BattleTech - The Board Game of Armored Combat

Catalyst Game Labs => BattleTech Game Errata => Topic started by: Xotl on 22 July 2017, 19:53:43

Title: BattleMech Manual - 17 September 2023 (v7.01)
Post by: Xotl on 22 July 2017, 19:53:43
This thread is for all issues and problems with the BattleMech Manual.

Product Link: https://store.catalystgamelabs.com/products/battletech-battlemech-manual-book-pdf-combo

There are seven printings of the BattleMech Manual - be sure to cite which release you're working from:
2017 - first printing (Mad Cat cover)
2019 - second printing (Marauder cover, "35" in bottom corner of cover)
2020 - third printing (Marauder cover, no "35")
2021 - fourth printing (Crusader cover)
2021 - fifth printing (Crusader cover)
2022 - sixth printing (Crusader cover)
2023 - seventh printing (Crusader cover) - pending

Current errata version is 7.0, and can be found here:
https://bg.battletech.com/errata/

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

EXTRA NOTE: When reporting errors on the quirk list, please bear in mind per p. 89 that the list only captures quirks that are present on every variant of that mech.  As such, if a quirk cannot be assigned to all versions of a machine, it is not listed.  This doesn't mean that some (or even all but one) of the variants of the mech don't have that quirk.
Title: Re: BattleMech Manual
Post by: Xotl on 23 July 2017, 05:07:18
Errata not yet recorded in an official document

The BMM text for the Arrow IV (p. 97) doesn't mention any minimum range for direct firing, but TO:AR p. 153 says regarding any direct-fire attack "if the target is within six hexes of the attacking unit, the attack cannot be made".  The minimum range was accidentally left off of the BMM text and still applies.
Title: Re: BattleMech Manual
Post by: assaultdoor on 25 July 2017, 18:13:02
LOCATION: BattleMech Quirk Table (p. 91)
THE ERROR: The Goliath does not have Directional Torso Mount (RT) listed as a quirk, despite the description of that quirk beginning with "A well-known feature of the original Goliath".
THE CORRECTION: Add Directional Torso Mount (RT) to the list of quirks for the Goliath.


Xotl: The quirk list only assigns quirks if every variant of that machine has it.  All runs of the Goliath other than the original abandon the turret mechanism, so DTM is not applicable.  Thanks.
Title: Re: BattleMech Manual
Post by: TurboCooler on 27 July 2017, 08:03:48
Page 42 - Damage Flowchart

Step 3 has no arrow for "No" for the diamond.  If no decision needs to be made it should be a box not a diamond.
Step 5 is an island.  There is no way to reach Step 5 in the flow chart.  Chart goes 4, 6, 7, etc.   Box below step 4 should go to Step 5.  Box below Step 5 should go to Step 6.


Xotl: corrected version of the page created and available for download at the official BT errata page.  Thanks a ton for reporting this.
Title: Re: BattleMech Manual
Post by: Hammer on 23 August 2017, 13:22:10
Adjusting this to a running list of Quirk questions:

Unit (BMM pg#) - Valkyrie (pg 95)
As Per BMM - Valkyrie (pg 95) shows the Chassis having Improved Communications only.,
Other Source - In First SW book (pg 159) shows having Improved Communications and Easy to Maintain.

Unit (BMM pg#) - Anubis (pg 90)
As Per BMM - Extended Torso Twist; Difficult To Maintain
Other Source - XTRO Periphery (pg 3) ABS-3MC shows Prototype, Exposed Actuators, Extended Torso Twist
Should the Chassis Difficult to Maintain extended to the 3MC, is the Exposed Actuators as result of the 3MC being a Prototype

Unit (BMM pg#) - BattleMasters (pg 90)
Per BMM - Jettison-Capable Weapon (PPC)
There are a few BLR variants that don't mount PPC but carry things in the right arm like Gauss Rifles, LRMs, ER Large Lasers should they considered be Jettison-Capable. Also some variants mount PPCs in Left and Right arms would both arms be considered Jettison-Capable.

Unit (BMM pg#) - Bushwacker (pg 90)
Per BMM - Narrow/Low Profile, Stabilized Weapon (Large Laser)
Other Source - StratOps pg 198 in the text for No Torso Twist list the Bushwacker as an Example.

Unit - Koto (BMM pg 92)
Unit - Karhu (BMM pg 92)
Unit - Phoenix (BMM pg 94)
The chart lists them as having Em Interference but doesn't define them as either weapon specific (1 point) or whole unit (2 point).  I'm assuming whole unit but could it be clarified.

Unit - Brigand (BMM pg 90)
Per BMM - Modular Weapons, Nimble Jumper
Other Source - HTP- Tortuga (pg 23) - Easy to Maintain, Easy to Pilot.
The HTP Tortuga units are newer than the original but they are based on the original chassis, so the difference in the quirks seems large.

Unit - Hatchman (BMM pg 91)
Per BMM - Anti-Aircraft Targeting
Other Source - SO pg 194 - Fast Reload

Unit - Shadow Hawk (BMM pg 94)
Per BMM - Battlefists, Improved Life Support, Ubiquitous
Other Source - 1st SW (pg 161) - Battlefists, Improved Life Support, Exposed Weapon Linkage (Autocannon/5, 1D variant; PPC, 2K variant)
Confirming the 1st SW are specific to those variants or should be applied to all variants.

Xotl: quirk list updated in errata post above.
 - Not sure about the Bushwacker at this time.
 - Units with EM Interference but no specific weapon are intended to cover the whole mech.
 - Hatchetman: -6M and -7R don't use right torso ballistic weapons; Fast Reload thus can't apply to all variants
 - Shadow Hawk: never considered that EWL could apply to energy weapons, but that's canon now per 1st SW (and there's no reason to prohibit it), so instead I'll just say that it's not an issue applicable to all variants
Title: Re: BattleMech Manual
Post by: pheonixstorm on 24 August 2017, 03:59:15
Hammer, the BMM beta had no torso twist. I asked about it as the IWM mini as well as the TRO cover art both show that the Bushwacker in fact does have a Torso. The problem is/was the TRO art inside the book looks completely different. As it looks like it was changed the errata will then need to be in SO. At least that is my take on what happened.
Title: Re: BattleMech Manual - 7 September 2017 (v1.1)
Post by: Xotl on 06 September 2017, 23:59:18
The inaugural v1.1 errata document for the BattleMech Manual has been released.  It is available on the official errata page.  Nothing major: mostly quirk updates and page number corrections.
Title: Re: BattleMech Manual - 7 September 2017 (v1.1.1)
Post by: Xotl on 07 September 2017, 12:36:54
Quickie update with a couple of extra rulings and a bump in version number to 1.1.1.
Title: Re: BattleMech Manual - 7 September 2017 (v1.1.1)
Post by: RoundTop on 13 October 2017, 12:06:44
LOCATION: Piloting Skill Roll Table (p. 54, 139 PDF) - Hip
The ERROR: Hip actuator hit can have more impact than just +2, as it can replace other modifiers. Needs a reference.
The Correction: Add note 9, point to page p.48 (Hip)

Quoted text showing the need for this, key part in bold:

A critical hit to a ’Mech’s hip freezes the affected leg in a straight
position. The ’Mech’s Walking MP is cut in half. Recalculate its Running
MP accordingly by multiplying the new Walking MP by 1.5, rounding up.
After a hip critical hit, ignore any other critical hit modifiers from
previous turns on that leg (other leg critical hits this turn or later still
apply).
This means it is possible for a ’Mech’s performance to improve
after a hip critical hit if it had suffered earlier critical hits to the same
leg: locked in a straight position, the leg serves as a sort of crutch,
making movement easier in some cases than moving on a number
of free-flexing yet damaged actuators.
Title: Re: BattleMech Manual - 1 November 2017 (v1.2)
Post by: Xotl on 01 November 2017, 17:55:12
As the book is reaching retail channels and I had a few extra errata pieces lying around I decided to update the errata.  Link is in the first post as normal.  Nothing major changes really.
Title: Damage Resolution Flow Chart (p. 42)
Post by: TurboCooler on 10 November 2017, 22:59:22
Damage Resolution Flow Chart (p. 42)
There are several errors here.  The all
-
text version of this on the previous page is correct; for correct visuals,
download the refreshed copy of the page, available separately.

