their armor values (see p. 152, SO), and may not mount any of the advanced armor types such as improved ferro-aluminum, ferro-carbide, or lamellor ferro-carbide. This means that the maximum tonnage of armor a Primitive JumpShip may carry is equal to the ship’s SI tonnage, divided by 50 (rounded down to the nearest half ton). In addition to this, as with modern WarShips, Primitive JumpShips will receive additional “weight-free” armor points per facing, based on their structural integrity values. All armor mounted on a Primitive JumpShip—including the “free” armor provided by the vessel’s structural integrity value—must be multiplied by 0.66, rounding down to the nearest whole number.

Change the Armor example on p131 from this:

Reviewing the Advanced Aerospace Unit Armor Table let’s David know that he could assign a maximum of 83 tons of standard armor to his ship [1,000 (SI mass) ÷ 12 = 83.33, rounded down to 83]. He does not believe he’ll need anything close to that, and so decides he’s going to assign only 69 tons of Primitive armor.
Before placing the armor, he first determines how much “weight-free” armor the Aquilla will receive in addition to this, which is 1 point of capital-scale armor per facing, for a total of 6 points [10 (SI) ÷ 10 = 1 per facing; 6 facings x 1 point per facing = 6 points].
David then multiplies the 69 tons of armor he has opted for by the standard Advanced Aerospace Unit Armor Weights for a 100,000-ton Inner Sphere JumpShip using standard armor, and finds that this yields 55 armor points [69 (armor tonnage) x 0.8 (standard armor for a 100,000 vessel) = 55.2, rounding down to 55]. He then adds the free 6 points to 55 for a total of 61. Multiplying this total armor value by the Primitive armor factor of 0.66, he finds he has 40 armor points to allocate [61 (non-Primitive armor points) x .66 (Primitive armor factor) = 40.26, rounding down to 40].
He thus assigns this armor as follows: 9 to the nose, 7 to each fore-side, 6 to each aft-side and 5 to the aft.
This leaves a running total of 66,909 tons.


To this:

Reviewing the Advanced Aerospace Unit Armor Table let’s David know that he could assign a maximum of 20 tons of standard armor to his ship [1,000 (SI mass) ÷ 50 = 20, no rounding required]. Even though this is a low amount, he decides he’s going to assign only 19 tons of Primitive armor.
Before placing the armor, he first determines how much “weight-free” armor the Aquilla will receive in addition to this, which is 1 point of capital-scale armor per facing, for a total of 6 points [10 (SI) ÷ 10 = 1 per facing; 6 facings x 1 point per facing = 6 points].
David then multiplies the 19 tons of armor he has opted for by the standard Advanced Aerospace Unit Armor Weights for a 100,000-ton Inner Sphere WarShip using standard armor, and finds that this yields 15 armor points [19 (armor tonnage) x 0.8 (standard armor for a 100,000 vessel) = 15.2, rounded down to 15]. He then adds the free 6 points to 16 for a total of 21. Multiplying this total armor value by the Primitive armor factor of 0.66, he finds he has 13 armor points to allocate [21 (non-Primitive armor points) x .66 (Primitive armor factor) = 13.86, rounding down to 13].
He thus assigns this armor as follows: 3 to the nose, 2 to each fore-side, 2 to each aft-side and 2 to the aft.
This leaves a running total of 66,859 tons.


p131, Step 5: Complete Record Sheet

Change the last two paragraphs of the Complete Record Sheet example on p131 from this:

David then adds 20 escape pods, at 7 tons a piece, for a total of 140 tons. All of this gives him a running total of 79,798.
Finally, David takes the remaining tonnage and assigns it into 2 cargo bays of 10,101 tons each, with a single door for each cargo bay.


