Author Topic: Total Warfare  (Read 33103 times)

Paul

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Re: Total Warfare
« Reply #60 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"
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Paul

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Re: Total Warfare
« Reply #61 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."
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Paul

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Re: Total Warfare
« Reply #62 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."

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Paul

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Re: Total Warfare
« Reply #63 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),"

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Paul

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Re: Total Warfare
« Reply #64 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."


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Paul

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Re: Total Warfare
« Reply #65 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.
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Xotl

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Re: Total Warfare
« Reply #66 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."
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

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

wellspring

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Re: Total Warfare
« Reply #67 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.)

Paul

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Re: Total Warfare
« Reply #68 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),"

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Paul

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Re: Total Warfare
« Reply #69 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)."
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Paul

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Re: Total Warfare
« Reply #70 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."

« Last Edit: 24 May 2013, 09:12:57 by Paul »
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Paul

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Re: Total Warfare
« Reply #71 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
."
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Paul

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Re: Total Warfare
« Reply #72 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"
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Paul

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Re: Total Warfare
« Reply #73 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."


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Paul

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Re: Total Warfare
« Reply #74 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.
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Hafergulden

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Re: Total Warfare
« Reply #75 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!
« Last Edit: 17 May 2013, 15:44:26 by Moonsword »

Paul

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Re: Total Warfare
« Reply #76 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."

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Paul

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Re: Total Warfare
« Reply #77 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."
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Paul

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Re: Total Warfare
« Reply #78 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."
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Paul

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Re: Total Warfare
« Reply #79 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."
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Paul

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Re: Total Warfare
« Reply #80 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.”
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Moonsword

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Re: Total Warfare
« Reply #81 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!

Moonsword

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Re: Total Warfare
« Reply #82 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.

 

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