Two questions
1) what is the URL for the download?
2) why is the URL not in errata?

thanks
Title: Re: BattleMech Manual - 1 November 2017 (v1.2)
Post by: Xotl on 14 November 2017, 03:30:32
This is not the formal release of the v1.2 errata (it always gets posted here first to make sure there's no obvious errors I missed).  When it's formally released, the only place you'll get 1.2 is on the BT errata page, which will also have the cited corrected page right next to it (and where that corrected page rests now).  I figured you couldn't miss it.


EDIT: Since it's been two weeks since I posted the pre-release and no one has reported any errors, I've just uploaded the final to the official errata section on the website.
Title: Re: BattleMech Manual - 1 November 2017 (v1.2)
Post by: Alfaryn on 21 November 2017, 07:52:46
2017 print edition.

P. 31, last sentence under TAG

"If a 'Mech uses TAG against a target and misses, the 'Mech can still attempt to spot any target for indirect fire in the normal fashion."
should be changed to:
"If a 'Mech uses TAG against a target and misses, the 'Mech can still spot any target for indirect fire in the normal fashion.",
as spotting without a TAG is automatic as long as the spotter has LOS to the target it declares to spot.

Pp. 36-37 - Death from above

Problem: The fourth paragraph under the Weapon Attack Phase section on p. 149TW / p. 53 Introductory Rulebook suggest, that only if the DFA is successful, the attacker takes the damage as described in the Damage to Attacker section on p. 150 TW / p. 54 Introductory Rulebook. BMM does not communicate this fact clearly.
Solution: Change the description of the DFA rules on pp. 36 - 37 BMM to make it clear, that the DFA Damage to Attacker only applies if the attack is successful. The simplest way to do it would be probably to change the wording of the DFA Damage to Attacker section itself. For example you could change the beginning of this section from "To determine damage to attacker, divide[...]" to something like "In case of a successful DFA attack determine damage to attacker, dividing[...]". I would advise against fixing the problem in the same way as it was done in the TW/Intro Rulebook, as placing rules on who takes damage from a DFA in the Weapon Attack Phase section (as it is done in those books) can be confusing.

Edit: Perhaps a better way to fix the problem would be to pretty much much keep the wording from the TW/Intro Rulebook, but put it in the separate section, so it is clear, that those rules are meant for the Physical Attack Phase, not Weapon Attack Phase, so on p. 37 BMM between Weapon Attack Phase and the DFA Damage to Target section insert the following section:

"Physical Attack Phase
If the DFA attack is successful, both BattleMechs take damage as determined bellow. If the attack fails, the attacking 'Mech crashes to the ground and takes damage (see Falls After DFA, at right)."

There should be more than enough space on p. 37 to add this bit.

P. 37, Second paragraph under Falls

Problem: In http://bg.battletech.com/forums/index.php?topic=55599.0 it has been determined, that a 'Mech that falls due to an unsuccessful DFA attack takes damage to it's back, but still rolls in Facing After Fall Table to determine it's final facing (see answers to questions 2 and 3 in the thread linked above), however the rules still don't reflect it.
Suggestion: Change the paragraph to something like "On an unsuccessful attack, the attacker automatically falls taking damage as though the 'Mech had fallen 2 levels onto its back, regardless of the facing rolled in the Facing After Fall Table (see Falling, p. 56)".

P. 78 Battlefield Support Table

Problem: Copperhead ammo has a Target Number 8, but is supposed to seek it's targets like an Arrow IV round, Illumination/Smoke ammo has a double dagger in place of a target number, but their rules say nothing special about how to determine if those rounds hit. Those values/symbols are likely swapped.
Solution: Change Copperhead Target Number to double dagger, change Illumination/Smoke Target Number to 8.

Pp. 86 and 90 - Bad Reputation quirk.

Problem: On p. 86 the description of Bad Reputation quirk mentions Battle Hawk as an example of a 'Mech that qualified for this quirk early on, but lost it later. On p. 90 in the BattleMech Quirk Table Battle Hawk has no expiration date for this quirk.
Solution: Either add the date after which Bad Reputation quirk no longer applies to Battle Hawk, or change the example 'Mech on p. 86 to a one that has such date (like a Banshee).
Problem 2: Bad Reputation quirk rules mention, that the clan MechWarriors piloting 'Mechs with bad reputation begin battle fought under Clan Honor rules with one dezgra point. As far as I know Clan Honor rules don't appear in the BMM book, only in TW.
Solution 2: Add an appropriate page reference to the Clan Honor rules (the rules begin on p. 273 TW, dezgra points are explained in the "Declaring a Duel Void" section on p. 275), or at least an information, that Clan Honor rules are not covered in BMM.
Problem 3: On p. 90 Blackjack has a Bad Reputation quirk assigned without an expiration date, but on p. 196 SO Blackjack is mentioned as a 'Mech with this quirk "during the Succession Wars".
Solution 3: Add an expiration date to Blackjack's Bad Reputation quirk (probably at some point between 3022 and early 3050s judging from Blackjack's descriptions on p. 128 TRO 3039 and p. 46 TRO 3050 Upgrade). Alternatively you change the example 'Mech on p. 196 SO, but as said above it does look like Blackjack should lose the quirk at some point after 3022, so in this case my suggestion is to change the BMM, and not the SO.

P. 101 - Machine guns - Rapid-Fire Mode (Optional)

Lostech Streak Machine Guns?

Problem: I think it is clear that the intent of those rules is, that you are supposed to roll to determine ammunition consumption weather you hit or not, but according to the rules you use up "the number of rounds equal to damage it [the MG] inflicted x 3", so read literally they say, that if you miss your attack with an MG in Rapid-Fire Mode you consume no ammo.
Solution: The rules should be reworded to match their apparent intent.

P. 108, Nemesis Pods

First bullet point - change to something like "the Nemesis-tagged 'Mech is in a hex lying along the LOS between the attacker and the original target, and", as there is no concept of LOS going thru units in Battletech - only thru hexes.

Change or add a clarification to the second bullet point to indicate that it is possible to redirect indirect fire even to a unit the attacker has no LOS to (using the rules for indirect LRM fire against Narc-ed targets with no spotter found on p. 104).

See http://bg.battletech.com/forums/index.php?topic=59531.0 for details.

P. 119, under Coolant Pod.

Problem: The rules on coolant pods fail to mention, that the pods are one-shot systems. This is likely because the rules in BMM are based on the rules section on p. 304 TO, while one-shot nature of coolant pods is mentioned in the fluff section on p. 303 TO.
Solution: Add a note, that each coolant pod may be used only once per game. Clarify that a critical hit to a used coolant pod does not cause not internal explosion (per http://bg.battletech.com/forums/index.php?topic=59493).
Title: Re: BattleMech Manual - 9 December 2017 (v1.3)
Post by: Xotl on 09 December 2017, 03:59:34
Version 1.3 is out.  Just a single page of fixes, being released not so much because they're essential as because I was putting out a TW release and I wanted the two books to line up.  Now the Manual (with this errata), the upcoming fifth printing of TW, and the upcoming box sets should all be in line, ruleswise.
Title: Re: BattleMech Manual - 9 December 2017 (v1.3)
Post by: Alfaryn on 09 December 2017, 07:15:35
A few problems with recently published errata:

Light (p. 62)
Problem: Under current errata you can't aim light at the same level, as the illuminating 'Mech is standing if it is not the ground level of the target hex.
Suggestion: Change "[...]from 1 to 29 above or below the level the ’Mech is in (and within LOS)." to something like "from 0 to 29 above or below the level the ’Mech is in (and within LOS).", or just "up to 29 above or below the level the ’Mech is in (and within LOS)."

