BattleTech - The Board Game of Armored Combat

Catalyst Game Labs => BattleTech Game Errata => Topic started by: Xotl on 16 May 2011, 23:47:46

Title: Total Warfare
Post by: Xotl on 16 May 2011, 23:47:46
Thread is closed: current thread is here:
http://bg.battletech.com/forums/index.php?topic=33530.0


This thread is for all issues and problems with Total Warfare.

Product Link: http://bg.battletech.com/?wpsc-product=total-warfare

The current errata version is 2.2, and can be found here:
http://bg.battletech.com/errata_files/CAT35001_Total_Warfare_Errata_2.2.pdf

There are three revisions of Total Warfare - be sure to cite which release you're working from:
2006 - first printing (FanPro)
2007 - second printing (Catalyst)
2011 - third printing (Catalyst)

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.

* Landing (p. 87)
Replace the entire first paragraph with the following: "Any units beginning the movement phase one altitude above the underlying terrain can attempt to land on any available ground hex on a map. They may make either a vertical or horizontal landing. The landing replaces the unit's normal movement for the turn, preventing any other air or ground movement. Units using the Aerospace Units on Ground Mapsheets rules, p.91, must use the hex they currently occupy instead of choosing any hex on the mapsheet."

* Firing at Immobile Targets (p. 110)
Replace "Players may make aimed shots against units that are shut down or whose warrior is unconscious, using any weapons other than missile launchers and LB-X autocannon firing cluster munitions" with "Players may make aimed shots against units that are shut down or whose warrior is unconscious, using any weapons other than missile launchers, LB-X autocannon firing cluster munitions, Hyper-Assault Gauss Rifles, or Rapid-Fire weapons firing more than one shot."

* LRM Indirect Fire (p. 111)
First paragraph, after the second sentence ("this unit is referred to as the spotter"), insert the following new sentence:
"In order to serve as a spotter, the unit must not have charged or launched a Death From Above attack that turn."

Third paragraph (first one after the bullet points), first sentence:
"Finally, if the spotting unit makes any attacks in the turn that it spots for another unit, apply a +1 modifier to all of the spotting unit’s attacks, as well as a +1 modifier to the LRM indirect fire attack."
Change to:
"Finally, if a unit makes any attacks during the Weapon Attack Phase of a turn that it also spots for another unit, apply a +1 modifier to those attacks, as well as a +1 modifier to the LRM indirect fire attack."

* Infantry Carrier (p. 223)
Change: "Mechanized infantry: Mechanized infantry cannot be carried using these rules, unless the carrying unit is a Large Support Vehicle, small craft or Large Craft."

To: "Mechanized infantry: Mechanized infantry can only be carried by a Combat or Medium Support Vehicle over 100 tons or any Large Support Vehicle, small craft or Large Craft."

* 'Mech Lifting Capabilities (p. 261)
Add the following to the end of this section, as part of the same paragraph: "Note that 'Mechs suffer no movement penalties provided that they are carrying no more than 10% of their constructed weight (20% with active Triple-Strength Myomer)."

* Random 'Mech Allocation Table: Inner Sphere 1 (p. 267)
Under Assault 'Mechs for House Kurita, #5 slot, change the entry to "SD1-O Sunder [90] (3058)*"

* Control Roll Table (p. 311)
Remove the following line from the Control Roll Table: "Hovering (Spheroids)"
Title: Re: Total Warfare
Post by: Goose on 27 May 2011, 18:01:41
In the footnotes of both the tables on p. 303 TW and p. 304 TW, there's the line "§See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 309." It seems the table in question is on p. 310 TW, not p. 309 TW. The 217 reference is fine.

Found in the "Corrected Third Printing" .pdf
Title: Re: Total Warfare
Post by: Stormfury on 06 June 2011, 02:10:27
Product Type: Print (FanPro 1st edition, though it appears to be repeated over the TW line) (p. 271 & 273 for Third Release)
Issue: Random skill rolls and tables.
Page: 272-273

The text calls for Clan MechWarriors to apply a +1 bonus to their random skill rolls, while Vehicle crews subtract 1 instead:

Quote
"For Clan MechWarriors, add 1 to each roll result; subtract 1 for Clan vehicle warriors."

The table has room for results that go up to 8, which is unreachable on 1D6+1.

Past iterations of the random skill rolls (BMR, BTC) had Clan MechWarriors applying a +2 modifier to their random skill rolls. Vehicle crews had a -2 modifier.

Solution: Either change the text to "For Clan MechWarriors, add 2 to each roll result; subtract 2 for Clan vehicle warriors." or change the charts so that 7 is the maximum result obtainable.
Title: Re: Total Warfare
Post by: Chunga on 12 June 2011, 15:15:35
Page 305 ADDITIONAL CLAN WEAPONS AND EQUIPMENT FOR BATTLE ARMOR table.

Advanced SRMs are listed as 1/Msl C2.

Should be: 2/Msl C2.
Title: Re: Total Warfare
Post by: jymset on 19 August 2011, 02:11:18
P. 114, Daishi X example:

- carries an SRM4 without Artemis IV
- carries an LRM15 with Artemis IV

Per TM, p. 231, "all applicable launchers on the unit must be enhanced in the same fashion" - which means the SRM4 should also gain Artemis IV.

This in turn means that in the p. 116 example 2 missiles hit which accordingly has to be addressed on p. 120, too.
Title: Re: Total Warfare
Post by: Harry on 23 August 2011, 05:15:21
On page 53 the Goshawk on the picture shows the insignia of the 1st  Division of  WoB not the one of the twelfth.
Title: Re: Total Warfare
Post by: Kit deSummersville on 12 September 2011, 17:24:32
Page 7, Playtesters/Proofers/Fact Checkers

Change "Ken Horner" to "Ken' Horner"
Title: Re: Total Warfare
Post by: Lost_Heretic on 23 September 2011, 10:49:56
p38, Pavement

Change 'cement' to 'concrete.'


Thanks.  ;)
Title: Re: Total Warfare
Post by: xbp88 on 08 October 2011, 00:23:21
How about the lengthy explinantion on how 2 hexes of heavy woods and/or 1 hex of light woods and 1 hex of heavy woods blocks LOS?  It seems like it'd be easier to say something like "1 hex of heavy woods plus any other wooded hex blocks LOS."


Errata Coordinator: though feedback is valuable, this forum is for reporting errors, not suggestions as to what you'd like to see.  Thank you.
Title: Re: Total Warfare
Post by: MoneyLovinOgre4Hire on 13 October 2011, 19:25:20
On the Additional Inner Sphere Weapons and Equipment for Battle Armor in the back, the Pop-up Mine is not listed.
Title: Re: Total Warfare
Post by: sillybrit on 19 October 2011, 21:50:06
Total War page 215, Attacks Against Conventional infantry:**

"Once a non-conventional infantry unit has made a successful attack against a conventional infantry unit, consult the Number of Conventional Troopers Hit column on the Non-Infantry Weapon Damage Against Infantry Table (see p. 216) and compare it to the type and damage value of each weapon that successfully strikes the target to determine how many troops have been eliminated." (Underlining highlights wording to be changed)

Needs to change to:

"Once a non-infantry unit has made a successful attack against a conventional infantry unit, consult the Number of Conventional Troopers Hit column on the Non-Infantry Weapon Damage Against Infantry Table (see p. 216) and compare it to the type and damage value of each weapon that successfully strikes the target to determine how many troops have been eliminated." (Underlining highlights changed wording)

As it stands, the current wording appears to require Battle Armor to use the Non-Infantry Weapon Damage Against Infantry Table just like 'Mechs, Combat Vehicles, etc, since Battle Armor are obviously "non-conventional infantry". However, that contradicts the rules that govern Damage from Other Infantry Units (TW p216) and both the Non-Missile Attacks and Missile Attacks (TW p218) rules in the Battle Armor section, which indicate that Battle Armor damage is applied without refering to the Non-Infantry Weapon Damage Against Infantry Table.
Title: Re: Total Warfare
Post by: Moonsword on 28 January 2012, 10:56:21
PDF page 246, Corrected Third Printing**

"One rocket launcher occupies the same space as one bomb."

