BattleTech - The Board Game of Armored Combat

Catalyst Game Labs => BattleTech Game Errata => Topic started by: Xotl on 17 May 2011, 08:10:06

Title: A Time of War - 6 June 2022 (v3.0)
Post by: Xotl on 17 May 2011, 08:10:06
This thread is for all issues and problems with A Time of War.

Product Link: http://bg.battletech.com/?wpsc-product=a-time-of-war-the-battletech-rpg

Current errata version is 3.0, and can be found here:
https://bg.battletech.com/errata/

There are two main revisions of A Time of War - be sure to cite which release you're working from:
2010 - first printing (Wizkids)
2015 - second printing (Topps - PDF released 2014)

Please remember to follow the errata report template (http://bg.battletech.com/forums/index.php/topic,2412.msg171290.html#msg171290) when reporting issues.  Thanks.



Developer-Level Errata
In case of any contradiction, developer-level errata takes precedence over the current errata document.
Title: Re: A Time Of War
Post by: JoustWilliams82 on 30 August 2011, 16:29:54
I have a print copy of A Time of War. I can't find any listing of what edition it is but it is listed as ©2010 The Topps Company, Inc. (as opposed to the WizKids copyright I've seen in my friends' pdfs).  Page 155. The third line of the second paragraph in the description of the Surgery Skill reads:
"As a general rule of thumb, the Surgery Skill should not be used on characters who have suffered less than half of their total number of hit points in damage, or who have sustained any single injury greater than half the character's BOD score (rounded down, if individual injuries are being tracked)."

I assume (I could be wrong) that the idea here is that the medtech skill should be applied to lesser wounds; while the surgery skill should be applied to more severe wounds, if that is the case shouldn't it read:

"As a general rule of thumb, the Surgery Skill should not be used on characters who have suffered less than half of their total number of hit points in damage, or who haven't sustained any single injury greater than half the character's BOD score (rounded down, if individual injuries are being tracked)."

Title: Re: A Time Of War
Post by: Runeslinger on 10 November 2011, 05:54:30
This is from the most current release of the pdf of A Time of War, as well as the 2010 Hard Cover printing by the Topps Company.


The text is on page 238 of both the print edition and the pdf in the section on Shifting Gravity (mid page, left column)

The text cites a rule on p35 of Strategic Operations, but the referenced rule is actually on p36.

Quote
Shifting Gravity (Acceleration)
  Page 35 of Strategic Operations addresses the risks of very high, sustained accelerations, but does not address the common tactic of spacecraft crew to rapidly maneuver when boarded, throwing unprepared occupants around with unanticipated G-forces.

The citation should be:  "Page 36 of Strategic Operations addresses the risks..."
Title: Re: A Time Of War
Post by: Frabby on 30 March 2012, 04:49:52
2010 print edition, p. 346
In the italicized text on the left column discusses the fluffing of a world for which little if any canonical data exists. The example world used is a Marian Hegemony world called Balalaba in the first instance of its naming (2nd line of the text column), and Ballaliba in all subsequent instances.
However, it would seem that both spellings are incorrect, and that the correct spelling for the world in question is Ballalaba judging from all published maps I could find.

Suggested fix: Replace all spellings of Balalaba/Ballaliba with "Ballalaba".
Title: Re: A Time Of War
Post by: BritMech on 04 April 2012, 22:03:23
Skill listed as Computers/Any, but there are no subskills to Computers.

Stage 2:
pg 67, Clan Apprenticeship (4 instances in text)

Stage 4:
pg 75, Clan Watch Operative (1 instance in text)
pg 80, Solaris Insider (1 instance in text)
Title: Re: A Time Of War
Post by: Xotl on 05 April 2012, 21:33:58
PDF, 2010, Hit Locations Table, Angle of Attack Modifiers Table, p. 190:

Change "Modifer" to "Modifier"
Title: Re: A Time Of War
Post by: BritMech on 15 April 2012, 05:15:03
In addition to the earlier skills I mentioned, I have found a few more. I have included the ones earlier to make it as complete as possible.

Title: Re: A Time Of War
Post by: BritMech on 05 May 2012, 14:25:41
Independent, Astrokaszy

Streetwise/Periphery is listed as +10 CP, instead of XP.
Title: Re: A Time Of War
Post by: Xotl on 20 August 2012, 00:58:33
PDF, p. 285, Flechette special ammo

The table (page 285) lists it at -3B on AP, but the example (page 284) lists it as -2B.