Dropping 'Mechs (p. 80)
Problem: The errata fails to tell how to determine facing of a 'Mech that failed it's landing PSR, and scattered. Reading the answer in http://bg.battletech.com/forums/index.php?topic=59530.0 I was under impression, that you can choose 'Mech's facing after landing weather it was a successful landing or not and only then resolve the fall.
Suggestion: In Failed Landings (p.80) add rules for determining landing 'Mech's facing before it falls. It will be obviously later randomised by the Facing After Fall Table (p. 57), but you still need the initial facing to determine possible combinations of final facings and hit location column used. Alternatively you can resolve it a little differently from standard falls - for example first randomly determine FINAL facing, and then roll in the Facing After Fall Table just to determine the hit location column. This way you avoid having to determine 'Mech's facing twice (once before, and once after the fall), and make it so that hit location column you use in this case is independent from final facing (which may be realistic if you assume, that a failed landing involves a random, uncontrolled spin around 'Mechs vertical axis).

Problem: The New Additions section of the document lacks an entry on Underwater Maneuvering Units (UMUs) (p. 117) present in the Full errata section.
Solution: add the entry to the New Additions section.

Underwater Maneuvering Units (UMUs) (p. 117)
Problem: The errata still does not bring BMM fully in line with TO.
Suggestion: Make it clear, that an 'Mech can end it's UMU-powered movement above the bottom level, and that UMUs can be voluntarily disengaged only when 'Mech is at the bottom (possible involuntary cases of UMU disengagement are still being discussed - see http://bg.battletech.com/forums/index.php?topic=59726.msg1370791).

-------------------------------

By Xotl's request from the errata discussion thread I'm reposting my errata report that did not end up in latest errata document here, to make it easier to find:

P. 31, last sentence under TAG

"If a 'Mech uses TAG against a target and misses, the 'Mech can still attempt to spot any target for indirect fire in the normal fashion."
should be changed to:
"If a 'Mech uses TAG against a target and misses, the 'Mech can still spot any target for indirect fire in the normal fashion.",
as spotting without a TAG is automatic as long as the spotter has LOS to the target it declares to spot.

Pp. 36-37 - Death from above

Problem: The fourth paragraph under the Weapon Attack Phase section on p. 149TW / p. 53 Introductory Rulebook suggest, that only if the DFA is successful, the attacker takes the damage as described in the Damage to Attacker section on p. 150 TW / p. 54 Introductory Rulebook. BMM does not communicate this fact clearly.
Solution: Change the description of the DFA rules on pp. 36 - 37 BMM to make it clear, that the DFA Damage to Attacker only applies if the attack is successful. The simplest way to do it would be probably to change the wording of the DFA Damage to Attacker section itself. For example you could change the beginning of this section from "To determine damage to attacker, divide[...]" to something like "In case of a successful DFA attack determine damage to attacker, dividing[...]". I would advise against fixing the problem in the same way as it was done in the TW/Intro Rulebook, as placing rules on who takes damage from a DFA in the Weapon Attack Phase section (as it is done in those books) can be confusing.

Edit: Perhaps a better way to fix the problem would be to pretty much much keep the wording from the TW/Intro Rulebook, but put it in the separate section, so it is clear, that those rules are meant for the Physical Attack Phase, not Weapon Attack Phase, so on p. 37 BMM between Weapon Attack Phase and the DFA Damage to Target section insert the following section:

"Physical Attack Phase
If the DFA attack is successful, both BattleMechs take damage as determined bellow. If the attack fails, the attacking 'Mech crashes to the ground and takes damage (see Falls After DFA, at right)."

There should be more than enough space on p. 37 to add this bit.

Pp. 86 and 90 - Bad Reputation quirk.

Problem: Note - the nature of the problem changed a bit with the recent errata to the BattleMech Quirk Table, which removed this quirk from Battle Hawk, hence my corrections in the report. On p. 86 the description of Bad Reputation quirk mentions Battle Hawk as an example of a 'Mech that qualified for this quirk early on, but lost it later. On p. 90 in the BattleMech Quirk Table Battle Hawk has no expiration date for this quirk does not have this quirk.
Solution: Either add the date after which Bad Reputation quirk no longer applies to Battle Hawk, or Change the example 'Mech on p. 86 to a one that has this quirk limited by some end date (like a Banshee).
Problem 2: Bad Reputation quirk rules mention, that the clan MechWarriors piloting 'Mechs with bad reputation begin battle fought under Clan Honor rules with one dezgra point. As far as I know Clan Honor rules don't appear in the BMM book, only in TW.
Solution 2: Add an appropriate page reference to the Clan Honor rules (the rules begin on p. 273 TW, dezgra points are explained in the "Declaring a Duel Void" section on p. 275), or at least an information, that Clan Honor rules are not covered in BMM.
Problem 3: On p. 90 Blackjack has a Bad Reputation quirk assigned without an expiration date, but on p. 196 SO Blackjack is mentioned as a 'Mech with this quirk "during the Succession Wars".
Solution 3: Add an expiration date to Blackjack's Bad Reputation quirk (probably at some point between 3022 and early 3050s judging from Blackjack's descriptions on p. 128 TRO 3039 and p. 46 TRO 3050 Upgrade). Alternatively you change the example 'Mech on p. 196 SO, but as said above it does look like Blackjack should lose the quirk at some point after 3022, so in this case my suggestion is to change the BMM, and not the SO.

P. 108, Nemesis Pods

First bullet point - change to something like "the Nemesis-tagged 'Mech is in a hex lying along the LOS between the attacker and the original target, and", as there is no concept of LOS going thru units in Battletech - only thru hexes.

Change or add a clarification to the second bullet point to indicate that it is possible to redirect indirect fire even to a unit the attacker has no LOS to (using the rules for indirect LRM fire against Narc-ed targets with no spotter found on p. 104).

See http://bg.battletech.com/forums/index.php?topic=59531.0 for details.
Title: Re: BattleMech Manual - 9 December 2017 (v1.3)
Post by: Xotl on 25 January 2018, 16:45:48
Add Rugged (1) to the Shadow Hawk.

Also, need clarifier that C3 and firing TAG at someone are perfectly compatible (that is, firing the TAG laser at someone, not any of the indirect stuff that would typically follow the laser hit).
Title: Re: BattleMech Manual - 9 December 2017 (v1.3)
Post by: Alfaryn on 16 February 2018, 16:29:01
P. 31 Shots - Ammunition Use Timing

Problem: Ammunition Use Timing in the Shots section on p. 31 instruct to mark off ammunition as soon as the attack declaration is made. It can't be correct for streak missile launchers, which fire only in case of a successful attack roll (made some time after the attack declaration is made). In case of a failed roll no ammunition is fired, so at the moment of the attack declaration players don't know if the ammunition needs to be marked off.

Solution: Add a sentence to the Ammunition Use Timing paragraph explaining when expenditure of streak ammo should be marked on 'Mech Record Sheet. My guess is that it should be done as soon as a successful attack roll for a streak luncher is made.

---------------------------------

Edit: After posting the above errata I've realised, that there are some problems with the solution I've suggested above. I've explained them in the following rules question thread: http://bg.battletech.com/forums/index.php?topic=60446.0 and will update this post when I get an answer there.