The rocket launcher size is unspecified.  Per AT2R page 38, it should be a Rocket Launcher 10.
Title: Re: Total Warfare
Post by: EnochRoot on 28 February 2012, 00:01:45
Product Type: PDF, corrected third printing**

Page 102, example after Underwater Attacks:

Current paragraph:

Finally, the ’Mech in Hex J has partial cover from the units in Hexes A, B, C, D and E. For the units in Hexes A, C, D and E, the partial cover comes from the terrain i MM MM n Hex 4, which is one level below the LOS height of the ’Mech in Hex J, and is adjacent to the ’Mech in Hex J along the LOS. For the DropShip in Hex B, whose LOS does not pass through Hex 4, the ’Mech still has partial cover because it is standing in Depth 1 water.

Suggested correction: All references to "Hex 4" should be to "Hex 5" instead.

Title: Re: Total Warfare
Post by: EnochRoot on 28 February 2012, 00:03:34
Product Type: PDF, corrected third printing

Page 109, Underwater Line Of Sight Table

The "1" in "'Mech at Depth 1" should not be a superscript (two occurrences in the table).

The "6" in "Yes6" should be a superscript.
Title: Re: Total Warfare
Post by: EnochRoot on 29 February 2012, 20:30:27
Product Type: PDF, corrected third printing

Page 120, Missile Weapons, second sentence: "Anytime" should be "Any time"

Page 121, Underwater Units, second paragraph, last sentence: "... non-functional" should be "... non-functional." (Missing a period at the end).
Title: Re: Total Warfare
Post by: ColBosch on 17 March 2012, 02:32:05
PDF, page 264 (unsure of printing)

Problem:

In the Assigning 'Mechs section, under "Notes," the wording of "represent a 'plain vanilla' selection of a faction's force" leaves too much room for interpretation as to how accurately these tables represent a given faction's equipment.

Suggested Change:

Replace "represent a 'plain vanilla' selection of a faction's force, circa 3070" with "are meant to give a 'quick and dirty' approximation of a faction's force, circa 3070, and shouldn't be taken as  strict 'canon'." Or something to that effect, to make clear that RATs are a game tool and not canon fluff.
Title: Re: Total Warfare
Post by: EnochRoot on 17 March 2012, 08:35:19
Product Type: PDF, corrected third printing

Page 222, Aerospace Units, second sentence: "... and takes on hit consisting of 4D6 ..." should be "... and takes one hit consisting of 4D6 ..."
Title: Re: Total Warfare
Post by: EnochRoot on 29 March 2012, 23:28:12
Product Type: PDF, corrected third printing

Page 22, vehicle images on the right side of the page: "Surface Navel Vessel" should be "Surface Naval Vessel".
Title: Re: Total Warfare
Post by: BritMech on 11 April 2012, 23:02:20
2006 FanPro print, but the Errata doesn't list this yet.

pg 87, End of third paragraph and beginning of fifth paragraph both contain the same sentence "Fighters equipped with VSTOL require five ground-map hexes in which to land."

I suggest removing the second instance, as it is better placed in the third paragraph.
Title: Re: Total Warfare
Post by: MadCapellan on 18 April 2012, 16:56:22
Xotl

The current wording for the Target Acquisition Gear rules (p.142) are rather vague on how it works.

"Targeting acquisition gear designates (or “paints”) an enemy unit to be struck by another unit’s weapons. Instead of making
a to-hit roll for TAG during the Weapon Attack Phase, all units needing to make TAG to-hit rolls do so after the end of the
Movement Phase (Aerospace), but before the beginning of the Weapon Attack Phase (initiative is still followed, however).

To use TAG equipment for target designation, calculate the to-hit number as for a standard weapon attack. Unlike spotting
for indirect LRM fire (see LRM Indirect Fire, p. 111), a unit can use TAG to spot and make a weapon attack with no additional
to-hit penalty."


If the to-hit roll fails (meaning the TAG spotter fails to designate the target), TAG has no further eff ect. If the to-hit roll is successful, the system designates the target for that turn’s Weapon Attack Phase; the target unit is designated for any
number of attacks from any number of units using TAG."

I remember this causing a number of comprehension issues in the past on the forums, and the wording remains the same.  There are two issues here.  The first is that in comparing use of TAG to LRM indirect fire and using the term "spot and fire" the implication is that TAG may be used to spot for indirect LRM fire, yet as Total Warfare never specifies that this is only the case for Semi-Guided LRMs, we are left with the implication that you can guide standard LRMs with TAG, simply without the benefits listed under Semi-Guided LRMs, but with the benefit given above for TAG.

Secondly, the last part, "units using TAG." has been misinterpreted to mean units carrying the TAG equipment, not weapon systems designed to interact with the TAG designation.  I suggest the following rewrite.

"Targeting acquisition gear designates (or “paints”) an enemy unit to be struck by another unit’s weapons. Instead of making
a to-hit roll for TAG during the Weapon Attack Phase, all units needing to make TAG to-hit rolls do so after the end of the
Movement Phase (Aerospace), but before the beginning of the Weapon Attack Phase (initiative is still followed, however).

To use TAG equipment for target designation, calculate the to-hit number as for a standard weapon attack. TAG designation is not the same as spotting for indirect LRM Fire (p.111) and thus no penalty is incurred for weapons fire by the unit using TAG later in the Weapon Attack Phase.

If the to-hit roll fails (meaning the TAG spotter fails to designate the target), TAG has no further effect. If the to-hit roll is successful, the system designates the target for that turn’s Weapon Attack Phase.  Friendly units may indirect fire Semi-Guided LRMs at the target unit following all the standard rules for Indirect LRM Fire (p.111), treating the designated target unit as spotted.  Other weapons or equipment may benefit from firing on a target designated by TAG, as described in their rules."
Title: Re: Total Warfare
Post by: wantec on 26 April 2012, 08:19:22
(Not sure if this goes here or in the rules questions section, feel free to move it if necessary)

Third edition pdf
Cargo Carriers, Movement Penalties, Pg 261

Problem:
Quote
Cargo weighing up to a quarter of the carrying unit’s weight subtracts 3 from—or cuts in half, rounding down—the carrier’s Walking/Cruising MP, whichever is less. A unit carrying a load weighing more than a quarter of its own tonnage may only move at half its Walking/Cruising MP (round down).
So going by this wording a 'Mech with normally a 3/5 speed, carrying 15% of it's weight, would be a 0/0, but if it doubled the weight it was carrying to 30%, it's speed would now be 1/2. That doesn't seem right.