The table is correct.
Title: Re: A Time Of War
Post by: Lysenko on 12 September 2012, 19:46:11
2010, print

P. 40-41. Franz's modifier total for the stealth check is incorrect. The example states:

Quote
Franz has a RFL Attribute score of 7, and an INT score of 5, and thus faces a TN of 18 with a roll modifier of +12 for his Attributes. It is dusk, and there is some cover, so the GM decides this makes the attempt somewhat easier, and so an added roll modifier of +1 is applied. Franz is also wearing camouflage clothing appropriate for the environment, for another +1 roll modifier, but his lack of Stealth skill applies a -4 modifier.

Franz’s controlling player thus will receive a total roll modifier of +14.


That is incorrect. 7+5+1+1-4=10. His roll of 9 makes his total is 19. He succeeds by only 1.

Continuing the example, Ethan succeeds by 3. And thus the pesky noob fails his stealth roll and is pwned by the vet.
Title: Re: A Time Of War
Post by: BirdofPrey on 26 January 2013, 08:49:52
PDF

Battle Armor Squad Combat Record Sheet

Per this response (http://bg.battletech.com/forums/index.php/topic,23450.msg524830.html#msg524830) (and the indicated page)
AToW:  pg. 216-217
Under battle armor melee attacks it states you use the appropriate skill for the melee attack being attempted stating that you use Martial arts for punches kicks, etc, and the table on the preceding page give modifiers to the Martial Arts skill rolls.  The record sheets for Battle armor in both AToW and AToWC both list Manipulators as a weapon with the skill as Pilot/BattleSuit, though.  Which of those skills do you use when making a Melee attack in battle armor?
In melee, you use Martial Arts.

Manipulators on the weapons table should use the skill Martial arts rather than Piloting/BattleSuit
Title: Re: A Time Of War
Post by: Xotl on 18 February 2013, 23:26:46
EDIT by Paul:

Battle Armor and encumbrance:

p. 169:
"Encumbering Items: A character already encumbered by
weight limit issues who in turn carries encumbering equipment
raises his encumbrance factor by one level. For example, if a
character with a STR of 5 is carrying more than 30 kg of gear, he
is considered encumbered; if he also is wearing a suit of ballistic
plate armor (noted as an encumbering item in its statistics), the
character is treated as if very encumbered."

AFTER THIS ADD:
"Battle Armor: To determine encumbrance when wearing Battle Armor, use the operators STR and apply a bonus based on the suit type: PA(L) = +1 STR, Light = +2 STR, Medium = +4 STR, Heavy = +6 STR and Assault = +8 STR. An additional +4 STR bonus applies if the suit has a Myomer Booster."

p. 216:
"Other Features"

BELOW THIS ADD:

"Has Myomer Booster   +0M/12   +2   +2"

Title: Re: A Time Of War
Post by: Maelwys on 16 March 2013, 06:08:06
2010 Version...

pg. 263
Clan Vibrosword is listed at 250grams. While I suppose Clantech is more advanced than Inner Sphere technology, this seems a little extreme. Suggest changing the weight to 2.5kg, which matches the IS version (In previous versions of the RPG, the Clan Vibrosword and IS Vibrosword weighed the same). It seems unlikely that the Clan Vibrosword should have the same weight as a primitive throwing knife.

pg.  292
Clans (Generic) Standard Armor Kit
Helmet is listed as E/E-E-E/F
Suit is listed as E/E-E-E/F
Boots are C/E-E-E/F
Gloves are C/E-E-E/F

However, the Clans did not exist during the Star League time, so every availability code for the Star League era should be changed to "X" For example, the Helmet should be listed as E/X-E-E/F. TacOps confirms this on page 317 by giving an intro date for the Clan Infantry armor as 2900.

page 292 ComStar/WoB Standard Armor Kit
Helmet is listed as F/D-D-D/F
Suit D/E-E-E/E
Boots B/A-A-A/A
Gloves B/A-A-A/A

However, the infantry kit didn't exist during the Star League era (TacOps lists an intro of 2830). Replace the Star League availability code with an X on all these items (for instance, the suit would be D/X-E-E/E). (Which raises another question, but one I'll have to ask the writers about I think..maybe more errata in the future!)
Title: Re: A Time Of War
Post by: Paul on 17 June 2013, 16:59:48
P.334:

"Subtract from this roll half of the difference between the student's skill level and that of the trainer,"

CHANGE TO:
"Add to this roll half of the difference between the student's skill level and that of the trainer, round down,"
Title: Re: A Time Of War
Post by: Paul on 17 June 2013, 17:27:13
p.218
VEHICULAR STEALTH
EQUIPMENT TABLE
"Null Signature System 9/5/0"

AFTER THIS ADD:

"Void-Signature System   3/3/7†"

<>

"Angel ECM 10/0/0"

REPLACE WITH:
"Angel ECM 10/0/0††"

ADD FOOTNOTES AT BOTTOM OF TABLE:
"†If the Void-Sig unit’s ECM is disabled, it’s E/I/C Rating becomes 0/3/0
††If a unit with Stealth Armor uses an Angel ECM, use a 10/5/0* rating instead. If a unit with Void-Sig uses an Angel ECM, use a 5/3/7 rating instead."
Title: Re: A Time Of War
Post by: Paul on 18 June 2013, 17:10:29
p.141

"Sample specialties include “Lasers” for any Gunnery subskill,"

CHANGE TO:
"Sample specialties include “Energy” for any Gunnery subskill,"


<>


"while a Skill listed as “Gunnery/’Mech (Laser)” indicates that"

CHANGE TO:
"while a Skill listed as “Gunnery/’Mech (Energy)” indicates that"
Title: Re: A Time Of War
Post by: Paul on 18 June 2013, 19:38:08
p.118:
"resulting in a 10 percent increase to the XP costs for raising or purchasing any Technician Skill."

CHANGE TO:
"resulting in a 10 percent increase to the XP costs for raising or purchasing any Technician Skill. This is cumulative with Fast and Slow Learner, which can result in a 0 percent or 20 percent increase respectively."

p.125:
"resulting in a 10 percent decrease to the XP costs for raising or purchasing any Technician Skill."

CHANGE TO:
"resulting in a 10 percent decrease to the XP costs for raising or purchasing any Technician Skill. This is cumulative with Fast and Slow Learner, which can result in a 20 percent or 0 percent decrease respectively."
Title: Re: A Time of War
Post by: Xotl on 16 January 2014, 02:09:25
Note that the new printing of A Time Of War was been released in pdf form in November, with a 2013 date.  The physical reprint has not yet been produced - when it appears it will have a 2014 date, but will otherwise be identical to the 2013 pdf.

I've added the errata document listing all of the changes to the first post; it will go up on the main website momentarily.  Big thanks to Moonsword for taking care of this while I was away.

All errata reports past this point will be for the next errata release.
Title: Re: A Time of War - 31 December 2013 (v2.0)
Post by: Xotl on 16 January 2014, 17:17:47
Silent errata update to add a couple of pieces I had missed that are in the pdf but weren't recorded in the errata.  The right version is 7 pages instead of 6.
Title: Re: A Time of War - 31 December 2013 (v2.0)
Post by: Liam's Ghost on 11 December 2014, 03:24:18
Page 130 of the most recent PDF update:

On the heavy battlemech random allocation table, row 11 is completely absent. In addition, the line "*OmniMech; Omni-units may be selected in any stock configuration when obtained through Random Assignments." which is found below the text box on other pages (and in the prior version) is overlapped by the bottom of the text box, obscuring it.

Correction: Put back the lost row 11 of the table, and resize the text box to a more pleasing aesthetic.

Title: Re: A Time of War - 12 December 2014 (v2.01)
Post by: Xotl on 12 December 2014, 03:01:16
Row 11, Heavy BattleMechs for p. 130 should read:
11 OSR-4L Ostroc [60] CRD-5K Crusader [65] CTF-3D Cataphract [70] GLT-3N Guillotine [70] HRC-LS-9000 Hercules [70] VR5-R Verfolger [65] EXT-4D Exterminator [65]


I have updated the errata to reflect the accurate dates of the second printing.  That is all that has changed, which is why it's only version 2.01.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Xotl on 05 July 2015, 03:16:24
Updated to v2.02.  As befitting the small version number increase, only a few items were added (to pages 170 and 216).  Note that these corrections are older rulings that were already in the second printing; they had just not been recorded in the errata document.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Daryk on 26 March 2016, 15:15:54
Page 307 of the current PDF version lists the Fusion Recharger as 40 kg.  This seems extremely light for a fusion device.  I believe the minimum tonnage for a fusion power source was set to 0.25 ton by Herb some time ago.