Edit 2: Looks like there is not much for me to do regarding the update promised in the previous edit. The newest errata basically includes my suggestion about streaks. It has been decided that addressing my concerns about certain edge cases, voiced in the rules question thread mentioned above have been found not important enough in practise to address them it the rulebook. You can check the thread if you want the details.
Title: Re: BattleMech Manual - 9 December 2017 (v1.3)
Post by: Tymers Realm on 24 February 2018, 14:23:40
Pg 106 - Caseless Ammo
Problem: The Protomech AC (PAC) was left off the "Usable By" line. Caseless Ammo is listed as a available ammo type in the Munition Bins section of the Clan Equipment chart on pg 127.

Solution: Add the PAC to the "Usable By" line.

This is in both the PDF and Print versions. I only noticed this after copy/pasting the section on Caseless Ammo from the PDF in a thread in the Battlemech Designs (http://bg.battletech.com/forums/index.php?topic=60460.msg1388343#msg1388343) area of the forums.
Title: Re: BattleMech Manual - 9 December 2017 (v1.3)
Post by: Xotl on 24 February 2018, 22:21:24
The mistake seems to be on p. 127.  Per TacOps p. 412, caseless ammo is not eligible for Protos.

Delete the reference on p. 127.

Title: Re: BattleMech Manual - 9 December 2017 (v1.3)
Post by: Tymers Realm on 24 February 2018, 23:24:15
The mistake seems to be on p. 127.  Per TacOps p. 412, caseless ammo is not eligible for Protos.

Delete the reference on p. 127.

Then the Clan listing on the "Technology Base" line for Caseless Ammo on Pg 106 should then be pulled as well.
Shouldn't it?
Title: Re: BattleMech Manual - 9 December 2017 (v1.3)
Post by: Xotl on 25 February 2018, 01:05:42
Yes, there too.  Thanks for the catches. :)
Title: Re: BattleMech Manual - 9 December 2017 (v1.3)
Post by: Alfaryn on 20 April 2018, 22:02:24
2017 print edition.

P. 66, second paragraph under Building Levels.

Problem: The last sentence in the paragraph, which reads "For more information, see Changing Levels in Buildings, page 67." has nothing to do with the rest of the paragraph, and is confusing in this context.

Recommendation: Make the sentence in question into it's own paragraph, and possibly move it to the end of Building Levels section. Alternatively delete the sentence.

P. 82, third paragraph, fourth sentence.

Problem: Technically the rules as they are written allow for hidden 'Mechs to be revealed by friendly 'Mechs ending their movement in adjacent  hexes. This is inconsistent with p. 259 TW (and goes against common sense).

Recommendation: For clarity change "Additionally, a 'Mech that ends its move next to a hex containing a hidden 'Mech reveals that 'Mech." to "Additionally, a 'Mech that ends its move next to a hex containing a hidden enemy 'Mech reveals that 'Mech."
Title: Re: BattleMech Manual - 6 June 2018 (v1.4)
Post by: Xotl on 06 June 2018, 01:53:46
6 June, and with it comes errata.  I've upped it to the main website already, so grab it there.  Mostly wording quibbles and stuff resulting from a thorough going over of the rules once again, this time for the new box sets.

The main change is a clarification that PSRs caused by damage are calculated based on the damage actually dealt to the mech, after any modifications to that total.  However, hardened armour only counts each full armour circle it loses as "one point of damage" for this purpose.  So you'd have to do 40 damage to a unit with hardened armour to reach that 20 pt PSR threshold.
Title: Re: BattleMech Manual - 6 June 2018 (v1.4)
Post by: NeonKnight on 22 July 2018, 14:38:45
A bit of an inconsistancy in the BattleMech Manual.

Page 38:

Quote
KICK ATTACKS
Base Target Number: Piloting Skill –2.
A ’Mech cannot kick with a leg if it fired weapons mounted in
that leg that turn. To make a kicking attack, both hip actuators must
be undamaged
, and the target must be in the kicking ’Mech’s forward
arc (based on its actual facing; ignore torso twists).

However, on Page 48, under HIP (LEG), no mention of not allowing kick attacks (all other actuators include any limitations they have for physical attacks, including Shoulders not allowing any):

Quote
HIP (LEG)
  A critical hit to a ’Mech’s hip freezes the affected leg in a
straight position. The ’Mech’s Walking MP is cut in half. Recalculate
its Running MP accordingly by multiplying the new Walking MP by
1.5, rounding up.
  After a hip critical hit, ignore any other critical hit modifiers from
previous turns on that leg (other leg critical hits this turn or later still
apply). This means it is possible for a ’Mech’s performance to improve
after a hip critical hit if it had suffered earlier critical hits to the same
leg: locked in a straight position, the leg serves as a sort of crutch,
making movement easier in some cases than moving on a number
of free-flexing yet damaged actuators.
  A critical hit to the second hip reduces the ’Mech’s MP to 0, but
the ’Mech is not considered immobile.
  PSR Modifiers: +2 per hip critical hit; this modifier overrides all
other critical hit modifiers from that leg. The controlling player must
make a PSR at the end of the phase in which the critical hit occurred.
  Additionally, a PSR is required every time the ’Mech runs or
jumps; the roll is made at the end of the ’Mech’s movement.
  Four-Legged ’Mechs: A quad ’Mech with at least one hip critical
hit loses its ability to ignore the Target Number modifier for firing
while prone (see p. 30). Four hip critical hits reduce its MP to 0 (but
it is still not considered immobile).


Example from SHOULDER, Page 49:

Quote
SHOULDER (ARM)
  A critical hit to this actuator freezes the shoulder joint. The
’Mech may not punch or make physical weapon attacks with that
arm, nor may it make clubbing attacks.

Recommendation, add a Line along the lines of:

Quote
HIP (LEG)
  A critical hit to a ’Mech’s hip freezes the affected leg in a
straight position. A 'Mech with a Hip critical hit cannot make
a kick attack.
The ’Mech’s Walking MP is cut in half. Recalculate
its Running MP accordingly by multiplying the new Walking MP by
1.5, rounding up.


Xotl: Noted for a future reprint.  Thanks!
Title: Re: BattleMech Manual - 6 June 2018 (v1.4)
Post by: NeonKnight on 22 July 2018, 15:32:32
LEG BLOWN OFF page 48.

Would benefit from including the rule that movement is reduced to 1 MP. Hard to locate the rule otherwise.


Xotl: The section points to Leg Destruction, which has the details (since a leg outright being blown off is only one of the ways you can lose a leg).  I originally had all that info there, but then realized that I was needless duplicating that information from just four pages back.
Title: Re: BattleMech Manual - 6 June 2018 (v1.4)
Post by: Lime2K on 07 August 2018, 04:03:11
Printing: PDF (2017)
Page: 44
The Armor Diagram for the Grasshopper in the sidebar is missing the armor bubbles for the head location.


Xotl: Corrected in the second printing.
Title: Re: BattleMech Manual - 10 Nov 2018 (v2.0)
Post by: Xotl on 10 November 2018, 16:12:50
So, the BattleMech Manual has already sold out: my warmest thanks to all who purchased a copy.  That means a reprint is in order, and with it, all errata to date being folded in.  The new errata document will be available on the main BT webpage's Errata section  in the next hour or so.