Correction: change the part in bold
Quote
Cargo weighing up to a quarter of the carrying unit’s weight subtracts 3 from—or cuts in half, rounding down—the carrier’s Walking/Cruising MP, whichever modified speed is greater. A unit carrying a load weighing more than a quarter of its own tonnage may only move at half its Walking/Cruising MP (round down).
Title: Re: Total Warfare
Post by: Kit deSummersville on 26 April 2012, 09:08:56
"...whichever reduction is less." might be an easier way to clarify that statement.
Title: Re: Total Warfare
Post by: chanman on 28 April 2012, 20:04:56
* Hyper-Assault Gauss Rifle (p.136 PDF)
Critical Hits
Quote
Treat a critical hit against a hyper-velocity Gauss
rifle as an ammunition explosion in the location containing the
critical slot struck

Change to "Hyper-Assault" or HAG as is used in the rest of the section

2006 FanPro PDF
Title: Re: Total Warfare
Post by: milesteg on 04 June 2012, 08:16:33
PDF, Third Corrected Printing.

Problem: Typo, extra space, p12

Quote
Clan Invas ion (3052, 3057)

Solution: Change "Invas ion" to "Invasion.

Problem: Typo, misspelling, p58

Quote
Unit Heights
Various units rise a number of levels above the level of the underlyiing hex they are in, depending on the unit type (see Unit Heights, p. 99, in Combat). These heights must be taken
into consideration when dealing with the stacking limits of each elevation (or depth) in a hex.

Solution: Change "underlyiing" to "underlying".

Problem: Typo, misspelling, p60

Quote
Special Cases (Continud)

Solution: Change "Continud" to "Continued".

p. 113, PDF, 3rd printing, Area Effect Weapons:
For example, an AE weapon that damages a single water hex would apply it’s standard damage
Change to:
For example, an AE weapon that damages a single water hex would apply its standard damage
Title: Re: Total Warfare
Post by: Chunga on 17 June 2012, 11:07:47
PDF, Corrected Third Printing

Dropping to the Ground, page 49.

Problem: The paragraph states that you simply can Drop to the Ground after your movement. It could be argued that you could Drop to the Ground at the end of a Jump movement.

Solution: Add a line that says something like "You may only Drop to the Ground after a Walk or Run movement."
Title: Re: Total Warfare
Post by: jymset on 02 July 2012, 08:56:55
PDF, corrected 3rd printing

Movement Costs Table, p. 52

Footnote 9 = "Wheeled Support Vehicles with either the Monocycle or Bicycle Chassis and Controls modification can enter a light woods hex."

Correct, but the Monocycle and Bicycle Chassis modifications pertain to both Wheeled and Hover support vehicles, per TM, p. 122. Thus:

- add the footnote 9 to the Hover entry in the Light Woods line
- change the footnote to "Hover and Wheeled Support Vehicles with either the Monocycle or Bicycle Chassis modification can enter a light woods hex."


Also note that the updated notation style is simply "Chassis modification" instead of Chassis and Controls. This also pertains to:

Footnote 6: change to "If a wheeled Support Vehicle lacks the Off-Road Vehicle Chassis modification, then movement costs 1 additional MP per hex."


EDIT: this obviously also applies to the repeat of the table on p. 306.
Title: Re: Total Warfare
Post by: Xotl on 28 August 2012, 21:00:01
PDF, 3rd printing, p. 242, Air To Ground Attacks

Though heavily implied, it isn't actually stated that an aerospace unit can only make one ground to air attack per turn.  As this is indeed the case, errata is required here.
Title: Re: Total Warfare
Post by: Xotl on 30 August 2012, 18:34:48
PDF, 3rd printing, p. 220 (Swarm Attacks):

Though this is not stated, swarming Infantry may not be the target of weapon attacks.  Most likely place for this ruling is in the fourth paragraph.  p. 222 (Attacks Against Swarmed Units) may be another place.
Title: Re: Total Warfare
Post by: Xotl on 11 September 2012, 17:10:20
PDF, 3rd printing, Page 111, LRM Indirect Fire:

First paragraph, after the second sentence ("this unit is referred to as the spotter"), insert the following new sentence:
"In order to serve as a spotter, the unit must not have charged or launched a Death From Above attack that turn."

Third paragraph (first one after the bullet points), first sentence:
"Finally, if the spotting unit makes any attacks in the turn that it spots for another unit, apply a +1 modifier to all of the spotting unit’s attacks, as well as a +1 modifier to the LRM indirect fire attack."
Change to:
"Finally, if a unit makes any attacks during the Weapon Attack Phase of a turn that it also spots for another unit, apply a +1 modifier to those attacks, as well as a +1 modifier to the LRM indirect fire attack."
Title: Re: Total Warfare
Post by: Xotl on 12 September 2012, 13:00:01
PDF, 3rd printing

Page 86, Launching:
Fourth paragraph, after the last sentence insert the following new sentence:
"Fighters or small craft with destroyed landing gear cannot launch at all (merely damaged landing gear has no effect)."

Page 88, Liftoff:
After the second paragraph, but before "Taxiing", insert the following new paragraph:
"In both cases, destroyed landing gear prevents any liftoff attempt."

Page 88, Liftoff:
Taxiing, second paragraph, after the last sentence insert the following new sentence:
"Destroyed landing gear prevents taxiing altogether (merely damaged landing gear has no effect)."

Page 88, Failed Liftoff Maneuver Table, result 6:
Delete the following (now redundant):
"The unit cannot attempt another liftoff until repairs are completed."
Title: Re: Total Warfare
Post by: Xotl on 19 September 2012, 18:37:29
PDF, 3rd printing
Page 220, Swarm Attacks, Prohibited Attacks:

Aerospace units and VTOLs cannot be targets of swarm attacks unless they land.
Change to:
Aerospace units, VTOLs, and WiGEs cannot be targets of swarm attacks unless they land.
Title: Re: Total Warfare
Post by: Xotl on 25 September 2012, 14:45:02
PDF, 3rd printing
Page 101, LOS example, ninth paragraph, first sentence:

The VTOL in Hex I is at Elevation 14, and because it only rises one elevation above its terrain, it is considered to be at Elevation 14 for the purposes of LOS.
Change to:
The VTOL in Hex I is at Elevation 14, and because it only rises one elevation above its terrain, it is considered to be at Elevation 15 for the purposes of LOS.

Title: Re: Total Warfare
Post by: Xotl on 03 October 2012, 17:46:07
PDF, 3rd Printing
p. 242, last paragraph:

"Conventional fighters and aerodyne small craft can make all the attacks described below. Spheroid DropShips/small craft and VSTOL-equipped units may only make strike attacks. Aerodyne DropShips may only make strike and strafing attacks."
Change to:
"Conventional and aerospace fighters and fixed-wing support vehicles equipped with hardpoints can make all the attacks described below. Spheroid DropShips/small craft may only make strike attacks. Aerodyne DropShips/small craft and fixed-wing support vehicles without hardpoints may only make strike and strafing attacks."
Title: Re: Total Warfare
Post by: Xotl on 18 October 2012, 22:09:32
For future integration into errata, p. 238:

1) Damage is averaged over a number of clusters number of shots fired. In the case of RAC, would that be 6?  Or do RACs still use the previous ruling where they do damage in clusters equal to the single shot damage (in 4 clusters)?