To this:

David then adds 20 escape pods, at 7 tons a piece, for a total of 140 tons. All of this gives him a running total of 79,748.
Finally, David takes the remaining tonnage and assigns it into 2 cargo bays of 10,126 tons each, with a single door for each cargo bay.
« Last Edit: 10 January 2017, 23:02:58 by sillybrit »

sillybrit

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Re: Interstellar Operations
« Reply #19 on: 06 December 2016, 01:41:43 »
Interstellar Operations, 1st Printing, PDF
p128, Primitive JumpShip Construction

Change first sentence of third paragraph from this:

Constructing a Primitive JumpShip (or WarShip) uses the standard rules given for WarShip construction in Strategic Operations (see pp. 142-161, TO), with the changes outlined below.

To this:

Constructing a Primitive JumpShip (or WarShip) uses the standard rules given for WarShip construction in Strategic Operations (see pp. 142-161, SO), including determining costs, with the changes outlined below.

Interstellar Operations, 1st Printing, PDF
p187, Primitive Units and RetroTech (Multiple Eras)

Primitive Aerospace Small and Large Craft
Change from this:

Aside from the primitive prototype versions of the K-F Boom and Docking Collars found under Primitive Prototype Equipment (see pp. 117-120), the costs for all of the primitive forms of the various aerospace unit types that are larger than aerospace fighters (including small craft, DropShips, JumpShips, space stations, and WarShips) may be computed as normal for those unit types.
Even though primitive core aerospace components, such as jump drives and sails, are substantially different from their modern forms, many of these feature weight modifications and such that impact costs by default, and thus require no additional modification. Additionally, for cost purposes, all Primitive K-F jump drives are treated compact-core drives, rather than standard-core drives.


To this:

Aside from the primitive prototype versions of the K-F Boom and Docking Collars found under Primitive Prototype Equipment (see pp. 117-120), the costs for all of the primitive forms of the various aerospace unit types that are larger than aerospace fighters (including small craft, DropShips, and space stations) may be computed as normal for those unit types, with Primitive JumpShips computed as modern WarShips.
Even though primitive core aerospace components, such as jump drives and sails, are substantially different from their modern forms, many of these feature weight modifications and such that impact costs by default, and thus require no additional modification. Additionally, for cost purposes, all Primitive K-F jump drives and components are treated as modern WarShip drives and components, including K-F drive support systems, rather than modern JumpShip drives and components.

jymset

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Re: Interstellar Operations
« Reply #20 on: 08 January 2017, 04:58:35 »
IO, First Printing/PDF, Dev errata:

p. 33, "Common:"

Cut the following sentence - "In terms of game rules, Common items may be considered Tournament Legal."
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jymset

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Re: Interstellar Operations
« Reply #21 on: 08 January 2017, 06:43:20 »
IO, First Printing/PDF, Dev errata:

p. 41, "Fire Control and Targeting Systems"

In the Apollo MRM FCS line, replace the "—" in the "Common" column with "3097" and add "330, TO" to the "Page Reference" column (erroneously left blank atm).
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pheonixstorm

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Re: Interstellar Operations
« Reply #22 on: 20 February 2017, 09:33:23 »
PDF p37

Armor Kit (SLDF)
Incorrect book/page reference, it should read 195, ATOWC

Sartris

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Re: Interstellar Operations
« Reply #23 on: 21 February 2017, 00:26:37 »
PDF, 1st printing

Pg 46, Univeral Technology Advancement Table

the NARC's return date is listed as 3055(FS/LC)* but the Common date is 3049.

Change: change the return date to 3035(FW)* as it is listed in TechManual

The_Livewire

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Re: Interstellar Operations
« Reply #24 on: 10 March 2017, 18:19:44 »
PDF first printing

Enhanced PPC PG 46 table says Ret: 3080 (EI)

Text Pg 95 does not list return date.
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Re: Interstellar Operations
« Reply #25 on: 17 April 2017, 22:24:10 »
PDF p186

Quote
Thus, the cost for 10 tons of prototype
ferro-fibrous armor would be 600,000 C-bills (60,000 x 10 = 750,000).

Pretty sure that should read
Quote
Thus, the cost for 10 tons of prototype
ferro-fibrous armor would be 600,000 C-bills (60,000 x 10 = 600,000).