As the book is my baby, I've considered the year since its release akin to another beta period.  As such, you'll see in the second printing a much greater degree of change than the usual strictly error correction style done in most other reprints.  For those of you who want an idea of what is changing beyond the usual errata document available on the main BT webpage, you can download the following .fdf file.  Rename your Manual pdf to "Battlemech Manual 1st printing".  In the same folder as it, place the .fdf there and double-click it.  This should open your Manual pdf and fill it with comments showing most everything that's changing.  A lot of it is fiddly formatting stuff ("let's capitalize Diagram all the time"), but a lot more is rewriting things for clarity, more page references, and even a move or two of material to better place things.  There's also been a new entry squeezed into the Common Misconceptions chapter.

https://www.dropbox.com/s/794qs4gy145rs13/Battlemech%20Manual%201st%20printing.fdf?dl=0
Title: Re: BattleMech Manual - 6 June 2019 (v2.1)
Post by: Xotl on 09 June 2019, 13:11:58
The final version of the errata for the year has been uploaded to the BT website.  We've pretty much stabilized this one I think, so there's only four minor new pieces here (if you downloaded the early preivew release, the only change is the addition of one piece to correct the C3 example on p. 111: very minor).
Title: Re: BattleMech Manual - 6 June 2019 (v2.1)
Post by: Lime2K on 01 July 2019, 13:03:07
DFA Example Diagram sidebar, page 37 (PDF ver. 2.0)
“During the Weapon Attack Phase, the jumping ’Mech is considered to be in Hex C, as though it were standing on a Level 2 hill (the target hex’s level +1).”

But the Main text says “For purposes of determining LOS, the attacker is considered to be in the air above its hex, standing two levels higher than either the target hex or the level of the hex the attacker occupies, whichever is higher.”

Suggested Correction: “During the Weapon Attack Phase, the jumping ’Mech is considered to be in Hex C, as though it were standing on a Level 3 hill (the target hex’s level +2) .

Funnily enough, this looks like a copypasta error from TW, which has the same error in its example on page 149.
Title: Re: BattleMech Manual - 6 June 2019 (v2.1)
Post by: jayoung on 20 July 2019, 14:00:34
    * VERSION: v2.1 2019 Printing with Red Marauder cover
    * LOCATION: Page 72, example block under "Combat Within Buildings", 3rd paragraph
    * THE ERROR:
Quote
The Target Number to attack the Warhammer is 13 (4
Gunnery, + 2 because the BattleMaster ran, + 2 for medium
range using the BattleMaster’s machine guns
, + 2 for the
target movement modifier, + 3 for the building hex between
the BattleMaster and the target, the building hex the target
occupies, and the difference in levels)  Player 1 cannot make
this attack, either"

On the diagram to the left of this block, the Warhammer (level 1) is in the same hex as that Battlemaster (level 0). I think this is a copy-paste error from Total Warefare which has an example diagram where the target is two hexes away in the same building.
Title: Re: BattleMech Manual - 6 June 2019 (v2.1)
Post by: Scotty on 07 November 2019, 14:56:27
Printing: 2nd corrected printing (PDF)

Location: Pg 121, Inner Sphere Weapons table.

Error: Medium Re-Engineeted Laser ranges are shown to be 2/4/6

Correction: Range should be 3/6/9 to match both Field Manual 3145 and standard laser ranges.
Title: Re: BattleMech Manual - 6 June 2019 (v2.1)
Post by: Bison AIs on 05 December 2019, 19:54:49
VERSION:
2017 ed.

LOCATION:

p.13
Movement: Walking: One-Legged ’Mechs:
"Walking is the only movement mode a one-legged ’Mech can use."

p.19
"A prone biped ’Mech with only one leg... may only make one attempt [to stand].... This attempt to stand is always considered running, and can still be made even though a ’Mech with one leg can normally only walk."


THE ERROR:

The walking restriction is contradicted on p.44
"The [one legged] ’Mech may still jump, but the pilot must make a Piloting Skill Roll each time the ’Mech lands."

THE (Suggested) CORRECTION:

Would consider removing the sentence on p.13 and adding the following, below, under "Running":
"A one legged mech may not run, except to stand."

Beyond that, suggest replacing other statements to the effect that "a one legged mech may only walk" with "a one legged mech may not run."


Xotl: Tagging this for myself to check once the reprint is out.
Title: Re: BattleMech Manual - 6 December 2019 (v3.0)
Post by: Xotl on 06 December 2019, 14:47:38
Version 3.0 has just been uploaded to the main errata page.  Thanks.
Title: Re: BattleMech Manual - 6 December 2019 (v3.0)
Post by: Empyrus on 21 March 2020, 09:29:21
Version: BMM 3rd print PDF (2020) (also in earlier Marauder-cover version)

Issue: pg. 118 Anti-Missile System description, second bullet point.
Unlike Total Warfare (including latest version unless i'm blind), AMS vs Streaks has Streaks treated as rolling 7. This results in AMS being very effective against Streaks.

Correction: Replace "7" in the second bullet point with "11".

Xotl:
This is just a rewrite for ease of use: instead of saying the player should treat it as rolling an 11 then apply -4 (i.e. 7), it just says "use 7".
EDIT...see it now, dumb me

Issue: pg. 118 Laser Anti-Missile System
Game rules section says LAMS generates 5 heat points but this is only true for the Clan version, the Inner Sphere version generates 7 heat.

Correction suggestion: include Spheroid heat value in the rule.

Xotl: added to errata.
Title: Re: BattleMech Manual - 6 December 2019 (v3.0)
Post by: Arthinas on 26 May 2020, 11:33:47
Version: 3rd printing PDF, and 1st printing hardcover.

Issue: Page 121, Variable-Speed Pulse Laser entries (Small, medium, and large).
Variable-Speed Pulse Lasers are listed under "Lasers" rather than "Pulse Lasers", and they lack P under "Type". Per page 406 in Tactical Operations and page 101 in the BattleMech Manual, Variable-Speed Pulse Lasers have P in their types.

Suggested Correction: Put Variable-Speed Pulse Lasers under "Pulse Lasers", and add P to the Variable-Speed Pulse Lasers in the "Type" column.


Xotl: added to errata.
Title: Re: BattleMech Manual - 6 June 2020 (v3.1)
Post by: Xotl on 06 June 2020, 13:17:08
New errata for the year is out: v3.1 is linked in the first post.  It will be made official in a week or two if no one finds any issues.


EDIT: The final version is up on the main website.  The only difference is the inclusion of a DFA piece that was changed in the third printing but I had forgot to record earlier.
Title: Re: BattleMech Manual - 13 August 2020 (v3.2)
Post by: Xotl on 13 August 2020, 22:07:25
The errata has been updated to v3.2 (already uploaded the main site).  Most of the changes are based on the rework to aspects of the building rules, but there are a few other corrections as well.
Title: Re: BattleMech Manual - 16 August 2020 (v3.21)
Post by: Xotl on 16 August 2020, 15:38:17
Quick update to v3.21 to correct the building collapse errata.
Title: Re: BattleMech Manual - 16 August 2020 (v3.21)
Post by: Pa Weasley on 20 August 2020, 21:44:48
Version: Corrected third printing

Issue: pg. 109 Retractable Blade technology base is listed as just Inner Sphere while pg. 237 of Techmanual lists as both Inner Sphere and Clan.
Title: Re: BattleMech Manual - 3 December 2020 (v4.0)
Post by: Xotl on 03 December 2020, 15:05:32
Version 4.0 of the BMM errata has been released, the corrections that will be found in next year's 4th printing.  Some errata in progress had to be finalized before it could be leisurely resolved, due to time pressures.


EDIT: Updated 5 December (the Directional Torso Mount quirk was removed from the Marauder II)
Title: Re: BattleMech Manual - 11 December 2020 (v4.0)
Post by: Empyrus on 27 January 2021, 14:46:58
Third Printing PDF, page 107, special munitions.
Fragmentation Missiles are listed as available to "LRM, NLRM, MML". No mention of SRMs, unlike in Total Warfare.
 