RACs do damage in the amount of their base damage.  So a RAC/5 does four 5 point hits against a ground target.


2) What happens when damage does not divide evenly?  Would a UAC/10 do 15 damage as a cluster of 8 and 7?

Ultras you would do the greater damage in the first shot.
Title: Re: Total Warfare
Post by: Neufeld on 19 October 2012, 05:11:05
PDF, corrected 3rd printing, page 7:

"©2006-2011 The Topps Compnay, Inc. All Rights Reserved."
Company is spelled wrong.

Suggested solution:

Correct it to "©2006-2011 The Topps Company, Inc. All Rights Reserved."
Title: Re: Total Warfare
Post by: Xotl on 10 December 2012, 20:10:04
Plasma Weapons and Conventional Infantry

p. 139: under Plasma Weapons.  Add the following new section to the bottom of the entry:

Conventional Infantry: Against infantry, the damage dealt by plasma weapons (both the base damage, if any, as well as any variable damage rolled) is not reduced due to the weapon's Type. For example, even though it is a Direct Energy weapon, a Plasma Rifle hit deals its full 10+2D6 damage.

p. 303, 304: Remove AI from both the Plasma Rifle and Plasma Cannon entries.

This would mean that a plasma cannon will kill 3d6 troopers, and a rifle will kill 10+2D6 troopers, before any other modifiers are taken into account.  Thank you for your patience as we sorted this one out.
Title: Re: Total Warfare
Post by: Xotl on 19 December 2012, 07:09:52
PDF, corrected 3rd printing, page 131:

C3 Computer, Stealth Armor subsection:
"Armor that inflicts range modifiers against attacking units does not confuse a C3 network. While such additional range modifiers apply to the nearest attacking unit, they do not apply to any other units using the network to attack."
Change to:
"Armor that inflicts range modifiers against attacking units does not confuse a C3 network. Only apply the additional range modifiers based on the range between the target and the nearest unit in the network; do not apply modifiers based on the range between the target and the attacking unit in the network. The only modifiers to consider between the attacking unit and the target are Minimum Range modifiers."
Title: Re: Total Warfare
Post by: Xotl on 19 December 2012, 07:12:46
PDF, corrected 3rd printing, page 131:

Replace the TAG subsection with the following:

TAG: Not a weapon in its own right, TAG (see p. 142) can be used to designate targets for weapons like laser-guided bombs or semi-guided LRMs. TAG units can be built into a unit’s fuselage in the same way as a weapon or carried as an external pod. A pod-mounted TAG occupies the same space as one bomb. To designate a target, the fighter must be at Altitude 5 or lower. Like a strike attack, the target must lie along the flight path.

The base to-hit number for the system is the warrior’s Gunnery Skill +2. The designating aerospace unit cannot make any other attacks while attempting to designate a target.

A grounded fighter's TAG uses the same firing arc as a weapon in the same location (see p. 236), and uses all rules of TAG use as found on p. 142. A pod-mounted TAG on a grounded aerospace fighter uses the nose firing arc.
Title: Re: Total Warfare
Post by: Xotl on 19 December 2012, 07:27:36
PDF, corrected 3rd printing, page 144:

Initiative and Displacement:
"If one unit’s charge, push or DFA attack would displace the target of another unit’s charge, push or DFA, the unit with the lower Initiative resolves its physical attack first."
Change to:
"If one unit’s charge, push or DFA attack would displace the target of another unit’s physical attack, the unit with the lower Initiative resolves its physical attack first."
Title: Re: Total Warfare
Post by: Xotl on 19 December 2012, 07:46:52
PDF, corrected 3rd printing, page 142:

Nemesis Pods:

"A successful attack tags the target. Friendly units that use Artemis IV-capable missiles, semi-guided missiles or Narc-equipped missiles to attack an enemy unit may instead hit the Nemesis-tagged unit,"
Change to:
"A successful attack tags the target. Units friendly to a tagged target that fire Artemis IV-capable missiles, semi-guided missiles or Narc-equipped missiles may hit the Nemesis-tagged unit instead of their enemy,"
Title: Re: Total Warfare
Post by: Xotl on 05 February 2013, 12:21:33
PDF, 3rd printing, p. 144

Multiple Physical Attacks: A ‘Mech may only make a single
type of physical attack in a single turn: charging, clubbing, death
from above, kick, punch, push or phyiscal weapon attack.

Change "phyiscal" to "physical"
Title: Re: Total Warfare
Post by: Xotl on 18 February 2013, 22:44:54
PDF, 3rd printing, p. 215:

Replace the Burst Fire Weapons and Conventional Infantry paragraph with the following:


    Burst Fire weapons and Conventional Infantry: When burst-fire weapons are used against conventional infantry in a building hex, treat such weapons as burst fire weapons as dealing half of their normal burst-fire damage; see Attacks Against Conventional Infantry, p. 215. Burst-fire weapons fired at infantry in the same hex inflict one-half their normal burst-fire damage.
Title: Re: Total Warfare
Post by: Xotl on 19 February 2013, 23:38:50
PDF, 3rd printing, p. 237 and 318:
Aerospace Attack Modifiers Table

Insert the following into the section for Target/Intervening Conditions:
   
    Secondary target in forward arc +1
    Secondary target in side or rear arc +2
Title: Re: Total Warfare
Post by: Xotl on 26 February 2013, 15:36:36
PDF, 3rd printing, page 226

The only exceptions are Conventional Fighters, and Fixed Wing and Airship Support Vehicles in conjunction with infantry that have Jumping or VTOL MP.
Change to:
The only exceptions are Aerospace Fighters, Conventional Fighters, and Fixed Wing and Airship Support Vehicles in conjunction with infantry that have Jumping or VTOL MP.
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 11:56:58
PDF, third printing, p. 246

"Treat such attacks as originating in the impact hex when determining attack direction."

AFTER THIS ADD:
"All external ordnance uses the Nose Arc for firing purposes."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 11:58:59
PDF, third printing, p. 144

Initiative and Displacement:
"If one unit’s charge, push or DFA attack would displace the target of another unit’s charge, push or DFA, the unit with the lower Initiative resolves its physical attack first."

CHANGE TO:
"If one unit’s charge, push or DFA attack would displace the target of another unit’s physical attack, the unit with the lower Initiative resolves its physical attack first."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 12:24:17
PDF, third printing, p. 148

Under Damage:
"Vehicles: When a vehicle charges a standing ’Mech, allocate damage according to the ’Mech Kick Location Table. Against another vehicle or a prone ’Mech, the normal hit location rules apply."

AFTER THIS ADD:

"Against a 'Mech in Depth 1 water, use the Punch Location Table if the vehicle was on the surface of the water, and the Kick Location Table if the vehicle was at Depth 1."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 12:28:40
PDF, third printing, p. 143

REPLACE:
"the system designates the target for that turn's Weapon Attack Phase; the target unit is designated for any number of attacks from any number of units using TAGs"

WITH:
"the system designates the target for that turn's Weapon Attack Phase; the target unit is designated for any number of attacks from any number of units using TAG-guided ammunition, such as Semi-Guided missiles (p. 142)."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 12:30:13
PDF, third printing, p. 259

"The defending player must write down the number of each hex in which a unit is hidden and designate the unit’s facing, if it is prone and so on."

