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Author Topic: Tactical Operations - 6 December 2019 (v3.03)  (Read 54730 times)

Xotl

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Tactical Operations - 6 December 2019 (v3.03)
« on: 13 April 2012, 14:43:14 »
NOTE: This thread was for the original, single-volume, edition of Tactical Operations.  New threads have been established for the two-volume split reprint.
Advanced Rules: https://bg.battletech.com/forums/index.php?topic=69700.0
Advanced Units & Equipment: https://bg.battletech.com/forums/index.php?topic=69701.0



This thread is for all issues and problems with Tactical Operations.

Product Link: http://bg.battletech.com/?wpsc-product=tactical-operations

There were three main revisions of Tactical Operations - be sure to cite which release you're working from:
2008 - first printing (Wizkids)
2012 - second printing (Topps)
2018 - third "printing" (Topps: retro art cover).  This release was PDF only.  However, it was mistakenly made using the build files from the first printing.  As such, it is essentially the first printing with second-to-third printing errata on top, and thus is missing everything that was fixed in the first-to-second printing (which is a lot).  I cannot recommend using this as a source: instead, either use the second printing with the final 3.03 errata document, or get the new two-volume TacOps re-release.

Current errata version is 3.03, and can be found here:
https://bg.battletech.com/errata/

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: 31 July 2020, 21:07:41 by Xotl »
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MrKiasu

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Re: Tactical Operations - 13 April 2012 Update (3.0)
« Reply #1 on: 13 April 2012, 15:40:09 »
Errata for Errata?

Page 33) Combat Vehicle Fuel Cell:

New text is "Introduced: circa 2470 (Terran Alliance [Primitive]); 2470 (Terran Hegemony [Modern])"

I assume, based on the old text, that the primitive date should be 2046.


Xotl: noted, thanks!
« Last Edit: 30 August 2012, 18:02:02 by Xotl »

jymset

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Re: Tactical Operations - 13 April 2012 Update (3.0)
« Reply #2 on: 13 April 2012, 19:24:59 »
Battle Armor Combat Data (p. 412) - p. 51 of errata PDF

Missing info for the "Ammo (Weight per ton)" column. This will be on the right of the table and reads as follows:

Angel ECM: NA
BA LB-X AC: 4 kg (10)
BA Tube Artillery: 15 kg (2)
Heavy Flamer: 1 kg (10)
Laser-Reflective Armor: NA
Reactive Armor Armor: NA


Xotl: noted, thanks!
« Last Edit: 30 August 2012, 18:02:11 by Xotl »
On CGL writing: Caught between a writer's block and a Herb place. (cray)

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MadCapellan

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Re: Tactical Operations - 13 April 2012 Update (3.0)
« Reply #3 on: 14 April 2012, 03:36:43 »
Xotl,

You, myself, Moonsword, Randall & Joel had discussed eliminating the -4 immobile target bonus for area-effect mortar rounds, and it was my understanding it was agreed upon, but it doesn't seem to appear in this errata.  Could you see to it that it is added?  I can forward all the relevent emails to you again if necessary.


Xotl: noted, thanks!
« Last Edit: 30 August 2012, 18:02:19 by Xotl »

BritMech

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Re: Tactical Operations - 13 April 2012 Update (3.0)
« Reply #4 on: 14 April 2012, 22:47:47 »
2008 printing. Checked Errata. Bay Personnel Table is missing from the Compiled Tables at the end of the book.


Xotl: noted, thanks!
« Last Edit: 30 August 2012, 18:02:29 by Xotl »

sillybrit

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Re: Tactical Operations - 13 April 2012 Update (3.0)
« Reply #5 on: 20 April 2012, 20:53:28 »
Specialist Munitions for Battle Armor Grenade Launchers.

On p41-42:

* Chaff Grenades (p. 363)
Change the header in the first bar from “Chaff Grenades” to “Chaff Grenades [VGL]”


* Incendiary Grenades (p. 364)
Change the header in the first bar from “Incendiary Grenades” to “Incendiary Grenades [BA GL/VGL]”


* Smoke Grenades (p. 364)
Change the header in the first bar from “Smoke Grenades” to “Smoke Grenades [BA GL/VGL]”


However, on p52:

4) “Grenade Launcher (Vehicular): change the row name to “Grenade Launcher”, and under the “Used By (Weapon)” column change the Chaff and Smoke entries from “VGL” to “BAGL, VGL”.