Or is this a deliberate omission?
Title: Re: BattleMech Manual - 11 December 2020 (v4.0)
Post by: Alfaryn on 27 January 2021, 21:58:52
Third printing PDF, p. 100 Hyper-Assault Gauss Rifle, second paragraph of the Games Rules section.

PROBLEM: The paragraph explains Flak attack rules in a way that may lead some players to incorrectly think that this kind of attack may be used against non-airborne units.

RECOMMENDATION - change:
When firing a HAG, its controller can choose to make a Flak attack.
to:
When firing a HAG against a combat-dropping 'Mech (see pp. 79-80), its controller can choose to make a Flak attack.
Title: Re: BattleMech Manual - 11 December 2020 (v4.0)
Post by: Empyrus on 08 February 2021, 05:15:25
Third Printing PDF
page 28-29
Issue: The table seems to have an unnecessary footnote, target section's prone line has cross-footnote referring to QuadMechs, but prone QuadMechs are not any different as targets from prone biped 'Mechs.
The footnote was probably intended for attacker section's prone line except the line already has special mention for QuadMechs.

Title: Re: BattleMech Manual - 11 December 2020 (v4.0)
Post by: Alfaryn on 24 March 2021, 15:25:22
Third printing PDF

Pp. 7-8
PROBLEM: Components section of the Introduction chapter fail to mention anything (miniatures, standees, etc.) to represent 'Mechs on a board. Quite funny omission considering that the section even mentions basics like six-sided dice...
RECOMMENDATION: Mention that 'Mech minis or some sort of their substitutes are required to play.


Xotl: not errata, thanks.
Title: Re: BattleMech Manual - 11 December 2020 (v4.0)
Post by: Alfaryn on 25 March 2021, 09:59:53
Third printing PDF

Pp. 54 and 142, Piloting Skill Roll Table, footnote 10.

Add an additional +1 modifier if ’Mech is charging or being charged (in addition to the +2 modifier normally required in that situation).
change to:
Add an additional +1 modifier if ’Mech is charging (in addition to the +2 modifier normally required in that situation).

You may also consider adding an information that a 'Mech displaced into a building hex automatically fails the PSR to avoid damage because of it. Best place to put it would be either in footnote 10, or in Building Movement the table itself.

Years ago TW displacement rules (p. 151 TW) have been changed in such a way, that a unit displaced into a building (including as a result of a charge) takes damage as if it voluntarily moved into it and failed its Piloting/Driving Skill Roll to avoid it. BMM displacement rules (p. 55 BMM) say the same.
Title: Re: BattleMech Manual - 11 December 2020 (v4.0)
Post by: mvp7 on 16 April 2021, 12:28:30
BattleMech Manual, printed, 2020 copyright

p.89, Design Quirks
Weak Legs

Issue: The rule reads "When the Mech is kicked or executes a Death From Above attack, roll for a possible critical hit on each leg (even if the armor is not breached) and apply the results."

This implies that when the mech is kicked in any location, the player rolls to Determine Critical Hits on each leg of the mech. However, this is apparently not how the rule is officially played.

Suggested wording: "When the Mech executes a Death From Above attack or is kicked in a leg, roll to determine* critical hits on each affected leg and apply the results. This is done regardless of if the leg's armor is breached and in addition to any other critical damage to the leg."

* The rule also seems to be a bit unclear on whether you roll to Determine Critical Hits first or just roll and apply a single critical hit every time.
Title: Re: BattleMech Manual - 23 April 2021 (v4.1)
Post by: Xotl on 23 April 2021, 21:58:56
As some items that were said in the errata to be in the new printing in fact weren't, I've put out a quickie release correcting the inconsistencies, as I try to ensure that the two always line up.  While I was at it, I added any outstanding issues as well.
Title: Re: BattleMech Manual - 23 April 2021 (v4.1)
Post by: Alfaryn on 25 April 2021, 11:52:37
Fourth printing PDF

P. 111

PROBLEM: The second sentence in the example text does not match the C3 diagram (likely due to the way a VTOL seen in a similar diagram on p. 132 TW was converted to a 'Mech in BMM).

RECOMMENDATION: Scratch the entire part of that sentence coming after a semicolon.

Alternatively you could change the diagram graphic in such way that hex B is clearly higher level than 0 (though not necessarily 10 suggested by the example text - something around level 1-3 should be enough), change "Level 10" in the second sentence of the example text to whatever level of the hill you decided to go with, but in my opinion such complication is hardly necessary in this case.


Xotl: I'll have the layout guys add a Level 10 note to the visual, thanks.
Title: Re: BattleMech Manual - 25 April 2021 (v4.11)
Post by: Xotl on 25 April 2021, 17:07:19
Quick update to fix the wording on the Weak Legs quirk, as the original text produces somewhat silly results so I figured if it had to be clarified anyways it might as well make sense as well.
Title: Re: BattleMech Manual - 25 April 2021 (v4.11)
Post by: Alfaryn on 26 April 2021, 05:03:38
Fourth printing PDF

P. 25, fourth paragraph in Target Movement Modifier section

PROBLEM: The paragraph says "If using Movement Dice (see p. 13), the color of the die indicates this modifier.", but according to Movement Dice box on p. 13 it is the number of pips on a movement die that represents 'Mech's TMM.

SOLUTION - do the following:

1. In Target Movement Modifier section:
If using Movement Dice (see p. 13), the color of the die next to attacker indicates this modifier.
change to:
If using Movement Dice (see p. 13), the number of pips displayed on the die next to target 'Mech indicates this modifier.

2. At the end of Attacker Movement Modifier section (on the same page) add a following paragraph:
    If using Movement Dice (see p. 13), the color of the die indicates this modifier.

P. 54, Special Cases section of Piloting Skill Roll Table

PROBLEM: Minor formatting issue. "9" superscript in the section title is black, unlike the rest of the section's title, making it difficult to see on its blue background.

SOLUTION: Change the superscript's color to white matching the rest of the title (same way it is done in the copy of the table on p. 142).

Edit: Originally I posted two possible solutions for the problem with p. 25, depending on whether a number of pips on red movement dice were supposed to include a +1 modifier for jumping or not. Since then I've realized that according to the example on p. 18 AGoAC manual the +1 modifier should indeed be included, so to ensure rules consistency between AGoAC manual and BMM I've removed the solution which assumed the opposite.
Title: Re: BattleMech Manual - 27 April 2021 (v4.12)
Post by: Xotl on 27 April 2021, 13:22:15
Updated again to try and bring the errata and hard copies in line with regards to quirk entries (and to add a single piece of Careful Stand errata).
Title: Re: BattleMech Manual - 27 April 2021 (v4.12)
Post by: Alfaryn on 10 June 2021, 10:39:04
Corrected fourth printing, pdf

P. 25, fourth paragraph in Target Movement Modifier section

This is just a note that I've edited my report for this issue two posts above after Xotl posted his note about an errata update on 27th of April.

P. 69, "Skidding Diagram 1: Collisions" example box

Problem: Unlike in a similar example on pp. 64-65 TW, there is no chance that any 'Mech will end up in hex 2D as a result of the skid discussed on p. 69 BMM.

Recommendation: remove "2D" label from the Skidding Diagram 1 and change the first sentence of the example text on the page from:
If the player rolls a 5 or less, the warrior failed to maintain control of the Phoenix Hawk and it skids down the 2A-2D hex row.
to:
If the player rolls a 5 or less, the warrior failed to maintain control of the Phoenix Hawk and it skids down the 2A-2C hex row.

