p. 99, General Conversion Rules
Third paragraph, last sentence
Otherwise, round all damage values up to the nearest whole number.
Change to:
Otherwise, if the unit does not track heat, round all damage values up to the nearest whole number.
Under "Adjustment for Heat", in between the first and second sentence insert the following:
"As such, do not perform any damage rounding at this stage."
p. 101, Ammunition
The damage value for any ballistic or missile weapon
that does not have at least 10 shots assigned to it must be
multiplied by 0.75, with the following additional conditions.
Change to:
For each ballistic or missile weapon, divide the number of
such weapons on the unit by the number of shots for that
weapon the unit carries. If the result is less than 10, the
damage value for each such weapon must be multiplied by
0.75, with the following additional conditions.
p. 115, Converting Heat
Under "Heat-Modified Damage", first paragraph, second sentence
In this formula, the total base damage for the unit at each bracket is multiplied by its total heat dissipation rate.
Change to:
In this formula, the total base damage (i.e., the damage total before any rounding has been applied) for the unit at each bracket is multiplied by its total heat dissipation rate.
p. 115, Converting Heat
Under Heat-Modified Damage, first paragraph, last sentence
This final value is rounded up to the nearest tenth place to produce the unit’s heat-modified damage at that range.
Change to:
This final value is rounded up to the nearest whole number to produce the unit’s heat-modified damage at that range.
p. 115, Special Case Heat Rules:
Stealth Armor: If the unit features stealth armor, add 10 points of heat to its heat output.
Change to:
Stealth Systems: If the unit features stealth armor, the Null-Signature System, or the Void-Signature System, add 10 points of heat to its heat output. If the unit features the Chameleon Light Polarization Shield, add 6 points to its heat output.
XXL Engine: If the unit’s Technical Readout shows that it mounts an XXL engine type, double its movement heat.
Change to:
XXL Engine: A BattleMech or IndustrialMech unit with an XXL engine ignores the regular movement heat calculations. Instead, it has a movement heat of 6 if it does not mount jump jets, or 2 per 2 inches of jumping Move if it does (to a minimum of +6 heat for such jumping units).
Improved Jump Jets: If the unit’s Technical Readout shows that it uses improved jump jets, reduce its jumping movement heat by half (to a minimum of +3 heat for jumping).
Change to:
Improved Jump Jets: A unit with improved jump jets reduces its jumping movement heat by half, rounding up (to a minimum of +3 heat for jumping). The movement heat for a BattleMech with both improved jump jets and an XXL engine is +1 per 2 inches of jumping Move, to a minimum of +3 heat.