ADD AFTER THAT SENTENCE:

"Mechanized Battle Armor is Hidden only if the unit they are riding on is Hidden as well. If the unit they are riding on is Hidden, the Battle Armor must be Hidden as well."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 12:40:41
PDF, third printing, p. 135

REPLACE:
"Extended fuel tanks that suffer a critical hit on an ICE powered ’Mech explode like ammunition (CASE may mitigate the effects of this blast as normal). The tanks inflict internal damage equal to 1 damage point for every 5 points of remaining Walking MP. Extended fuel cells on fuel cell-powered ’Mechs do not explode, but all remaining fuel in that location is lost as a result of the damage."

WITH:
"Extended Fuel Tanks that are filled or partially filled fuel tanks explode like ammunition (such that CASE may mitigate the effects of this blast as normal) for 20 points of damage. Empty Extended Fuel Tanks are treated as empty ammunition bins. (p. 125)"

Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 12:42:01
PDF, third printing, p. 261

"A unit carrying a load weighing more than a quarter of its own tonnage may only move at half its Walking/Cruising MP (round down)."

AFTER THIS ADD

"No unit can use Jump Movement while carrying cargo, unless the cargo is being carried using 'Mech Lifting Capabilities, at right."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 13:02:48
PDF, third printing, p. 111

REPLACE:
"Indirect fire allows a unit without a direct line of sight to a target to attack that target, though a friendly unit must have a valid line of sight to the target (this unit is referred to as the spotter)."

WITH:
"Indirect fire allows a unit without a direct line of sight to a target to attack that target, though a friendly ground unit must have a valid line of sight to the target (this unit is referred to as the spotter)."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 13:08:14
PDF, third printing, p. 20

REPLACE:
"The term “ground unit” refers to ’Mechs (BattleMechs, OmniMechs and IndustrialMechs); ProtoMechs; hover, wheeled and tracked Combat Vehicles; infantry; and hover, wheeled and tracked Support Vehicles."

WITH:
"The term “ground unit” refers to ’Mechs (BattleMechs, OmniMechs and IndustrialMechs); ProtoMechs; hover, tracked, VTOL, wheeled and WiGE Combat Vehicles; hover, tracked, VTOL, wheeled and WiGE Support Vehicles; battle armor and conventional infantry."

Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 13:13:50
PDF, third printing, p. 259

REPLACE
"If a unit attempts to enter a hex containing a hidden unit, the hidden unit is revealed if that move would violate the stacking rules (see Stacking, p. 57). The unit attempting to enter the hex containing a hidden unit immediately ends its movement before moving into that hex."

WITH
"If a unit attempts to enter a hex containing a hidden unit, and if that move would violate the stacking rules (see Stacking, p. 57), then the unit attempting to enter the hex containing a hidden unit immediately ends its movement before moving into that hex."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 13:22:46
PDF, third printing, p. 40

REPLACE:
"Shutdown and unconscious units: A shutdown unit or one with an unconscious pilot cannot make a Piloting/Driving Skill or Control roll, and fails it automatically (see Shutdown, p. 106)."

WITH
"Shutdown and unconscious units: A shutdown unit or one with an unconscious pilot cannot make a Piloting/Driving Skill or Control roll, and fails it automatically (see Shutdown, p. 160)."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 13:28:47
PDF, third printing, p. 305

REPLACE:
"Man-Portable Plasma Rifle DE 2"

WITH"
"Man-Portable Plasma Rifle DE, H 2§§"
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 13:30:47
PDF, third printing, p. 271

REPLACE:
"For Clan MechWarriors, add 1 to each roll result; subtract 1 for Clan combat vehicle warriors."

WITH:
"For Clan MechWarriors, add 2 to each roll result; subtract 2 for Clan combat vehicle warriors."
Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 13:35:29
PDF, third printing, p. 114

REPLACE:

"• OS: One-shot weapon. One-shot weapons can only be fired once in a scenario.
• PD: Point-Blank weapon. Point-nlank weapons can only be used against targets in the same or adjacent hexes."

WITH
• OS: One-shot weapon. One-shot weapons can only be fired once in a scenario. The single shot carried by an OS launcher may be of any munition type available to the weapon type itself."
• PD: Point-Blank weapon. Point-blank weapons can only be used against targets in the same or adjacent hexes.

Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 13:41:18
PDF, third printing, p. 86

Landing Modifiers Table:

REPLACE:
"Unit is attempting horizontal landing +1 per point of Velocity above 3"

WITH:
"Unit is attempting horizontal landing +1 per point of Velocity above 2"


p. 88:
DELETE THIS SENTENCE:
"A unit cannot lift off if it has a Safe Thrust of 2 or less."


p. 88
Takeoff:

AFTER:
"Players need not make a Control Roll for a horizontal liftoff."

ADD:
"A horizontal liftoff takes 2 Thrust Points, and places the aerospace unit on the appropriate hex of the atmospheric map at Velocity 1 heading in the direction the landing strip was oriented on the ground map, and may not spend further thrust points that turn. The unit is not subject to Gravity (p. 80) this turn."


p. 88
Takeoff:

AFTER:
"If the roll fails, calculate the Margin of Failure (MoF) and refer to the Failed Liftoff Table."

ADD:
"The unit is placed on the appropriate hex of the atmospheric map at Velocity 1, heading in any appropriate direction desired by the pilot, and may not spend further thrust points that turn."


Title: Re: Total Warfare
Post by: Paul on 22 March 2013, 13:50:49
PDF, third printing, p. 114
REPLACE:
"F: Flak. When used against airborne aerospace units or VTOLs and WiGEs, apply a –2 to-hit modifier in addition to any other modifiers such weapons might convey."

WITH:
"F: Flak. When used by any unit against airborne aerospace units, VTOLs or WiGEs, apply a –2 to-hit modifier in addition to any other modifiers such weapons might convey."


Total Warfare, p.136
REPLACE:
"Targeting Computer: This weapon can use a targeting computer when making attacks except for aimed shots (see Targeting Computer, p. 143)."

WITH:
"Targeting Computer: This weapon can use a targeting computer when making attacks, except when using the Flak weapon effect or for aimed shots (see Targeting Computer, p. 143)."

Title: Re: Total Warfare
Post by: Paul on 23 March 2013, 20:57:53
PDF, Third Printing, p.198:

"The first column lists the difference in levels between the ’Mech’s hex and the VTOL; to find this number, subtract the ’Mech’s hex level +1 from the VTOL’s elevation."

DELETE
"+1"
Title: Re: Total Warfare
Post by: Paul on 23 March 2013, 21:00:23
PDF, Third Printing, p. 160:

"Aimed shots: Other players can target a shutdown ´Mech with aimed shots (see p. 110)."

AFTER THIS ADD:

"Voluntary Shutdown: Players may elect to voluntarily shut down a unit during any End Phase. They may then restart the power plant in any subsequent End Phase, provided they meet any Avoid Shutdown due to Heat checks (if needed), and provided there is no damage (such as three or more Engine Shielding criticals) that prevents a restart."
Title: Re: Total Warfare
Post by: Paul on 23 March 2013, 21:10:59
PDF, Third Printing, p. 258:

"With the exception of infantry, all of a unit’s weapons are considered destroyed if it loses all weapons with a range greater than five hexes and if it can no longer cause more than 5 points of combined weapons damage."