P. 70, "Skidding Diagram 2: Skidding" example box

Problem: This sentence - "There, the controlling player—thinking ahead to where he wants his ’Mech to be in the next turn—will spend the Griffin’s remaining 1 MP to turn to Hexside 6, in preparation for moving to the light trees in Hex E." is problematic, because at this point in the example the Griffin has no MP left.
Solution: There are several ways to solve the issue. For example:

1. Change the 'Mech featured in the example to a bipedal 55-tonner which has 9 running MP, for example Ryoken/Stormcrow.
Note that this change requires not only substituting word "Griffin" with the new 'Mech's name, but also change of numbers mentioned in the first sentence of the example, from:
(it has a Walking MP of 5 and a Running MP of 8).
to:
(it has a Walking MP of 6 and a Running MP of 9).
and possibly a change of the graphic representing the 'Mech in Skidding Diagram 2.


2. Remove the entire problematic sentence from the example text, and the "E" label from the diagram.

3. Move the Griffin graphic and the "A" label to the other Level 3 hex on the diagram, and make the following change to the example text:
To spend the required 8 MP, this ’Mech must run (it has a Walking MP of 5 and a Running MP of 8). The Griffin runs to Hex B. When it attempts to enter Hex C, its controller must make a Piloting Skill Roll (due to the road) against a Target Number of 4 (4 for the MechWarrior’s Piloting Skill, + 0 because the ’Mech has only moved 3 hexes at this point).
change to:
To spend the required 7 MP, this ’Mech must run (it has a Walking MP of 5 and a Running MP of 8). The Griffin runs to Hex B. When it attempts to enter Hex C, its controller must make a Piloting Skill Roll (due to the road) against a Target Number of 3 (4 for the MechWarrior’s Piloting Skill, - 1 because the ’Mech has only moved 2 hexes at this point).

Pp. 78, 146, 148, Battlefield Support (T/t)able, footnotes

†Scatters if misses; see page 77.
Change to:
†Scatters if misses; see page 76.

P. 83, Distracting quirk description

Problematic sentence: "If using the Demoralizer Special Piloting Ability from Campaign Operations (see p. 74, CO), the Distracting quirk adds a +1 modifier to the demoralizer’s WIL score." The problem is that only the variant of Demoralizer SPA described on p. 225 AToW uses an Opposed WIL Attribute Check, while the one from CO is based simply on demoralizer's Piloting Skill Roll (with a +4 target modifier).

Partial Solution: The rules should probably say that if you use Demoralizer SPA from AToW, then Distracting quirk helps by adding +1 to attacker's WIL score, but they should also specify how Demoralizer SPA from CO interacts with the quirk, and that would most likely require writing an entirely new rule. I've made a rules question thread about this problem here: https://bg.battletech.com/forums/supplementary-rules/problem-with-distracting-quirk-from-bmm-used-with-demorlizer-spa/msg1732937/#msg1732937

P. 101, Improved Heavy Laser, Game Rules paragraph

However, treat a critical hit to an improved heavy laser as an ammunition explosion, with the small improved heavy laser causing a 3-point explosion, the medium causing a 5-point explosion, and the large causing an 8-point explosion.
Change to:
However, treat the first critical hit to an improved heavy laser as an ammunition explosion, with the small improved heavy laser causing a 3-point explosion, the medium causing a 5-point explosion, and the large causing an 8-point explosion. Subsequent critical hits to the same laser will not cause further explosions.

At least I assume this is the case, considering that while p. 133 TO:AE rules do not say explicitly that only the first critical hit to an Improved Heavy Laser causes an explosion, they seem to imply it by saying that such lasers explode "in the same manner" as Gauss Rifles. The mention of "powerful capacitors" as a reason behind Improved Heavy Lasers explosive nature (again - same as Gauss Rifles) in the fluff on p. 133 TO:AE also seems to suggest that such lasers should explode only once - like Gauss Rifles do.

P. 130, answer to misconception number four under Damage

Problem: The last sentence ("Only if using the optional Forced Withdrawal rules (see p. 81) does destroying a gyro also destroy that ’Mech.") does not match current Forced Withdrawal rules.

Solution: Remove the sentence or change it so something like "Only if using the optional Forced Withdrawal rules (see p. 81) destroying a gyro may also destroy that ’Mech, which happens if the 'Mech also lost all of its weapons."
Title: Re: BattleMech Manual - 18 September 2021 (v4.2)
Post by: Xotl on 18 September 2021, 17:26:44
A new version of the errata has been uploaded to the main website.

EDIT: A 4.21 update has been made fixing a couple of minor issues.
Title: Re: BattleMech Manual - 4 October 2021 (v5.0)
Post by: Xotl on 04 October 2021, 11:07:41
A new reprint has been ordered, and so the errata has been updated (mostly just to reflect this).  Largely the same as v4.21: new change to the Demoralizer quirk, a fix to the Falling Damage to a Mech example, clarifications to partial cover and water when dealing with bipeds vs quads, and I realized that a fix that was supposed to go into the 4th print was missed (on laser AMS) and so adjusted the note accordingly.  Overall, lots of specialty armour clarifications in the new upcoming printing.

EDIT: errata updated 5th October.
Title: Re: BattleMech Manual - 11 October 2021 (v5.0)
Post by: Empyrus on 06 November 2021, 14:04:19
There seems to be slight inconsistency in BattleMech Manual (4th printing PDF, as it seems there's no update to 5th yet) and errata v5.0.

Problem:
Aimed Shots entry on page 30, which doesn't seem to have been changed in errata, explicitly forbids Targeting Computers from aiming at head whether or not the target is immobile.
But the new errata for Targeting Computers for page 114 in BMM (errata doc pg 17) indicates aimed shots at the head of a immobile target can be done with Targeting Computers, but its benefits do not apply.
The intent seems to be clear, normal aimed shot rules function regardless of TC, but the Aimed Shot entry is not in line with the TC rule.

Suggested correction:
Remove the line "Whether the target is immobile or not, aimed shots aided by a targeting computer in any way may not target the head." OR amend it to note a Targeting Computer is ignored when attempting aimed shots.
Title: Re: BattleMech Manual - 11 October 2021 (v5.0)
Post by: Empyrus on 06 November 2021, 15:06:21
Lifting Items (page 21), Lifting Restrictions section implies but does not explicitly require functioning hand actuator on both arms.
Dropping Cargo section does note that losing one or both hand actuators means dropping cargo.

Despite being a very minor issue and ultimately covered, it would not hurt to alter wording to make this more explicit in Lifting Restrictions section.

Additionally, the section does not define cargo or its mass in any way as BMM does not have rules for scenarios, perhaps there should be a note that players should define this themselves as appropriate to scenario?
Title: Re: BattleMech Manual - 11 October 2021 (v5.0)
Post by: ShroudedSciuridae on 13 November 2021, 12:40:52
The product link on the first post links to the very outdated open beta, not the store page.
Title: Re: BattleMech Manual - 11 October 2021 (v5.0)
Post by: mindw on 21 May 2022, 08:25:52
* VERSION: 5.0
* LOCATION: p.124 Direct-Fire Energy Weapons table
* THE ERROR: Clan ER Flamer ranges are listed as 1-2,3-4,5-7. This contradicts IS ER Flamer ranges (1-3,4-5,6-7) and every other source I could fine (TO: AE p.218, RS3055Uu p.145 Pouncer F etc)
* THE CORRECTION: Change Clan ER Flamer ranges to match IS ones 1-3,4-5,6-7 .

-gabi
Title: Re: BattleMech Manual - 30 May 2022 (v6.0 PRE)
Post by: Xotl on 31 May 2022, 00:37:01
The pre-release errata is up at the first post, with the intention of a formal release on 6 June.  This also synced up with the upcoming 6th printing, which is rare.