Suggested fix: Change the mass in the table to 250kg.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Paul on 27 March 2016, 13:54:38
No, that's the minimum for a fusion engine that powers a vehicle. A fusion recharger does far less. No change needed, nothing is broken.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: cray on 29 March 2016, 19:53:47
No, that's the minimum for a fusion engine that powers a vehicle. A fusion recharger does far less. No change needed, nothing is broken.

Well, there was the point that 40kg fusion reactors were meant to be unsafe for battle armor use (p. 157 Tech Manual and other sources) so the battle armor construction rules insisting on power packs for ammo and movement weren't tripped up by endless fusion power.

The explanation - that small rechargers lacked the mass to soak the heat of a hard shut down and thus Stackpoled gratuitously - also worked its way into the 250kg minimum mass for vehicular fusion engines, avoiding the 2kg fusion engines possible by support vehicle engine mass equations.

40kg rechargers will fit on battle armor pretty well, barring an arbitrary ban.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Paul on 29 March 2016, 21:31:29
40kg rechargers will fit on battle armor pretty well, barring an arbitrary ban.

A 40kg recharger only generates 0.1389 power points per turn, far too little to operate a battle armor suit.
Now, it might be used to recharge the military power pack it runs off of, but that pack will be drained at a rate far faster than it charges.

Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Daryk on 29 March 2016, 21:47:40
The closest analog I see to a 25kg (10 hour for IS, 12 for Clan) power pack for BA is a Support PPC power pack (25 kg, 1,500 power points).  One 40kg fusion recharger provides 100 power points an hour, or 1,000 power points over 10 hours.  So two 40kg rechargers would appear to be able to keep up.  80kg of mission equipment is well within the capacity of even a PA(L).
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: bluedragon7 on 16 June 2017, 18:39:10
2nd Printing PDF
Page 99, Faceman archetype, Traits

According to page 93 the Faceman was created with point buy, so it should only have a maximum of -500 XP in negative traits if it was created using 5000 XP.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Paul on 16 June 2017, 20:25:08
Dev (kinda ) errata.

P. 88

"The maximum number of XPs that can be gained using this
method is equal to 10 percent of the XPs originally allotted to the
character’s design, regardless of whether the player is using the
points-only or Life Modules method."

CHANGE TO:

"The maximum number of XPs that can be gained using this
method is equal to 10 percent of the XPs originally allotted to the
character’s design, though this limitation only applies to the Life Modules method."

Paul
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Paul on 16 June 2017, 21:33:54
And also:

p. 89:

DELETE this sentence:

"The
same 10 percent of the character’s starting XP Pool applies to
gaining XPs in this fashion."

Paul
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: bluedragon7 on 17 June 2017, 06:36:46
With that recent change this is not relevant anymore:
2nd Printing PDF
Page 99, Faceman archetype, Traits

According to page 93 the Faceman was created with point buy, so it should only have a maximum of -500 XP in negative traits if it was created using 5000 XP.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: cray on 06 December 2017, 16:32:04
Second printing, p335 & 402:

Salary table's experience multiplier differs from Campaign Operation's p. 25 table. Since it's much easier to edit the ATOW table rather than all the CO's example math and worksheets, change the ATOW Salary Table.

Assistant/Able-Body row is unchanged
Green changes from 0.75 to 0.6
Regular is unchanged
Veteran changes from 1.5 to 1.6
Elite changes from 2.0 to 3.2
Anti-Mech is unchanged
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: babayaga on 28 December 2017, 23:44:06
First printing, pp. 159,333,334

We read repeatedly that a character can raise advanced skills (such as Piloting and Gunnery) only through training, and that the trainer must have a higher skill score than the student. No exceptions, even in the errata. So, for a character to improve Piloting from 3 to 4, he must be trained by another character with Piloting 4+.

Taken to the logical extreme, this would mean that advanced skills never developed in the Battletech world, since nobody could have trained the first character to reach e.g. a score of 4 in Piloting. Even ignoring global implications, it means that the "specialist" in a skill (whether Piloting or Computers) in a small PC mercenary force cannot improve his skill without resorting to "lessons" from an outside agency, which runs against the whole "improve Piloting and Gunnery by defeating enemies in battle" principle.