AFTER THIS ADD:
"If the unit did not start with the ability to do 5 or more damage, or the ability to do damage at a range greater than five hexes, the unit is never considered to have all its weapons destroyed."

Title: Re: Total Warfare
Post by: Paul on 23 March 2013, 21:33:45
PDF, Third Printing, p. 129

REPLACE:
"Under the Hidden Units rules, an active probe can detect any hidden ’Mech, battle armor or vehicle (but not conventional infantry),

WITH:
"Under the Hidden Units rules, an active probe can detect any hidden ’Mech, battle armor or vehicle (but not conventional infantry, or battle armor infantry that have stealth armor),"

Title: Re: Total Warfare
Post by: Paul on 28 March 2013, 13:33:08
PDF, Third Printing, p. 121:


"Every weapon does a specific amount of damage, defined as Damage Value, which appears under the Damage Value column on the appropriate Weapons and Equipment tables, beginning on p. 303."

AFTER THIS ADD:
"Cluster Weapon: Certain weapons use the Cluster Hits Table, and can hit multiple locations. Each is resolved as their own separate hit."


p. 123:

REPLACE
"To determine whether a unit takes critical damage from an attack that damages the internal structure,"

WITH
"To determine whether a unit takes critical damage from a hit that damages the internal structure,"

REPLACE
"Each successful attack that damages internal structure"

WITH
"Each hit that damages internal structure"



REPLACE:
"regardless of the number of internal structure circles destroyed by a single weapon or other attack"

WITH:
"regardless of the number of internal structure circles destroyed by a single hit or other event"


p. 124

REPLACE:
"Multiple locations: If a single attack damages the internal structure of two different locations, the attacker makes a roll to determine critical damage for both locations."

WITH:
"Multiple locations: If a single hitdamages the internal structure of multiple different locations, the attacker makes a roll to determine critical damage for each of those locations."


Title: Re: Total Warfare
Post by: Paul on 03 April 2013, 14:49:48
PDF, Third Printing, p. 38

REPLACE:
"At the end of the phase, all damage takes effect immediately."

WITH:
"At the end of the phase, all damage takes effect simultaneously.
Title: Re: Total Warfare
Post by: Xotl on 03 April 2013, 15:15:39
PDF third printing p. 129:

REPLACE:
"Anytime a missile weapon makes a successful to-hit attack
against a unit carrying an AMS, and the missile weapon strikes
in the attack direction covered by the firing arc where the
AMS is mounted, the AMS will automatically engage with the
following results:"

WITH:
"Anytime a Missile Weapon (see p.113) makes a successful to-hit attack against a unit carrying an AMS, and the missile weapon strikes in the attack direction covered by the firing arc where the AMS is mounted, the AMS will automatically engage with the following results:"


AND

"Aerospace units: AMS against missile attacks from aerospace units operates as described above, with the following exceptions: for each AMS in the appropriate attack direction from an attacking aerospace unit, roll 1D6 and subtract that number from the missile’s standard-scale Attack Value before generating Damage Value groupings (see Determining Hit Location, p. 238, in Aerospace Units); AMS has no effect against Capital Missiles."

AFTER THIS ADD:
"Artillery: Arrow IV and cruise missiles (pp. 179-186, TO) are not considered "Missile Weapons" (p. 113), and thus AMS has no effect against these."
Title: Re: Total Warfare
Post by: wellspring on 16 April 2013, 10:54:04
PDF Third Printing, page 301:

Add page 114 to the list of pages indexed under "Flak". (The index references the HAG and LB-X weapons using this property, but not the weapons property entry itself.)
Title: Re: Total Warfare
Post by: Paul on 24 April 2013, 10:14:53
PDF Third Printing, p.129:

"Under the Hidden Units rules, an active probe can detect
any hidden ’Mech, battle armor or vehicle (but not conventional
infantry),"

REPLACE WITH:

"Under the Hidden Units rules, an active probe can detect any hidden ’Mech, battle armor or vehicle (but not conventional infantry, or battle armor equipped with any type of stealth armor),"

Title: Re: Total Warfare
Post by: Paul on 24 April 2013, 10:24:13
PDF Third Printing p.228:

"MAGNETIC CLAMPS
A battle armor unit equipped with magnetic clamps that also satisfies the standard criteria for mechanized battle armor can mount standard BattleMechs and vehicles as though the carrying units were Omni units (see Mechanized Battle Armor, p. 227)."

REPLACE WITH:

"MAGNETIC CLAMPS
A battle armor unit equipped with magnetic clamps can mount standard BattleMechs and vehicles as though the carrying units were Omni units (see Mechanized Battle Armor, p. 227)."
Title: Re: Total Warfare
Post by: Paul on 24 April 2013, 10:33:38
PDF Third Printing, p.197

"Determining Hit Location"

BEFORE THIS ADD:
"Motive System Damage
If at any time during a turn a VTOL vehicle is airborne when damage reduces its MP to 0, treat it as if it had received an Engine Damage critical hit, see below. The engine itself remains functional, but the VTOL cannot move for the rest of the game."

Title: Re: Total Warfare
Post by: Paul on 24 April 2013, 10:45:59
From pg. 173, replace the this paragraph:

"The modified to-hit target number for the dive-bombing attack is 6 (4 Gunnery + 2 for the dive-bombing modifier).
If the attack is successful, all three bombs hit the target building hex at the level designated."

with the following.  Altered text in bold:

"The modified to-hit target number for the dive-bombing attack is 6 (4 Gunnery + 2 for the dive-bombing modifier).
roll once for each bomb used in the attack.  If the rolls are successful, that bomb hits the target building hex at the level designated."

From pg.245 replace this paragraph:

"Because the VTOL vehicle in Hex D is airborne, the Shiva cannot make an air-to-ground attack and so the strafing
attack has no effect. The Shiva can only attack the airborne VTOL air-to-air. However, the difference in altitudes
between the two units is 2, meaning they must be at least three hexes away from each other for a valid attack. They
are less than three hexes apart, and so neither may attack the other (see Air-to-Air Attacks, p. 241)."

With the following:

"For the VTOL in Hex D: 9  (4 (base to-hit number), +4 (strafing attack modifier) +2 (VTOL movement) +1 (airborne target) -2 (pulse weapon modifier)). If the attack succeeds, the player makes the hit location rolls against the rear of the VTOL."

From pg. 247 replace these paragraphs:

"The controlling player nominates Hex B for its divebombing attack and opts to drop half his bomb load (5 bombs) against the target hex. The player makes a single to-hit roll against the modified To-Hit Number 6 (4 (base to-hit number) + 2 (dive-bombing attack modifier) = 6). Unfortunately, he rolls a 5 and the bombs miss their target. For each bomb, he must now roll the direction and distance of deviation. If he’s lucky, they may still land in another hex containing an enemy unit, or—since they are cluster bombs—adjacent to an enemy unit’s hex.
If the bombs had struck Hex B, the player would apply the following damage."

With the following.  Altered text in bold:

"The controlling player nominates Hex B for its divebombing attack and opts to drop half his bomb load (5 bombs) against the target hex. The player makes a single to-hit roll against the modified To-Hit Number 6 (4 (base to-hit number) + 2 (dive-bombing attack modifier) = 6) for each bomb. Unfortunately, all his rolls are less than 6 and the bombs miss their target. For each bomb, he must now roll the direction and distance of deviation. If he’s lucky, they may still land in another hex containing an enemy unit, or—since they are cluster bombs—adjacent to an enemy unit’s hex.
If all the bombs had struck Hex B, the player would apply the following damage."

