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."