I posted this as a rules question here (http://bg.battletech.com/forums/index.php?topic=59917), and Paul agreed that it's an error and should be re-posted in this thread.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: babayaga on 29 December 2017, 00:29:24
First Printing, pp.122-123 (Property Trait & Property Trait Table); pp.126-127 (Title Trait & General Title Table); p. 353 (Marquis & Duke).

The problem is an inconsistency between what the higher levels of Property can gain a character when "tied" to noble Titles.

According to p.126,127 & 353, a 10TP Title corresponds to a Duke, who's supposed to rule "an often sizable territory that can range from a single important world to a collection of border worlds" (p.353, that sets the TP cost for this level of Property at 10TP). A 9TP Title corresponds to a Marquis, whose power "ranges from a continent to a border world, or sometimes influence over several border/Periphery worlds." (again, p.353, that sets the TP cost of this level of Property at 8TP).

However, according to pp. 122-123, those same levels of the Property Trait buy a character a bit less than what we read on p.353. In particular:
8TP buys "a small continent or large islands".
9TP buys "a continent"
10TP buys "a small moon or multiple continents"
11TP buys "a planet".
So a Duke (a 10 TP Title) would not be able to control even single planet (11TP Property, which according to p.123 requires an 11TP Title), never mind an "important world or a collection of border worlds".
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Paul on 28 May 2018, 22:28:08
Dev errata:

p.221:
"The Sniper Special Pilot Ability reduces all range attack
modifi ers by half, so an attack delivered at Medium, Long and
Extreme ranges applies a –1 roll modifi er at Medium Range
(rather than –2), a –2 modifi er at Long Range (rather than –4)
and a –3 modifi er at Extreme Range (instead of the usual –6)."

CHANGE TO:

"The Sniper Special Pilot Ability reduces the Medium, Long and Extreme Range Attack modifiers by half. At Medium range use a –1 roll modifier (rather than –2), at Long Range use a –2 modifier (rather than –4) and at Extreme Range use a –3 modifier (instead of the usual –6).
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: pheonixstorm on 08 June 2018, 23:04:03
I had thought Paul would have posted this after our quick discussion but...

Looks like Range Master will need the same treatment as the Sniper SPA, it should not allow for modifiers at LOS range.

p221, change
Quote
The Range Master Ability grants the warrior mastery over
any range band except Short (Minimum, Medium, Long and so
forth).

to
Quote
The Range Master Ability grants the warrior mastery over
any range band except Short (Minimum, Medium, Long and Extreme).
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Daryk on 21 April 2019, 06:21:55
Corrected Second Printing, page 310:

Issue: While I can't find the actual definition of "Mobile" with regard to tool kits, it seems the Fission/Fusion Repair Kit is mislabeled as "Encumbering" vice "Mobile".  As listed, it's 345 kg, well above the weight of all the other kits, including the "Mobile" ones.

Recommendation: change "Encumbering" to "Mobile" in the Notes column for the Fission/Fusion Repair Kit.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Bandit Queen on 12 September 2019, 06:14:49
A Time of War version 2.02:


p.267 = The Clan ER Laser Rifle should have damage of 4E not 4B.

p.268 = The M&G Flechette Rifle should cost 200/8 not 75/2.

p.274 = The MK 2 Portable AA should not say encumbering.  It cannot be both encumbering and have a Crew of 2.  Since the name says Portable, a Gyroscopic harness may be used to reduce the Crew requirement from 2 to 1E, thus making it encumbering.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Daryk on 30 December 2019, 09:12:47
Corrected Second Printing, page 78:

Issue: The "Merchant Master" sub-module under "Merchant" adds up to 405 XP vice the 380 XP of all the other sub-modules, a 25 XP "bonus".

Recommendation: Either reduce Extra Income from +75 to +50, or simply delete the Language/Any +25.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: sasha111000 on 02 August 2020, 23:04:02
p. 351, Common Titles, first paragraph, last sentence

For a better understanding of how each one fits into the larger game universe, consult the Nobility section of Interstellar Operations.

But there is no such section in Interstellar Operations.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: pokefan548 on 03 April 2022, 22:32:17
Version: Second Printing (PDF)

Location: Page 248, image subtitle.