From pg.247-248, replace the example with the following.  Altered text in bold:

"In the strafing example on p. 244, the controlling player of the ground units wishes to attack the aerospace fighter. The Shiva is at Altitude 3 in a hex on the low-altitude map that corresponds with the Canyon map (the ground mapsheet).
First, all of the units on the ground mapsheet have line of sight to the Shiva. (They would have LOS whether
the fighter was at Altitude 1 all the way up to Altitude 8; at Altitude 9 or higher, the units on the ground mapsheet
could not attack the Shiva. See Line of Sight under Airborne Aerospace Units Vs. Airborne Non-Aerospace
Units, p. 99 of the Combat section.)
Next, the ground units’ player must take his units’ firing arcs into consideration. The Shiva is operating on a low altitude
map, and so the line of sight is drawn from the attacking hexes to the closest point on the Shiva's flightline to determine appropriate arcs as follows (see Firing Arcs under Non-Aerospace Units to Airborne Aerospace Units, p. 110 of Combat):
1. Firing arcs do not apply to the infantry in hexes A and B.
2. The vehicle in Hex A can only fire its front-mounted weapons, or turret-mounted weapons if the unit had
a turret and rotated it appropriately during weapon declaration.
3. The fighter is in the rightside arc of the ’Mech in Hex B.  The 'Mech may torso-twist to fire its front arc weapons on the fighter
4. The fighter is in the ProtoMech’s rear arc, and so the ProtoMech can only fire on the fighter if it mounts a main gun or arm-mounted weapons.
5. The VTOL in Hex D can only fire its rear-mounted weapons.
6. The WiGE in Hex 1 can only fire right-side mounted weapons.
7. Because the closest point on the Shiva's flightline is equidistant to the ’Mech in Hex 2's front and left arm arcs, the player controlling the player may chose what arc applies. The player controlling the ’Mech in Hex 2 may elect to torso-twist towards the Shiva's flightline, thus ensuring they may use the weapons in theif front firing arc.
As the Shiva is operating on a low-altitude map, the range of the fighter is drawn from the attacking unit’s hex to the nearest hex on the Shiva's flightine, minimum 0. In addition, for each altitude, all attacking non-aerospace units add 2 hexes to the range (see Non-Aerospace Units Attacking Airborne Aerospace Units, p.
107). With that in mind, the ranges for each unit are as follows:
1. The vehicle in Hex A, the ’Mech in Hex B, the ProtoMech in Hex C, and the VTOL in Hex D would all attack the Shiva as though the range
were 6 (all are on the flightline, plus 2 hexes of range per altitude).
2. The range from the WiGE in Hex 1 is 7 (1 hex from the flightline, plus 2 hexes of range per altitude)
3. The range from the ’Mech in Hex 2 is 8 (2 hexes from the flightline, plus 2 hexes of range per altitude).
4. The two infantry units cannot make attacks against airborne aerospace units.
If the Shiva had been at Altitude 1 (NOE), the vehicle in Hex A, the ’Mech in Hex B, the ProtoMech in Hex C, the VTOL in Hex D and the WiGE in Hex 1 would have applied a +1 to-hit modifier, while the ’Mech in Hex 2 would have applied a +2 to-hit modifier for terrain.
Finally, the player must consider the angle of attack (see Angle of Attack, p. 236). The units in hexes A, B, C and D are
attacking the aerospace fighter’s nose and so apply a +1 modifier for angle of attack. The WiGE in Hex 1 is attacking the fighter's right side and ’Mech in Hex 2 is attacking the left side, and so both apply a +2 to-hit modifier.
With the above information determined, the controlling player of the ’Mech in Hex B (a Legacy) determines the exact
to-hit numbers for his weapons. The base range is 0 hexes, +2 hexes for each of the three altitudes for a net range of 6 hexes.
This is medium range for the Legacy’s ER medium lasers and its single Streak SRM-4. The ’Mech’s twin Ultra AC/10s (which
the controlling player opts to fi re at double rate) are at short range. The ER small laser has a maximum range of 5 and thus
cannot be used against the Shiva. The Legacy walked this turn, increasing the to-hit target number modifi er at short range to
5 and at medium range to 7.
The player rolls a 6 and an 11 for the ER medium lasers (one hit, one miss), an 8 for the SRM-4 (which inflicts four 2-point hits) and a 6 and 7 for the Ultra AC/10. He rolls 2D6 twice to see how many AC rounds struck the target and gets a 6 and a 10, which he compares to the appropriate column of the Cluster Hits Table.
One round from the first autocannon and both rounds from the second struck the Shiva, infl icting 43 total points of damage.
Because the attacking unit is launching an assault from the ground against an airborne aerospace unit, the player uses the
Above/Below column of the Aerospace Units Hit Location Table (see p. 237). The ER medium laser hits the fighter’s aft and does 5 points of damage, exceeding the Damage Threshold of 4 and possibly infl icting critical damage to the engine, while the SRM rounds strike the right wing, left wing and aft (x2) for 2 points each (no chance of a critical hit). Two AC rounds strike the right wing for 10 damage points each and one AC round to the nose for 10 points, all exceeding the Damage Thresholds in those locations. The wing hits offer two possible critical hits—a gear hit and a weapon hit—while the nose hit may have done critical damage to sensors.
The player rolls 2D6 for each possible critical hit. He gets 9 for the engine roll (critical), 7 for the gear (no critical), 11 for the wing weapons (taking out one of the pulse lasers) and 7 for the sensor (no critical). The damage takes eff ect immediately; not enough to destroy the aircraft but enough to place it in great danger.
The Shiva’s player must make a Control Roll against a Modified Target Number of 8 (5 (Base To-Hit Number) +2 (+1
for each 20 points of damage sustained), +2 (atmospheric flight), –1 (aerospace fi ghter)). He rolls a 5—a failure—and
the fi ghter goes out of control. Next, he rolls 1D6 to determine the number of altitudes lost and gets a 2. The aircraft drops to
Altitude 1 (NOE), surviving—for now—to continue the fight. If the Shiva were operating under the Aerospace Units on
Ground Mapsheets rules (see p. 91), then the range to the aerospace fi ghter (and attack direction) would have been determined by the fighter’s ending hex and orientation, regardless
of the size of the playing area
."
Title: Re: Total Warfare
Post by: Paul on 24 April 2013, 13:42:40
PDF 3rd printing p.79:

"In the unlikely event that an out-of-control unit enters the interface with a Velocity of 0,"

DELETE "unlikely"
Title: Re: Total Warfare
Post by: Paul on 24 April 2013, 14:16:00
PDF Third Printing p.215:

DELETE:
"As with attacks from conventional infantry, double the damage each mechanized infantry trooper can sustain from burst-fire weapons."

p.216:

REPLACE:
"Mechanized infantry: Successful non-infantry attacks against conventional mechanized infantry double the number of troopers eliminated.
Against successful infantry attacks, double the damage each mechanized infantry trooper can sustain before being eliminated.
If such a trooper is not eliminated, that unit’s record sheet always retains at least one box of armor (which requires 2 points of infantry damage to eliminate) until the trooper is crippled or killed."