Let me know if you spot any errors.  Thanks!
Title: Re: BattleMech Manual - 30 May 2022 (v6.0 PRE)
Post by: Alfaryn on 31 May 2022, 15:37:17
Corrected fifth printing

p. 117 First bullet point under Supercharger

PROBLEMATIC SENTENCE: Apply any such hits to the upper-most undamaged critical slot(s) in the center torso.
PROBLEM: While official 'Mech record sheets are always printed with Engine in three first slots in the Center Torso section of their Critical Hit Tables, the rules as far as I'm aware don't require such placement. This may cause problems with player-designed 'Mechs.
SUGGESTION: Change the problematic sentence to something like: "Apply any such hits to the upper-most undamaged Engine critical slot(s) in the center torso."
Title: Re: BattleMech Manual - 6 June 2022 (v6.0)
Post by: NeonKnight on 04 October 2022, 09:40:17
Sixth printing (and all others actually)

Page 128

Error
Entering Depth 1 water from a level 0 hex costs 2 MP.
Entering Depth 1 water from a Level 0 hex costs 3 MP.
It always costs 1 MP to enter any hex. In addition, it costs 1 MP for changing from Level 0 to Depth 1, and 1 MP to enter
a Depth 1 water hex. Thus, it costs 3 MP to enter Depth 1 water, and they must be Walking or Jumping MP, not Running MP, as explained above.

PROBLEM This is incorrect as the rules on page 18:

A jumping ’Mech can move 1 hex for each available Jumping MP. Terrain does not affect this MP cost: if a hex is legal to enter, it costs 1 MP to move over or into it, period.

SUGGESTION: Correct the error on page 128 to reflect rules on page 18. (unless I've been playing this wrong for years and it IS 3 MP to jump into Water in which case page 18 needs to be fixed  :-\ )
Title: Re: BattleMech Manual - 6 June 2022 (v6.0)
Post by: Xotl on 04 November 2022, 11:21:57
Page 106, AP Ammo, last Game Rules para:

This ammunition loses its AP ability against hardened or ferro-lamellor armor. Its damage is not reduced by the latter, however.
Change to:
This ammunition loses its AP ability against hardened or ferro-lamellor armor. However, the ammunition treats both armor types in all other ways as standard armor (no damage reduction, 1 point of damage eliminates one armor circle).

Title: Re: BattleMech Manual - 6 June 2022 (v6.0)
Post by: Alfaryn on 24 April 2023, 15:33:14
Corrected fourth printing, print

pp. 29, 138, Attack Modifiers Table, Physical Attacks Only sub-table, Other Modifiers section

Assuming that second paragraph of Collisions with 'Mechs section on p. 71 is correct you should change the Modifier entry for Unintentional charge from "+3", to "+3; do not use charging attack modifier above", or otherwise indicate that charging attack to-hit roll is not modified for relative piloting skills if the charge is unintentional.

Furthermore you may consider moving Unintentional charge line on p. 138 above Death from above attack line to match the sequence on p. 29.
Title: Re: BattleMech Manual - 6 June 2022 (v6.0)
Post by: Static on 06 September 2023, 20:04:36
Corrected 6th Printing.

Location: Page 20, first paragraph of Reckless Movement
Error: "Applies to Mud, Deep Snow, Swamp, Fog, Full-Moon Night, Moonless Night (see The Battlefield, pp. 59-65)."
Solution: This list should include Ice since it also references back to Reckless Movement (page 61).

Location: Pages 36-37, Death From Above Attacks, 3rd paragraph of text and example on next page
Error: Rules for the LOS level of DFA'ing 'Mechs should be updated as per https://bg.battletech.com/forums/index.php/topic,82519.0.html
Solution (sorry, I don't know if it's redundant for me to mention this here):
The rules text should be altered:

Its LOS level is thus two, plus the level of either the target’s hex or the attacker’s hex (whichever is higher).
Change to:
Its level is thus two, plus the level of either the target’s hex or the attacker’s hex (whichever is higher).

The example text should be altered:

the jumping ’Mech is considered to be in Hex C, with an LOS level of 3 (the target hex’s level +2).
Change to:
the jumping ’Mech is considered to be in Hex C, with a level of 3 (the target hex’s level +2).

Location: Page 61-62, and 64
Error: The Extreme Temperatures section on page 62 describes 50 degrees Celsius as the low end of high extreme temperatures, but both Ice and Snow, Deep on page 61 say that they "Cannot be used with Extreme Temperatures (see p. 62) of 30 degrees Celsius and above. On page 64 on the Fire Table, footnote ** for Extreme Temperatures states that "For every 10 degrees above 30 Celsius, apply -1 modifier."
Solution: Judging from the rules on pages 61 and 64, the Extreme Temperatures section on page 62 should describe 30 degrees Celsius as the low end of high extreme temperatures.

Location: Page 62. Light: Searchlights
Error: "'Mechs without searchlights can be given a mounted searchlight for the duration of the scenario. Each time such a searchlight-equipped 'Mech takes a hit in any torso location (Front or Rear), the attacker must roll 2D6. A result of 7+ means the searchlight is destroyed in addition the the normal attack." 
Solution: The word "such" should be removed from the second sentence since it implies that the following rules only apply to 'Mech which have had searchlights temporarily mounted, when, instead, the same rules also apply to 'Mechs that are permanently equipped with searchlights (page 86).

Location: Page 72, 2nd example, first paragraph
Error: "The building has a CF of 60 on every level"
Solution: This incorrectly implies that a building could have different CFs on different levels, remove "on every level."

Location: Page 73, Collapse: Movement example
Error: "In the Building Collapse Diagram on page 74, Player 1 wants the following to happen: a Locust to walk from Hex A to Level 2 of a building in Hex B..."
Solution: The text should clarify that the Locust is already (somehow) on level 2 of the building in hex A, as this move would otherwise be illegal if it were on level 0 or 1 in hex A.

Location: Page 79, Minefield Support, 2nd paragraph
Error: "In other words, a player could only place a single Heavy Density minefield in a hex, but could instead place three Light Density fields, or a Light and Medium Density field."
Solution: "but could" should be replaced with "or could."

Location: Page 80, Dropping 'Mechs: Arrival
Error: End of first paragraph on page: "If more than one player is dropping 'Mechs this turn, stagger the order by their initiative, as in standard movement." Beginning of second paragraph: "Before each roll, the player must reveal the nominated target hex for the landing (if both opponents have troops arriving in the same turn, alternate turns as per standard movement)."
Solution: The parenthetical should be deleted, since it's redundant with the last the sentence of the preceding paragraph.

Location: Page 100, Lasers
Error: "Designed to deliver a concentrated burst of extreme heat to a small area, a modern laser (its name originates from the ancient acronym "Light Amplification by Stimulated Emission of Radiation")"
Solution: The sentence needs to be finished.

Location: Page 101, Machine Guns: Rapid-Fire Mode (Optional): Last paragraph
Error: "The controlling player must mark any machine guns to be sued in rapid-fire mode on the record sheet at the beginning of the game, and the weapons can only rapid-fired during the game."
Solution: The text should be corrected to "...and the weapons can only be rapid-fired during the game."
Title: Re: BattleMech Manual - 9 September 2023 (v7.0 PRE)
Post by: Xotl on 08 September 2023, 18:36:29
The pre-release version of the 7.0 errata has been added to the first post, containing the major changes appearing in the some-months-down-the-line 7th printing.  I'd appreciate any eyes on it to catch any mistakes I can prevent from getting into the new printing.  Thanks.
Title: Re: BattleMech Manual - 17 September 2023 (v7.0)
Post by: Xotl on 17 September 2023, 14:21:49
The final version has been upped to the main website, featuring a last-minute change to TAG and torso-twisting that allows people using target designation to still twist while doing so.

Thank you very much for your feedback.


EDIT: Updated to v7.01 to add a ruling on unactivated vibroblades and TSM.