Problem: Subtitle incorrectly identifies the doctor as one "Doctor Luc Rouquette", when in actuality he is Doctor Rascombe. The image is pulled directly from the short story Found and Lost in Jihad Conspiracies: Interstellar Players 2; although the image is significantly lower resolution in A Time of War, parts of Dr. Rascombe's nametag are still vaguely legible (which may be the source for the somewhat similar-looking name "Rouquette").

Solution: Replace the mention of "Doctor Luc Rouquette" with "Doctor Rascombe".
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Daryk on 24 April 2022, 16:56:13
Version: Corrected Second Printing

Location: Last entry in the table on page 301.

Issue: The note for "Military Comm. Hub" gives incorrect page references (and always did... I just caught it).  The correct page references for the current rules are below.

Solution:  The note should read: "MOBILE COMMUNICATIONS HUB; EXPANDABLE (SEE P. 212, TECHMANUAL, AND PP. 159-164, TACTICAL
OPERATIONS: ADVANCED RULES FOR MORE INFO)
Title: Re: A Time of War - 6 June 2022 (v3.0 PRE)
Post by: Xotl on 06 June 2022, 16:10:06
A new errata doc for the at-some-point upcoming reprint is available in the first post.  Merry 6 of June.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Daryk on 29 October 2022, 06:29:21
Version: Corrected Third Printing

Location: Last sentence of the Ability Classes and Maximums paragraph on page 219.

Issue: "APA slots" should be "SPA slots".

Solution:  Correct the typographical error.
Title: Re: A Time of War - 6 June 2022 (v3.0)
Post by: ShroudedSciuridae on 29 October 2022, 19:28:13
3rd Printing, PDF

p. 265
Revolver & Revolver (Magnum) Equipment Rating
Issue: Magnum has formatting error. Revolver has Tech Level disagreement with IO:AE p. 49 but C seems too high for a Pre-Spaceflight weapon
Correction: Correct formatting, adjust Tech Level if required

p. 313, Combat Medipack
"EVEN IF MULTIPLE MEDPACKS ARE USED"
Issue: Medipack not medpack
Correction: Change to MEDIPACKS



Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: cray on 11 November 2022, 11:46:31
Page 307 of the current PDF version lists the Fusion Recharger as 40 kg.  This seems extremely light for a fusion device.  I believe the minimum tonnage for a fusion power source was set to 0.25 ton by Herb some time ago.

Suggested fix: Change the mass in the table to 250kg.

Seconded. This errata still needs implementation.
Title: Re: A Time of War - 5 July 2015 (v2.02)
Post by: Daryk on 12 November 2022, 13:22:03
Version: Corrected Third Printing

Location: ** Footnote regarding capacity of tents at the bottom of page 312.

Issue: The note states "...Standard Tents have a max capacity of 2 per square meter of ground area...", but this would mean cramming two people into roughly 50cm by 200cm.  Unless humans are dramatically smaller (or friendlier), this is way too close.

Solution: I recommend the max capacity be set to 1 per square meter.
Title: Re: A Time of War - 6 June 2022 (v3.0)
Post by: pokefan548 on 18 October 2023, 12:24:12
p. 214, Rapid-Fire Weapons

RAW reads such that Ultras can double-tap at no risk, and is immediately contradicted by example text. Change the jam chance sentence as follows.

Quote
To reflect this, on any unmodified to-hit roll with a result equal to or lower than the number of consecutive shots the weapon has fired in rapid-fire mode, the shot automatically misses and the weapon seizes up.
Title: Re: A Time of War - 6 June 2022 (v3.0)
Post by: SANSd20 on 17 January 2024, 10:05:08
Corrected Third Printing, PDF
Problem: Pages 53 54, 395, and 396; Tanker and Aerospace pilot archetypes and character sheets. The Linked ability for Martial Arts is listed as REF.
Solution: The Linked ability for Martial Arts should be listed as DEX+REF per Master Skills List on page 142.
Title: Re: A Time of War - 6 June 2022 (v3.0)
Post by: Daryk on 21 January 2024, 08:02:07
Corrected Third Printing (2022)
Problem: Page 63, under "Universal Experience Points" still states 850 XP, not having caught up with the change to 860 XP on page 60 yet.
Solution: Change 850 XP to 860 XP.