WITH:
"Mechanized infantry: Successful non-infantry attacks against conventional mechanized infantry double the number of troopers eliminated unless they are made with burst fire weapons.
Against successful infantry and burst fire weapon attacks, double the damage each mechanized infantry trooper can sustain before being eliminated.
If such a trooper is not eliminated, that unit’s record sheet always retains at least one box of armor (which requires 2 points of infantry damage to eliminate) until the trooper is crippled or killed."


Title: Re: Total Warfare
Post by: Paul on 24 April 2013, 16:09:37
Page 215, Attacks against Conventional Infantry:
REPLACE:
Quote
Successful non-infantry attacks against conventional mechanized infantry double the number of troopers eliminated in this fashion.

WITH
Quote
Successful non-conventional-infantry attacks against conventional mechanized infantry double the number of troopers eliminated in this fashion.


Page 216, Damage from Other Infantry Units:
REPLACE
Quote
Damage done by one infantry unit to another always equals the standard damage inflicted; it cannot be reduced by using the Non-Infantry Weapon Damage Against Infantry Table.

WITH
Quote
Damage done by one conventional infantry unit to another always equals the standard damage inflicted; it cannot be reduced by using the Non-Infantry Weapon Damage Against Infantry Table.


Page 216, Mechanized Infantry:
REPLACE
Quote
Successful non-infantry attacks against conventional mechanized infantry double the number of troopers eliminated.
Against successful infantry attacks, double the damage each mechanized infantry trooper can sustain before being eliminated.

WITH
Quote
Successful non-conventional-infantry attacks and non-burst-fire attacks against conventional mechanized infantry double the number of troopers eliminated.
Against successful conventional infantry attacks and burst-fire attacks, double the damage each mechanized infantry trooper can sustain before being eliminated.


Page 218, Non-Missile Attacks:
REMOVE
Quote
If the target is a conventional infantry platoon, its controlling player simply applies the damage; for a mechanized infantry unit, double the damage that each trooper can take (see Damage From Other Infantry Units, p. 216).


Page 218, Missile Attacks:
REMOVE
Quote
As with other weapon types, if the target is a conventional infantry platoon, simply apply the damage; if a mechanized infantry unit, double the damage that each trooper can take.
Title: Re: Total Warfare
Post by: Hafergulden on 08 May 2013, 16:03:26
One rules question from quite some time ago led to the following erratum – it was supposed to go into the errata, but seems to have vanished when the board crashed, or in one of the moves.

My version of TW is the second corrected (Catalyst) printing.

p. 41, subsection Damaging A Warrior, paragraph Head Hits:  add something like the following: “The MechWarrior does not take damage from a  head hit that does not cause at least one point of damage to the 'Mech”.

The reason for this ruling was the new cover rules, which can require the rolling of hit locations for inferno missiles etc (to see if they hit the bits obscured by partial cover).

Acting Errata Coordinator: Thanks!
Title: Re: Total Warfare
Post by: Paul on 24 May 2013, 08:51:11

p.220:

Leg Attacks:
"Infantry units that begin a Weapon Attack Phase in the same
hex as a ’Mech may choose to attack the ’Mech’s legs instead of
making a standard weapon attack."

CHANGE TO:

"Infantry units that begin a Weapon Attack Phase in the same hex and at the same elevation as the legs of an enemy ’Mech may choose to attack the ’Mech’s legs instead of making a standard weapon attack."


Swarm:

"Infantry units that begin a Weapon Attack Phase in the same
hex as an enemy ’Mech may choose to swarm the ’Mech, rather
than use their weapons or attack its legs."

CHANGE TO:

"Infantry units that begin a Weapon Attack Phase in the same hex and at the same elevation(s) of an enemy ’Mech may choose to swarm the ’Mech, rather than use their weapons or attack its legs."

Title: Re: Total Warfare
Post by: Paul on 24 May 2013, 09:03:01
p.122:

"If the ’Mech stays prone, it can still change its facing one hexside
per turn; it is considered to have walked if it changes its facing."

AFTER THIS ADD:
"A ’Mech that loses both of its legs cannot move. If it wasn't prone, it automatically falls and has 0 MP available. The MechWarrior automatically takes damage from this fall. It cannot change hexsides or attempt to stand. It can still attempt to prop itself up to fire if it has both arms."
Title: Re: Total Warfare
Post by: Paul on 24 May 2013, 09:07:07
p. 222:

"The infantry unit cannot move or shoot for the
rest of the turn, and takes 3D6 damage points of damage. The
damage is applied to the infantry unit as if from an infantry attack."

CHANGE TO:

"The infantry unit cannot move or shoot for the
rest of the turn, and each trooper takes 1 damage point for every Jump Movement Point the 'Mech had in that phase."

(((IOW, the Jumping 'Mech goes it it's apex, and then drops. This will insta-kill conventional swarming infantry. Sucks to be them.)))

Also:

"If the roll is successful, the swarming infantry is shaken
loose as if knocked off by a jumping ’Mech."

CHANGE TO:

"If the roll is successful, the swarming infantry is shaken loose as if knocked off by a jumping ’Mech, and each trooper takes 1 damage point.
VTOLs and WIGE: VTOL and WIGE unit can fight off swarming infantry just like regular combat vehicles. Should they succeed, or be destroyed while they are swarmed, the swarming infantry is considered to be shaken loose as if knocked off by a jumping ’Mech, and each trooper takes 1 damage point for every Elevation above the terrain that the VTOL or WIGE unit is at. If the swarming infantry has Jump or VTOL movement, it takes no damage, but still cannot move or shoot for the remainder of the turn."
Title: Re: Total Warfare
Post by: Paul on 24 May 2013, 09:11:12
* Engine Damage (p. 197)
"If the roll fails, the VTOL crashes (see Rotor Destruction, at right)."

AFTER THIS ADD:
"If the VTOL lands or survives the crash, it is considered immobile."
Title: Re: Total Warfare
Post by: Paul on 24 May 2013, 09:23:35
* Destroying a Unit (Vehicles) (p. 127)

“A vehicle is considered destroyed and out of the game when all of its internal structure circles in one location (including the turret, if any) are marked off (this never includes a VTOL’s Rotor location), or when its Critical Hit Effects indicates that it is destroyed.”

CHANGE TO:
“A vehicle is considered destroyed and out of the game when all of its internal structure circles in one location (including the turret, if any) are marked off, or when its Critical Hit Effects indicates that it is destroyed.”
Title: Re: Total Warfare
Post by: Moonsword on 24 May 2013, 16:54:17
In case anyone missed my announcement up above, we've reached the cutoff for any additional reports for the next Total Warfare errata release.  Thanks for your help, everyone!
Title: Re: Total Warfare
Post by: Moonsword on 20 June 2013, 15:37:04
Page 215, Stealth Equipment:

Stealth Equipment: To-hit modifiers generated by basic, improved, prototype and standard stealth armor systems (regardless of which unit mounts the equipment) have no effect on conventional infantry (see Other Combat Equipment, p. 228). To-hit modifiers from mimetic armor and camo systems do apply to conventional infantry.
Replace with:
Stealth Equipment: To-hit modifiers generated by BattleMech, basic, improved, prototype and standard stealth armor systems (regardless of which unit mounts the equipment) have no effect on conventional infantry (see Stealth Armor, p. 142, and Other Combat Equipment, p. 228). To-hit modifiers from mimetic armor and camo systems do apply to conventional infantry.