So what are the specialist grenades that can be fired from Battle Armor Grenade Launchers: Incendiary and Smoke as per p41-42, or Chaff and Smoke as per p52?
« Last Edit: 31 August 2012, 11:56:09 by Xotl »

jymset

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Re: Tactical Operations - 13 April 2012 Update (3.0)
« Reply #6 on: 20 April 2012, 21:58:13 »
p52:

4) “Grenade Launcher (Vehicular): change the row name to “Grenade Launcher”, and under the “Used By (Weapon)” column change the Chaff and Smoke entries from “VGL” to “BAGL, VGL”.

This is in error and should be changed to:

4) “Grenade Launcher (Vehicular): change the row name to “Grenade Launcher”, and under the “Used By (Weapon)” column change the Incendiary and Smoke entries from “VGL” to “BAGL, VGL”.


Xotl: noted, thanks!
« Last Edit: 30 August 2012, 18:02:39 by Xotl »
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Xotl

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Re: Tactical Operations - 25 April 2012 Update (3.01)
« Reply #7 on: 25 April 2012, 12:58:55 »
3.01 released, containing several error fixes and adding a few clarifications made since the original 13 April release (and shrinking the watermark).  Thanks for the extra sets of eyes - your corrections made it to the reprint.
« Last Edit: 30 August 2012, 18:02:51 by Xotl »
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BirdofPrey

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Re: Tactical Operations - 25 April 2012 Update (3.01)
« Reply #8 on: 25 April 2012, 17:15:54 »
Shouldn't the addition of TAG infantry note that 2 TAG troopers are required per squad?


Xotl: noted on p. 341, thanks!
« Last Edit: 30 August 2012, 18:50:15 by Xotl »

Neufeld

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Re: Tactical Operations - 25 April 2012 Update (3.01)
« Reply #9 on: 26 April 2012, 15:55:13 »
Tactical Operations, 2010 version (+ errata), page 380:

Calculating BV for modular armor says:
"Modular Armor: Modular Armor increases the total armor carried. Include this additional armor when calculating the
Defensive Battle Rating using the Armor Type Modifier for the armor fitted in the same location as the modular armor."

However, it does not say anything if the speed reduction from modular armor affect, or not, the calculation of the Defensive factor, and the Offensive Speed Factor.

Suggested solution:
Clarify the issue.
« Last Edit: 30 August 2012, 18:03:06 by Xotl »

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Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #10 on: 26 April 2012, 21:46:28 »
3.02 update released with a handful of minor updates and corrections.  A list detailing all the updates made since 3.0 is available below:

http://dl.dropbox.com/u/357573/TacOps%20-%20Last%20Minute%20Corrections%2026%20April.doc

These will all appear in the new printing.  Thanks again.


Anything reported after this is new errata for the new printing.
« Last Edit: 31 May 2012, 17:00:27 by Xotl »
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chanman

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #11 on: 28 April 2012, 21:07:25 »
Page 15, the House Liao (Capellan Confederation) Tech Rating is D

Is this correct, or should it be E like the other Great Houses?
This is from the 2008 CGL PDF
« Last Edit: 28 April 2012, 21:08:56 by chanman »

mbear

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #12 on: 11 May 2012, 12:32:42 »
PDF released 5/10/2012

page 390, index, X section, misspelled word:

Quote
Xenoplanetary condition-trained troups,

Should be
Quote
Xenoplanetary condition-trained troops,
Be the Loremaster:

Battletech transport rules take a very feline approach to moving troops in a combat zone: If they fits, they ships.

You bought the box set and are ready to expand your BT experience. Now what? (Thanks Sartis!)

sillybrit

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #13 on: 24 May 2012, 17:25:26 »
TacOps 2nd printing, 3rd release, p374:

Flare Mortars currently are listed as "Flare Mortars [’Mech Mortars]", but as per this entry from the v3.02 errata p44, flare ammunition should be available for Battle Armor mortars as well:

Quote
* Flare Mortars (p. 374)
Change the header in the first bar from “Flare Mortars” to “Flare Mortars [BA Mortar/’Mech Mortar]”

Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #14 on: 30 May 2012, 14:05:45 »
Third Release, p. 299, CASE II

New corrected text, Game Rules, first paragraph:

"When ammunition protected by CASE II explodes (including any ammunition-like explosions, such as critical hits to Gauss weapons), only 1 point of internal damage is inflicted to the location (with the normal chance of critical effects), while any remaining damage is applied to the location’s rear armor. If the location is a limb, remove all remaining armor in the location, or half the location's total original armor, whichever is less. Any remaining damage from the explosion does not transfer after that. (For fighters, CASE II reduces ammunition explosion effects against such units—such as described on p. 161, TW—to 1 point against the unit’s SI.) Furthermore, for any critical hits rolled up as a result of an ammunition explosion vented by CASE II, the controlling player rolls 2D6 again for each one, and disregards the critical effects on a result of 8+. Otherwise, the critical hit applies as normal. Critical hits on slots occupied by the CASE II itself have no effect and should be re-rolled."

And delete the third paragraph ("In the case of an explosion in an arm or leg...")
« Last Edit: 04 July 2012, 05:11:58 by Xotl »
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A. Lurker

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #15 on: 14 June 2012, 11:30:22 »
According to this post by Welshman back in January, the "Airborne Targeting" rules on pp. 180/181 should apply only to airborne aerospace units while airborne ground units like VTOLs use the standard artillery targeting rules (and would thus, incidentally, be able to fire non-Arrow IV artillery weapons while airborne). If true, this would need to be spelled out in the actual rules text, which currently doesn't make that distinction.

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #16 on: 01 July 2012, 17:19:52 »
Handheld weapons game rules, p. 316 in Tactical Operations and pp. 34/35 in the v3.02 errata document:

At the moment, we seem to technically have both rules telling us how to resolve physical attacks with a handheld weapon...and a rule that forbids ever actually performing such an attack. To wit, point 3 in the Game Rules errata of that document spells out to resolve such attacks as basically club attacks if indeed they ever happen -- yet the list of physical attacks actually allowed while carrying a handheld weapon, in both the original text and point 2 of the same errata, is explicitly limited to "a charge, Death From Above or kick". No mention of clubs or indeed physical attacks with the handheld weapon at all at that point.

Suggestion: Add physical attacks with the handheld weapon to the list of physical attacks allowed while carrying it. :)

SCC

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #17 on: 08 July 2012, 00:25:46 »
This is the best place I could find to put this

TacticalOperations_RecordSheets_and_CompiledTables.pdf
Exact printing unknown, internal copyright is dated 2008 and my copy has a creation date of 21/10/2010
Page 6, Advanced V.T.O.L. Record Sheet
The record sheet has sufficient Internal Structure circles for a Super Heavy vehicle of this class but only had normal left/right IS/armor set up and not the super heavy front and rear left/right arangment
Note: this PDF no longer appears to be downloadable

PS: the Rules, Errata Index, and Official Errata Link thread link still points to the old thread and needs updating

Moonsword

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #18 on: 08 July 2012, 09:52:58 »
Something got left out of the errata document.

* Super-Heavy Vehicles (p. 378)
First column, last paragraph.  Change
"All Super-Heavy Combat Vehicles use the Super-Heavy Vehicle Hit Locations Table, and must apply armor and structure to 6 facings (plus any rotors or mounted turrets) rather than 4." to
"All Super-Heavy Combat Vehicles apart from VTOLs use the Super-Heavy Vehicle Hit Locations Table, and must apply armor and structure to 6 facings (plus any mounted turrets) rather than 4."


Xotl: added to the first post; thanks!
« Last Edit: 08 July 2012, 17:42:54 by Xotl »

jymset

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #19 on: 14 August 2012, 06:19:32 »
Incomplete errata for 2012 printing: the table on p. 239 now lists the maximum mass of Satellites as 300 tons, but the table on p. 241 lacks that change.

Errata suggestion:

Advanced Support Vehicle Weight Table, p. 241
Satellite (Large) line
change "Weight Range" from "100.5 - 200" to "100.5 - 300"


Xotl: added to the first post; thanks!
« Last Edit: 21 August 2012, 00:07:06 by Xotl »
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jymset

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #20 on: 14 August 2012, 06:41:40 »
While on topic...

Satellite Record Sheet, p. 398
Delete the "Heat Data" box entirely.

Explanation: The Heat Data is similar to that on DropShips, etc. But Satellites are a sub-type of Support Vehicle and thus abide the 0-sum heat rules for vehicles. In this they work differently to other Aero/Space units and don't need to track heat sinks. The application of this construction maxim for Sats is explicitly stated on p. 251: "This applies to all advanced Support Vehicle types, even those that function as aerospace units (such as Airships and Satellites)."


Xotl: added to the first post; thanks!
« Last Edit: 21 August 2012, 00:07:15 by Xotl »
On CGL writing: Caught between a writer's block and a Herb place. (cray)

Nicest writing compliment ever: I know [redacted] doesn't like continuity porn, but I do, and you sir, write some great continuity porn! (MadCapellan)

3055 rocks! Did so when I was a n00b, does so now.

Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #21 on: 01 September 2012, 16:01:35 »
Completely replace the Game Text of the following two Mortar Ammunition entries as follows:

Airburst Mortars (p. 373)
“Airburst Mortars are area-effect weapons that are fired at a hex, rather than at a target unit. Airburst Mortars inflict 1 damage point per shell to all targets in the hex, and deliver their damage in 1-point clusters (conventional infantry treat Airburst Mortars as a burst-fire weapon that delivers 1D6 ÷ 2 damage per shell). Only units inside buildings avoid this damage (though the building itself suffers damage to its CF). Each shell of Airburst Mortar ammunition inflicts 2 points of damage in an ammunition explosion (multiplied as normal by the mortar rack’s size and the total number of unfired rounds). Under no circumstances do Airburst Mortars apply the –4 immobile target to-hit modifier.”

Anti-Personnel (AP) Mortars (p. 374)
“Anti-Personnel (AP) Mortars inflict 1D6 burst-fire damage points (rounded up) per shell to conventional infantry units (for example, a full flight of 8 AP Mortars delivers 8D6 damage to a conventional infantry platoon). Against all other units, AP Mortars inflict 1 damage point per shell, applied in 1-point clusters. Each shell of AP Mortar ammunition inflicts 1 point of damage in an ammunition explosion (multiplied as normal by the mortar rack’s size and the total number of unfired rounds).”
« Last Edit: 02 January 2013, 18:29:35 by Xotl »
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Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #22 on: 06 September 2012, 15:23:57 »
PDF, Third Release, p. 352:

Flak Autocannon Ammo, Game Rules
"Against all other units—including battle armored infantry and grounded aerospace units—flak AC ammo inflicts half its normal rated damage.
Change to:
"Against all other units—including battle armored infantry and grounded aerospace units—flak AC ammo inflicts half its normal rated damage (round up)."

« Last Edit: 13 September 2012, 12:35:57 by Xotl »
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Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #23 on: 11 September 2012, 18:58:25 »
PDF, Third Release

p. 80, Glancing Blow,
Under "Convention Infantry"
Change "Mech scale" to "’Mech-scale"

p. 308, Advanced Engine Master Table
Adjust the * footnote as follows:

Fighter slots (if applicable) are located in the rear, with any extras divided evenly among the side wings.
Change to:
Fighter slots (if applicable) must be located in the rear.
« Last Edit: 07 October 2012, 16:19:03 by Xotl »
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Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #24 on: 11 September 2012, 19:02:05 »
PDF, Third Release, p. 306, Drone (Remote) Operating Systems, last paragraph:

Modifiers to Piloting Skill checks from Small Cockpits are ignored.
Change to:
Modifiers to Piloting Skill checks from Small and Torso-Mounted Cockpits are ignored.
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Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #25 on: 12 September 2012, 15:16:33 »
PDF, Third Release, p. 350, VTOL Mast Mount, Game Rules, first paragraph, second sentence:

"(if using the Mast to spot for itself, treat the Mast as a separate, non-firing unit doing the spotting). even if the unit with the Mast Mount is hovering just behind the highest level of a hill, building or other obstruction that would otherwise block its line of sight."
Change to:
"(if using the Mast to spot for itself, treat the Mast as a separate, non-firing unit doing the spotting; apply the unit's movement modifier once, and then add the Indirect modifier), even if the unit with the Mast Mount is hovering just behind the highest level of a hill, building or other obstruction that would otherwise block its line of sight. The Mast Mount does not enable direct-fire over/through cover."
« Last Edit: 13 September 2012, 12:34:24 by Xotl »
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Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #26 on: 21 September 2012, 15:07:46 »
Heavy Weapons & Equipment Construction Table, Developer-Level Errata:
In the Space column for P (ProtoMech), change the following items from "NA" to "1":

Chemical Laser, Large
« Last Edit: 25 September 2012, 09:40:20 by Xotl »
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Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #27 on: 23 September 2012, 15:42:57 »
PDF, third release, p. 377, third paragraph.

At the end of the paragraph, insert the following new sentence:
"A unit may also not mount armor types illegal for that unit type to mount."
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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #28 on: 14 October 2012, 05:30:40 »
PDF, Tactical Operations v3.02 2012-04-26, pg. 48

"BattleMech - jump pack: Change page reference to 292, 293, 380."

There is no mention of BattleMech jump packs on page 380 nor does this errata add any

Suggested fix: add rules for BV calculation for units using BattleMech jump packs on page 380

Xotl

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Re: Tactical Operations - 26 April 2012 Update (3.02)
« Reply #29 on: 17 October 2012, 13:47:18 »
PDF, third release, p. 18, Evading:

"An Evading unit generates 2 Heat Points per turn, in addition to the standard 2 Heat Points for running,"
Change to:
"An Evading unit generates 2 Heat Points per turn, in addition to the Heat Points it would normally generate for running,"
« Last Edit: 31 December 2012, 13:13:09 by Xotl »
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